mirror of https://github.com/aap/librw.git
work on ps2test
This commit is contained in:
parent
aec8c202c6
commit
7280647085
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@ -28,7 +28,20 @@ int *__errno() { return &errno; }
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// NONINTERLACED has half the vertical units
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uint128 packetbuf[128];
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uint128 chainbuf[128];
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uint128 vuXYZScale;
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uint128 vuXYZOffset;
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extern uint32 geometryCall[];
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extern uint32 skinPipe[];
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uint128 *curVifPtr;
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uint128 lightpacket[128];
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int32 numLightQ;
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rw::World *world;
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rw::Camera *camera;
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int frames;
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@ -40,6 +53,22 @@ printquad(uint128 p)
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printf("%016lx %016lx\n", lp[1], lp[0]);
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}
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void
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printquad4(uint128 p)
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{
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uint32 *lp;
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lp = (uint32*)&p;
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printf("%08x %08x %08x %08x\n", lp[0], lp[1], lp[2], lp[3]);
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}
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void
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dump4(uint128 *p, int n)
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{
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printf("data at %p\n", p);
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while(n--)
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printquad4(*p++);
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}
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struct DmaChannel {
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uint32 chcr; uint32 pad0[3];
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uint32 madr; uint32 pad1[3];
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@ -393,29 +422,6 @@ drawtri(void)
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toGIFchain(packetbuf);
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}
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rw::Matrix projMat, viewMat, worldMat;
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extern uint32 MyDmaPacket[];
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extern rw::RawMatrix vuMat;
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extern rw::RawMatrix vuLightMat;
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extern float vuXYZScale[];
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extern float vuXYZOffset[];
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extern float vuOffset[];
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extern uint64 vuGIFtag[];
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extern float vuMatcolor[];
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extern float vuSurfProps[];
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extern float vuAmbLight[];
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extern uint32 vuGeometry[];
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extern uint32 mpgCall[];
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extern uint32 textureCall[];
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extern uint32 geometryCall[];
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extern uint32 defaultPipe[];
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extern uint32 skinPipe[];
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rw::World *world;
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rw::Camera *camera;
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void
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printMatrix(rw::Matrix *m)
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{
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@ -436,59 +442,120 @@ printMatrix(rw::Matrix *m)
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m->flags);
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}
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// This is not proper data, just for testing
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void
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setupLight(rw::Atomic *atomic)
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{
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using namespace rw;
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Matrix *lightmat;
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float32 *lp;
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numLightQ = 0;
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lp = (float32*)lightpacket;
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// TODO: this is the wrong matrix. we actually want to
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// transform the light, not all normals.
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lightmat = atomic->getFrame()->getLTM();
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*lp++ = lightmat->right.x;
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*lp++ = lightmat->right.y;
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*lp++ = lightmat->right.z;
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*lp++ = 0.0f;
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*lp++ = lightmat->up.x;
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*lp++ = lightmat->up.y;
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*lp++ = lightmat->up.z;
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*lp++ = 0.0f;
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*lp++ = lightmat->at.x;
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*lp++ = lightmat->at.y;
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*lp++ = lightmat->at.z;
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*lp++ = 0.0f;
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*lp++ = lightmat->pos.x;
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*lp++ = lightmat->pos.y;
