.global defaultPipe .equ vertexTop, 0x3d0 .equ numInAttribs, 4 .equ numOutAttribs, 3 .equ numOutBuf, 2 .equ vertCount, ((vertexTop-numOutBuf)/(numInAttribs*2+numOutAttribs*numOutBuf)) .equ offset, (vertCount*numInAttribs) .equ outBuf1, (2*offset) .equ outSize, ((vertexTop-outBuf1-2)/2) .equ outBuf2, (outBuf1+outSize) .equ lightMat, 0x3d0 .equ ambientLight, 0x3d4 .equ lightDir, 0x3d5 .equ matrix, 0x3f0 .equ XYZScale, 0x3f7 .equ XYZOffset, 0x3f8 .equ gifTag, 0x3fa .equ matColor, 0x3fb .equ surfProps, 0x3fc .balign 16,0 defaultPipe: DMAret * MPG 0, * .vu Start: #include "setup_persp.vu" Cnt: NOP XTOP VI02 ; input pointer NOP LQ VF01, gifTag(VI00) NOP XITOP VI01 ; vertex count NOP IADDIU VI05, VI00, 0x4000 NOP IADD VI05, VI05, VI05 NOP IOR VI05, VI05, VI01 NOP SQ VF01, 0(VI12) NOP ISW.x VI05, 0(VI12) NOP IADDIU VI03, VI12, 1 ; output pointer NOP LQ VF18, lightMat(VI00) NOP LQ VF19, lightMat+1(VI00) NOP LQ VF20, lightMat+2(VI00) Loop: NOP LQI VF01, (VI02++) ; vertex NOP LQI VF02, (VI02++) ; UV NOP LQI VF03, (VI02++) ; color NOP LQI VF04, (VI02++) ; normal MULAw.xyzw ACC, VF31, VF00w NOP ; transform vertex MADDAx.xyw ACC, VF28, VF01x NOP MADDAy.xyw ACC, VF29, VF01y NOP MADDz.xyzw VF01, VF30, VF01z NOP ITOF0 VF03, VF03 NOP ITOF0[I] VF04, VF04 LOI 0.0078125 ; - normal scale NOP NOP NOP DIV Q, VF00w, VF01w NOP WAITQ MULq VF01, VF01, Q NOP ; perspective division MULi VF04, VF04, I NOP ; scale normal NOP MR32.z VF02, VF00 NOP NOP SUB.w VF01, VF01, VF01 NOP MULAx.xyz ACC, VF18, VF04x NOP ; transform normal MADDAy.xyz ACC, VF19, VF04y NOP MADDz.xyz VF04, VF20, VF04z NOP ADD.xyz VF01, VF01, VF25 NOP MULq VF02, VF02, Q NOP NOP NOP FTOI0 VF03, VF03 NOP FTOI4 VF01, VF01 NOP NOP SQ VF04, -2(VI02) ; store normal NOP IADDI VI01, VI01, -1 NOP SQI VF02, (VI03++) ; STQ NOP SQI VF03, (VI03++) ; color NOP SQI VF01, (VI03++) ; vertex NOP IBNE VI01, VI00, Loop NOP NOP #include "light.vu" NOP XGKICK VI12 NOP IADD VI15,VI00,VI12 NOP IADD VI12,VI00,VI13 NOP[E] IADD VI13,VI00,VI15 NOP NOP NOP B Cnt NOP NOP .EndMPG .EndDmaData