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*lp++ = lightmat->pos.z;
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*lp++ = 1.0f;
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// TODO: make a proper light block
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// ambient
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*lp++ = 80.0f;
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*lp++ = 80.0f;
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*lp++ = 80.0f;
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*lp++ = 0.0f;
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// directional
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*lp++ = 0.5f;
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*lp++ = -0.5f;
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*lp++ = -0.7071f;
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*lp++ = 0.0f;
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numLightQ = 6;
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}
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void
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setupTransform(rw::Atomic *atomic, rw::Matrix *trans)
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{
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rw::Matrix::mult(trans, atomic->getFrame()->getLTM(), &camera->viewMatrix);
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}
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enum {
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DMAcnt = 0x10000000,
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DMAref = 0x30000000,
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DMAcall = 0x50000000,
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DMAret = 0x60000000,
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DMAend = 0x70000000,
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V4_32 = 0x6C
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};
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#define UNPACK(type, nq, offset) ((type)<<24 | (nq)<<16 | (offset))
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#define STCYCL(WL,CL) (0x01000000 | (WL)<<8 | (CL))
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void
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drawAtomic(rw::Atomic *atomic)
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{
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using namespace rw;
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int i;
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Matrix trans;
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Geometry *geo;
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Matrix *vp;
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printf("view matrix\n");
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printMatrix(&camera->viewMatrix);
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printf("camera matrix\n");
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printMatrix(camera->getFrame()->getLTM());
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printf("atomic ltm\n");
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printMatrix(atomic->getFrame()->getLTM());
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/*
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RpAtomicPS2AllGetMeshHeaderMeshCache(atomic, ps2AllPipeData);
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RpAtomicPS2AllGatherObjMetrics(atomic);
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RpAtomicPS2AllMorphSetup(atomic, ps2AllPipeData);
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RpAtomicPS2AllObjInstanceTest(atomic, ps2AllPipeData);
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RpAtomicPS2AllClear(atomic);
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RpAtomicPS2AllTransformSetup(atomic, transform);
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RpAtomicPS2AllFrustumTest(atomic, &inFrustum);
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RpAtomicPS2AllPrimTypeTransTypeSetup(ps2AllPipeData, inFrustum);
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RpAtomicPS2AllMatModulateSetup(atomic, ps2AllPipeData);
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RpAtomicPS2AllLightingSetup(ps2AllPipeData);
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*/
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// Transform Setup
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Matrix::mult((Matrix*)&vuMat, atomic->getFrame()->getLTM(), &camera->viewMatrix);
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vuMat.rightw = vuMat.right.z;
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vuMat.upw = vuMat.up.z;
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vuMat.atw = vuMat.at.z;
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vuMat.posw = vuMat.pos.z;
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*(Matrix*)&vuLightMat = *atomic->getFrame()->getLTM();
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vuLightMat.rightw = 0.0f;
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vuLightMat.upw = 0.0f;
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vuLightMat.atw = 0.0f;
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vuLightMat.posw = 1.0f;
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ps2::ObjPipeline *pipe;
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ps2::MatPipeline *matpipe;
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Material *material;
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uint128 tmp, *lp;
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uint32 *vec;
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RGBAf color;
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int i;
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geo = atomic->geometry;
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if(!(geo->flags & Geometry::NATIVE)){
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printf("not instanced!\n");
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pipe = (ps2::ObjPipeline*)atomic->getPipeline();
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if(pipe->platform != PLATFORM_PS2)
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return;
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}
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vuAmbLight[0] = 80;
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vuAmbLight[1] = 80;
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vuAmbLight[2] = 80;
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vuAmbLight[3] = 0;
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setupLight(atomic);
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setupTransform(atomic, &trans);
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curVifPtr = packetbuf;
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// upload lights
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MAKEQ(tmp, DMAcnt | numLightQ+8, 0, STCYCL(4,4), UNPACK(V4_32, numLightQ, 0x3d0));
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*curVifPtr++ = tmp;
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for(lp = lightpacket; numLightQ--;)
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*curVifPtr++ = *lp++;
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// upload transformation matrix
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MAKEQ(tmp, 0, 0, STCYCL(4,4), UNPACK(V4_32, 4, 0x3f0));
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*curVifPtr++ = tmp;
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vec = (uint32*)&trans.right;
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MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
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*curVifPtr++ = tmp;
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vec = (uint32*)&trans.up;
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MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
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*curVifPtr++ = tmp;
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vec = (uint32*)&trans.at;
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MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
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*curVifPtr++ = tmp;
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vec = (uint32*)&trans.pos;
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MAKEQ(tmp, vec[0], vec[1], vec[2], vec[2]);
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*curVifPtr++ = tmp;
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// upload camera/screen info
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MAKEQ(tmp, 0, 0, STCYCL(4,4), UNPACK(V4_32, 2, 0x3f7));
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*curVifPtr++ = tmp;
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*curVifPtr++ = vuXYZScale;
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*curVifPtr++ = vuXYZOffset;
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assert(geo->instData != NULL);
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rw::ps2::InstanceDataHeader *instData =
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@ -496,27 +563,49 @@ drawAtomic(rw::Atomic *atomic)
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rw::MeshHeader *meshHeader = geo->meshHeader;
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rw::Mesh *mesh;
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for(i = 0; i < instData->numMeshes; i++){
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geometryCall[1] = (uint32)instData->instanceMeshes[i].data;
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vuMatcolor[0] = 1.0f;
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vuMatcolor[1] = 1.0f;
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vuMatcolor[2] = 1.0f;
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vuMatcolor[3] = 1.0f;
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material = instData->instanceMeshes[i].material;
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matpipe = pipe->groupPipeline;
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if(matpipe == nil)
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matpipe = (ps2::MatPipeline*)material->pipeline;
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if(matpipe == nil)
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matpipe = ps2::defaultMatPipe;
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vuGIFtag[0] = GIF_MAKE_TAG(0, 1, 1, GS_MAKE_PRIM(GS_PRIM_TRI_STRIP,1,0,0,0,0,0,0,0), GIF_PACKED, 3);
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vuGIFtag[1] = 0x412;
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geometryCall[3] = 0x020000DC;
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mpgCall[1] = (uint32)skinPipe;
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// geometryCall[3] = 0x02000114;
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// mpgCall[1] = (uint32)defaultPipe;
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toVIF1chain(MyDmaPacket);
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// call vu code
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MAKEQ(tmp, DMAcall, (uint32)skinPipe, 0, 0);
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*curVifPtr++ = tmp;
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// unpack GIF tag, material color, surface properties
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MAKEQ(tmp, DMAcnt | 3, 0, STCYCL(4,4), UNPACK(V4_32, 3, 0x3fa));
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*curVifPtr++ = tmp;
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MAKE128(tmp, 0x412,
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GIF_MAKE_TAG(0, 1, 1, GS_MAKE_PRIM(GS_PRIM_TRI_STRIP,1,0,0,0,0,0,0,0), GIF_PACKED, 3));
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*curVifPtr++ = tmp;
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convColor(&color, &material->color);
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color.alpha *= 128.0f/255.0f;
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MAKEQ(tmp, *(uint32*)&color.red, *(uint32*)&color.green,
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*(uint32*)&color.blue, *(uint32*)&color.alpha);
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*curVifPtr++ = tmp;
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MAKEQ(tmp, *(uint32*)&material->surfaceProps.ambient,
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*(uint32*)&material->surfaceProps.specular,
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*(uint32*)&material->surfaceProps.diffuse,
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0.0f); // extra
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*curVifPtr++ = tmp;
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// call geometry
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MAKEQ(tmp, DMAcall, (uint32)instData->instanceMeshes[i].data, 0x03000000, 0x02000000 | matpipe->vifOffset);
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*curVifPtr++ = tmp;
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}
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MAKEQ(tmp, DMAend, 0, 0, 0);
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*curVifPtr++ = tmp;
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for(lp = packetbuf; lp < curVifPtr; lp++)
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printquad4(*lp);
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toVIF1chain(packetbuf);
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}
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void
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beginCamera(void)
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{
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uint128 *p, tmp;
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float32 *f;
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p = packetbuf;
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MAKE128(tmp, 0xe, GIF_MAKE_TAG(2, 1, 0, 0, GIF_PACKED, 1));
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*p++ = tmp;
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@ -525,14 +614,16 @@ beginCamera(void)
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MAKE128(tmp, GS_TEST_1, GS_MAKE_TEST(0, 0, 0, 0, 0, 0, 1, 2));
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*p++ = tmp;
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toGIF(packetbuf, 3);
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vuXYZScale[0] = WIDTH;
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vuXYZScale[1] = HEIGHT;
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vuXYZScale[2] = camera->zScale;
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vuXYZScale[3] = 0.0f;
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vuXYZOffset[0] = 2048.0f;
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vuXYZOffset[1] = 2048.0f;
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vuXYZOffset[2] = camera->zShift;
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vuXYZOffset[3] = 0.0f;
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f = (float32*)&vuXYZScale;
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f[0] = WIDTH;
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f[1] = HEIGHT;
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f[2] = camera->zScale;
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f[3] = 0.0f;
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f = (float32*)&vuXYZOffset;
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f[0] = 2048.0f;
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f[1] = 2048.0f;
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f[2] = camera->zShift;
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f[3] = 0.0f;
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}
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rw::EngineStartParams engineStartParams;
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@ -636,12 +727,9 @@ main()
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GsPutDispCtx(&gsCtx.disp[1]);
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// PCSX2 needs a delay for some reason
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{ int i; for(i = 0; i < 1000000; i++); }
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clearscreen(0, 0, 0);
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drawtest();
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drawtri();
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vuOffset[0] = 0.0f;
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vuOffset[1] = 0.0f;
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clearscreen(0x80, 0x80, 0x80);
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// drawtest();
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// drawtri();
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camera->beginUpdate();
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beginCamera();
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@ -7,10 +7,10 @@ typedef unsigned int uint128 __attribute__((mode(TI)));
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#define MAKE128(RES,MSB,LSB) \
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__asm__ ( "pcpyld %0, %1, %2" : "=r" (RES) : "r" ((uint64)MSB), "r" ((uint64)LSB))
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#define UINT64(LOW,HIGH) ((uint64)HIGH<<32 | (uint64)LOW)
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#define UINT64(LOW,HIGH) (((uint64)HIGH)<<32 | ((uint64)LOW))
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#define MAKEQ(RES,W0,W1,W2,W3) MAKE128(RES,UINT64(W2,W3),UINT64(W0,W1))
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#define BIT64(v,s) ((uint64)(v) << (s))
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#define BIT64(v,s) (((uint64)(v)) << (s))
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#include "mem.h"
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#include "gs.h"
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@ -11,34 +11,15 @@
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.equ outBuf2, (outBuf1+outSize)
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.equ lightMat, 0x3d0
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.equ lightDir, 0x3d4
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.equ ambientLight, 0x3d4
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.equ lightDir, 0x3d5
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.equ matrix, 0x3f0
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.equ XYZScale, 0x3f7
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.equ XYZOffset, 0x3f8
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.equ gifTag, 0x3fa
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.equ matColor, 0x3fb
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.equ ambientLight, 0x3fd
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/* This is the the projection matrix we start with:
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* 1/2w 0 ox/2w + 1/2 -ox/2w
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* 0 -1/2h -oy/2h + 1/2 oy/2h
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* 0 0 1 0
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* 0 0 1 0
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* To get rid of the +1/2 in the combined matrix we
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* subtract the z-row/2 from the x- and y-rows.
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*
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* The z-row is then set to [0 0 0 1] such that multiplication
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* by XYZscale gives [0 0 0 zScale]. After perspective division
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* and addition of XYZoffset we then get zScale/w + zShift for z.
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*
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* XYZScale scales xy to the resolution and z by zScale.
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* XYZOffset translates xy to the GS coordinate system (where
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* [2048, 2048] is the center of the frame buffer) and add zShift to z.
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*/
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; constant:
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; VF28-VF31 transformation matrix
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; VF25 XYZ offset
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.equ surfProps, 0x3fc
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.balign 16,0
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@ -47,23 +28,7 @@ DMAret *
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MPG 0, *
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.vu
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Start:
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SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
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SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
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SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
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ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
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NOP LQ VF31, matrix+3(VI00) ; - load matrix
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MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
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MULi.w VF21, VF29, I NOP ; fix matrix
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MULi.w VF22, VF30, I NOP ; fix matrix
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MULi.w VF23, VF31, I NOP ; fix matrix
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SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
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SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
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SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
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SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
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MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
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MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
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MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
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MUL.xyz VF31, VF31, VF01 NOP ; scale matrix
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#include "setup_persp.vu"
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Cnt:
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NOP XTOP VI02 ; input pointer
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NOP LQ VF01, gifTag(VI00)
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@ -1,94 +1,94 @@
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; Ambient light:
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NOP LQ VF26, ambientLight(VI00)
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NOP XITOP VI01
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NOP IADDIU VI03, VI12, 2
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NOP LQ VF26, ambientLight(VI00)
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NOP XITOP VI01
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NOP IADDIU VI03, VI12, 2
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Ambloop:
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NOP LQ VF03, 0(VI03) ; output color
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||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ITOF0 VF03, VF03 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ADD VF03, VF03, VF26 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
FTOI0 VF03, VF03 NOP
|
||||
NOP IADDI VI01, VI01, -1
|
||||
NOP IADDIU VI03, VI03, numOutAttribs
|
||||
NOP IBNE VI01, VI00, Ambloop
|
||||
NOP SQ VF03, -numOutAttribs(VI03)
|
||||
NOP LQ VF03, 0(VI03) ; output color
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ITOF0 VF03, VF03 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ADD.xyz VF03, VF03, VF26 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
FTOI0 VF03, VF03 NOP
|
||||
NOP IADDI VI01, VI01, -1
|
||||
NOP IADDIU VI03, VI03, numOutAttribs
|
||||
NOP IBNE VI01, VI00, Ambloop
|
||||
NOP SQ VF03, -numOutAttribs(VI03)
|
||||
; end amblight
|
||||
|
||||
; Direct Light
|
||||
NOP LQ VF26, lightDir(VI00)
|
||||
NOP XITOP VI01
|
||||
NOP XTOP VI02
|
||||
NOP IADDIU VI03, VI12, 2
|
||||
NOP LQ VF26, lightDir(VI00)
|
||||
NOP XITOP VI01
|
||||
NOP XTOP VI02
|
||||
NOP IADDIU VI03, VI12, 2
|
||||
SUB.xyz VF26, VF00, VF26 NOP
|
||||
Dirloop:
|
||||
NOP LQ VF01, 3(VI02); ; normal
|
||||
NOP LQ VF02, 0(VI03); ; output color
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MUL VF03, VF01, VF26 NOP
|
||||
ITOF0 VF02, VF02 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP LQ VF01, 3(VI02); ; normal
|
||||
NOP LQ VF02, 0(VI03); ; output color
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MUL VF03, VF01, VF26 NOP
|
||||
ITOF0 VF02, VF02 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ADDy.x VF03, VF03, VF03y NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ADDz.x VF03, VF03, VF03z NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MAX.x VF03, VF00, VF03 NOP ; clamp to 0
|
||||
NOP[I] LOI 255
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MULi.x VF03, VF03, I NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MAX.x VF03, VF00, VF03 NOP ; clamp to 0
|
||||
NOP[I] LOI 255
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MULi.x VF03, VF03, I NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ADDx.xyz VF02, VF02, VF03x NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
FTOI0 VF02, VF02 NOP
|
||||
NOP IADDI VI01, VI01, -1
|
||||
NOP IADDIU VI02, VI02, numInAttribs
|
||||
NOP IADDIU VI03, VI03, numOutAttribs
|
||||
NOP IBNE VI01, VI00, Dirloop
|
||||
NOP SQ VF02, -numOutAttribs(VI03)
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
FTOI0 VF02, VF02 NOP
|
||||
NOP IADDI VI01, VI01, -1
|
||||
NOP IADDIU VI02, VI02, numInAttribs
|
||||
NOP IADDIU VI03, VI03, numOutAttribs
|
||||
NOP IBNE VI01, VI00, Dirloop
|
||||
NOP SQ VF02, -numOutAttribs(VI03)
|
||||
; end dirlight
|
||||
|
||||
; Material color and clamp
|
||||
NOP LQ VF27, matColor(VI00)
|
||||
NOP XITOP VI01
|
||||
NOP IADDIU VI03, VI12, 2
|
||||
NOP LQ VF27, matColor(VI00)
|
||||
NOP XITOP VI01
|
||||
NOP IADDIU VI03, VI12, 2
|
||||
Colorloop:
|
||||
NOP LQ VF03, 0(VI03)
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ITOF0 VF03, VF03 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
;; MUL VF03, VF03, VF27 NOP
|
||||
NOP[I] LOI 255
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MINIi VF03, VF03, I NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
FTOI0 VF03, VF03 NOP
|
||||
NOP IADDI VI01, VI01, -1
|
||||
NOP IADDIU VI03, VI03, numOutAttribs
|
||||
NOP IBNE VI01, VI00, Colorloop
|
||||
NOP SQ VF03, -numOutAttribs(VI03)
|
||||
NOP LQ VF03, 0(VI03)
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
ITOF0 VF03, VF03 NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MUL VF03, VF03, VF27 NOP
|
||||
NOP[I] LOI 255
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
MINIi VF03, VF03, I NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
NOP NOP
|
||||
FTOI0 VF03, VF03 NOP
|
||||
NOP IADDI VI01, VI01, -1
|
||||
NOP IADDIU VI03, VI03, numOutAttribs
|
||||
NOP IBNE VI01, VI00, Colorloop
|
||||
NOP SQ VF03, -numOutAttribs(VI03)
|
||||
; end material color
|
||||
|
|
|
@ -0,0 +1,39 @@
|
|||
/* This is the the projection matrix we start with:
|
||||
* 1/2w 0 ox/2w + 1/2 -ox/2w
|
||||
* 0 -1/2h -oy/2h + 1/2 oy/2h
|
||||
* 0 0 1 0
|
||||
* 0 0 1 0
|
||||
* To get rid of the +1/2 in the combined matrix we
|
||||
* subtract the z-row/2 from the x- and y-rows.
|
||||
*
|
||||
* The z-row is then set to [0 0 0 1] such that multiplication
|
||||
* by XYZscale gives [0 0 0 zScale]. After perspective division
|
||||
* and addition of XYZoffset we then get zScale/w + zShift for z.
|
||||
*
|
||||
* XYZScale scales xy to the resolution and z by zScale.
|
||||
* XYZOffset translates xy to the GS coordinate system (where
|
||||
* [2048, 2048] is the center of the frame buffer) and add zShift to z.
|
||||
*/
|
||||
|
||||
; constant:
|
||||
; VF28-VF31 transformation matrix
|
||||
; VF25 XYZ offset
|
||||
|
||||
|
||||
SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
|
||||
SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
|
||||
SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
|
||||
ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
|
||||
NOP LQ VF31, matrix+3(VI00) ; - load matrix
|
||||
MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
|
||||
MULi.w VF21, VF29, I NOP ; fix matrix
|
||||
MULi.w VF22, VF30, I NOP ; fix matrix
|
||||
MULi.w VF23, VF31, I NOP ; fix matrix
|
||||
SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
|
||||
SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
|
||||
SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
|
||||
SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
|
||||
MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
|
||||
MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
|
||||
MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
|
||||
MUL.xyz VF31, VF31, VF01 NOP ; scale matrix
|
|
@ -11,34 +11,15 @@
|
|||
.equ outBuf2, (outBuf1+outSize)
|
||||
|
||||
.equ lightMat, 0x3d0
|
||||
.equ lightDir, 0x3d4
|
||||
.equ ambientLight, 0x3d4
|
||||
.equ lightDir, 0x3d5
|
||||
|
||||
.equ matrix, 0x3f0
|
||||
.equ XYZScale, 0x3f7
|
||||
.equ XYZOffset, 0x3f8
|
||||
.equ gifTag, 0x3fa
|
||||
.equ matColor, 0x3fb
|
||||
.equ ambientLight, 0x3fd
|
||||
|
||||
/* This is the the projection matrix we start with:
|
||||
* 1/2w 0 ox/2w + 1/2 -ox/2w
|
||||
* 0 -1/2h -oy/2h + 1/2 oy/2h
|
||||
* 0 0 1 0
|
||||
* 0 0 1 0
|
||||
* To get rid of the +1/2 in the combined matrix we
|
||||
* subtract the z-row/2 from the x- and y-rows.
|
||||
*
|
||||
* The z-row is then set to [0 0 0 1] such that multiplication
|
||||
* by XYZscale gives [0 0 0 zScale]. After perspective division
|
||||
* and addition of XYZoffset we then get zScale/w + zShift for z.
|
||||
*
|
||||
* XYZScale scales xy to the resolution and z by zScale.
|
||||
* XYZOffset translates xy to the GS coordinate system (where
|
||||
* [2048, 2048] is the center of the frame buffer) and add zShift to z.
|
||||
*/
|
||||
|
||||
; constant:
|
||||
; VF28-VF31 transformation matrix
|
||||
; VF25 XYZ offset
|
||||
.equ surfProps, 0x3fc
|
||||
|
||||
|
||||
.balign 16,0
|
||||
|
@ -47,23 +28,7 @@ DMAret *
|
|||
MPG 0, *
|
||||
.vu
|
||||
Start:
|
||||
SUB.z VF28, VF28, VF28 LOI 0.5 ; right.z = 0
|
||||
SUB.z VF29, VF29, VF29 LQ VF28, matrix(VI00) ; up.z = 0 - load matrix
|
||||
SUB.z VF30, VF30, VF30 LQ VF29, matrix+1(VI00) ; at.z = 0 - load matrix
|
||||
ADDw.z VF31, VF00, VF00 LQ VF30, matrix+2(VI00) ; at.z = 1 - load matrix
|
||||
NOP LQ VF31, matrix+3(VI00) ; - load matrix
|
||||
MULi.w VF20, VF28, I LQ.xyz VF01, XYZScale(VI00) ; fix matrix - load scale
|
||||
MULi.w VF21, VF29, I NOP ; fix matrix
|
||||
MULi.w VF22, VF30, I NOP ; fix matrix
|
||||
MULi.w VF23, VF31, I NOP ; fix matrix
|
||||
SUBw.xy VF28, VF28, VF20 NOP ; fix matrix
|
||||
SUBw.xy VF29, VF29, VF21 NOP ; fix matrix
|
||||
SUBw.xy VF30, VF30, VF22 NOP ; fix matrix
|
||||
SUBw.xy VF31, VF31, VF23 NOP ; fix matrix
|
||||
MUL.xy VF28, VF28, VF01 LQ.xyz VF25, XYZOffset(VI00) ; scale matrix
|
||||
MUL.xy VF29, VF29, VF01 IADDIU VI12, VI00, outBuf1 ; scale matrix
|
||||
MUL.xy VF30, VF30, VF01 IADDIU VI13, VI00, outBuf2 ; scale matrix
|
||||
MUL.xyz VF31, VF31, VF01 NOP ; scale matrix
|
||||
#include "setup_persp.vu"
|
||||
Cnt:
|
||||
NOP XTOP VI02 ; input pointer
|
||||
NOP LQ VF01, gifTag(VI00)
|
||||
|
|
|
@ -1,98 +0,0 @@
|
|||
.data
|
||||
.global MyDmaPacket
|
||||
.global vuLightMat
|
||||
.global vuMat
|
||||
.global vuXYZScale
|
||||
.global vuXYZOffset
|
||||
.global vuOffset
|
||||
.global vuGIFtag
|
||||
.global vuMatcolor
|
||||
.global vuSurfProps
|
||||
.global vuAmbLight
|
||||
.global mpgCall
|
||||
.global textureCall
|
||||
.global geometryCall
|
||||
|
||||
.align 4
|
||||
|
||||
MyDmaPacket:
|
||||
DMAcnt *
|
||||
.EndDmaData
|
||||
|
||||
mpgCall:
|
||||
DMAcall *, 0 ;vuProg
|
||||
.EndDmaData
|
||||
|
||||
/*
|
||||
#define vuSDLightOffset 0x3d0
|
||||
#define vuSDBlockLow 0x3c3
|
||||
#define vuSDBlockHigh 0x3f0
|
||||
#define vuSDmat0 vuSDBlockHigh
|
||||
#define vuSDmat1 vuSDBlockHigh+1
|
||||
#define vuSDmat2 vuSDBlockHigh+2
|
||||
#define vuSDmat3 vuSDBlockHigh+3
|
||||
#define vuSDnearClip vuSDBlockHigh+4
|
||||
#define vuSDfarClip vuSDBlockHigh+5
|
||||
#define vuSDxMaxyMax vuSDBlockHigh+6
|
||||
#define vuSDcamWcamHzScale vuSDBlockHigh+7
|
||||
#define vuSDoffXoffYzShift vuSDBlockHigh+8
|
||||
#define vuSDrealOffset vuSDBlockHigh+9
|
||||
#define vuSDgifTag vuSDBlockHigh+10
|
||||
#define vuSDcolScale vuSDBlockHigh+11
|
||||
#define vuSDsurfProps vuSDBlockHigh+12
|
||||
#define vuSDpingPongAddr vuSDBlockHigh+13
|
||||
#define vuSDpingPongCount vuSDBlockHigh+14
|
||||
#define vuSDClipvec1 vuSDBlockHigh+13
|
||||
#define vuSDClipvec2 vuSDBlockHigh+14
|
||||
#define vuSDVUSwitch vuSDBlockHigh+15
|
||||
*/
|
||||
|
||||
DMAcnt *
|
||||
UNPACK 4, 4, V4_32, 0x3d0, *
|
||||
vuLightMat:
|
||||
.float 1.0, 0.0, 0.0, 0.0
|
||||
.float 0.0, 1.0, 0.0, 0.0
|
||||
.float 0.0, 0.0, 1.0, 0.0
|
||||
.float 0.0, 0.0, 0.0, 1.0
|
||||
lightDir:
|
||||
.float 0.5, -0.5, -0.70710, 0.0
|
||||
.EndUnpack
|
||||
|
||||
UNPACK 4, 4, V4_32, 0x3f0, *
|
||||
vuMat:
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
.EndUnpack
|
||||
|
||||
UNPACK 4, 4, V4_32, 0x3f7, *
|
||||
vuXYZScale:
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
vuXYZOffset:
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
vuOffset:
|
||||
.float 0.0, 0.0, 0.0, 0.0
|
||||
vuGIFtag:
|
||||
.int 0x00008000, 0x3005C000, 0x0000000412, 0x00000000
|
||||
vuMatcolor:
|
||||
.float 1.0, 1.0, 1.0, 0.5
|
||||
vuSurfProps:
|
||||
.float 1.0, 1.0, 1.0, 1.0
|
||||
vuAmbLight:
|
||||
.float 0, 0, 0, 0
|
||||
.EndUnpack
|
||||
.EndDmaData
|
||||
|
||||
;;textureCall:
|
||||
;;DMAcall *, 0
|
||||
;;.EndDmaData
|
||||
|
||||
geometryCall:
|
||||
DMAcall *, 0 ;vuGeometry
|
||||
BASE 0
|
||||
OFFSET 0x0
|
||||
.EndDmaData
|
||||
|
||||
DMAend
|
||||
|
Loading…
Reference in New Issue