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#include "Core.h"
#if defined CC_BUILD_PS2
#include "_GraphicsBase.h"
#include "Errors.h"
#include "Window.h"
#include <packet.h>
#include <dma_tags.h>
#include <gif_tags.h>
#include <gs_privileged.h>
#include <gs_gp.h>
#include <gs_psm.h>
#include <dma.h>
#include <graph.h>
#include <draw.h>
#include <draw3d.h>
#include <malloc.h>
static void* gfx_vertices;
extern framebuffer_t fb_colors[2];
extern zbuffer_t fb_depth;
static float vp_hwidth, vp_hheight;
// double buffering
static packet_t* packets[2];
static packet_t* current;
static int context;
static qword_t* dma_tag;
static qword_t* q;
static GfxResourceID white_square;
static int primitive_type;
void Gfx_RestoreState(void) {
InitDefaultResources();
// 16x16 dummy white texture
struct Bitmap bmp;
BitmapCol pixels[16 * 16];
Mem_Set(pixels, 0xFF, sizeof(pixels));
Bitmap_Init(bmp, 16, 16, pixels);
white_square = Gfx_CreateTexture(&bmp, 0, false);
}
void Gfx_FreeState(void) {
FreeDefaultResources();
Gfx_DeleteTexture(&white_square);
}
static qword_t* SetTextureWrapping(qword_t* q, int context) {
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
PACK_GIFTAG(q, GS_SET_CLAMP(WRAP_REPEAT, WRAP_REPEAT, 0, 0, 0, 0),
GS_REG_CLAMP + context);
q++;
return q;
}
static qword_t* SetTextureSampling(qword_t* q, int context) {
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
// TODO: should mipmapselect (first 0 after MIN_NEAREST) be 1?
PACK_GIFTAG(q, GS_SET_TEX1(LOD_USE_K, 0, LOD_MAG_NEAREST, LOD_MIN_NEAREST, 0, 0, 0),
GS_REG_TEX1 + context);
q++;
return q;
}
static qword_t* SetAlphaBlending(qword_t* q, int context) {
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
// https://psi-rockin.github.io/ps2tek/#gsalphablending
// Output = (((A - B) * C) >> 7) + D
// = (((src - dst) * alpha) >> 7) + dst
// = (src * alpha - dst * alpha) / 128 + dst
// = (src * alpha - dst * alpha) / 128 + dst * 128 / 128
// = ((src * alpha + dst * (128 - alpha)) / 128
PACK_GIFTAG(q, GS_SET_ALPHA(BLEND_COLOR_SOURCE, BLEND_COLOR_DEST, BLEND_ALPHA_SOURCE,
BLEND_COLOR_DEST, 0x80), GS_REG_ALPHA + context);
q++;
return q;
}
static void InitDrawingEnv(void) {
packet_t *packet = packet_init(30, PACKET_NORMAL); // TODO: is 30 too much?
qword_t *q = packet->data;
q = draw_setup_environment(q, 0, &fb_colors[0], &fb_depth);
// GS can render from 0 to 4096, so set primitive origin to centre of that
q = draw_primitive_xyoffset(q, 0, 2048 - vp_hwidth, 2048 - vp_hheight);
q = SetTextureWrapping(q, 0);
q = SetTextureSampling(q, 0);
q = SetAlphaBlending(q, 0); // TODO has no effect ?
q = draw_finish(q);
dma_channel_send_normal(DMA_CHANNEL_GIF,packet->data,q - packet->data, 0, 0);
dma_wait_fast();
packet_free(packet);
}
// TODO: Find a better way than just increasing this hardcoded size
static void InitDMABuffers(void) {
packets[0] = packet_init(50000, PACKET_NORMAL);
packets[1] = packet_init(50000, PACKET_NORMAL);
}
static void FlipContext(void) {
context ^= 1;
current = packets[context];
dma_tag = current->data;
// increment past the dmatag itself
q = dma_tag + 1;
}
static int tex_offset;
void Gfx_Create(void) {
vp_hwidth = DisplayInfo.Width / 2;
vp_hheight = DisplayInfo.Height / 2;
primitive_type = 0; // PRIM_POINT, which isn't used here
InitDrawingEnv();
InitDMABuffers();
tex_offset = graph_vram_allocate(256, 256, GS_PSM_32, GRAPH_ALIGN_BLOCK);
context = 1;
FlipContext();
// TODO maybe Min not actually needed?
Gfx.MinTexWidth = 4;
Gfx.MinTexHeight = 4;
Gfx.MaxTexWidth = 1024;
Gfx.MaxTexHeight = 1024;
Gfx.MaxTexSize = 512 * 512;
Gfx.Created = true;
Gfx_RestoreState();
}
void Gfx_Free(void) {
Gfx_FreeState();
}
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
typedef struct CCTexture_ {
cc_uint32 width, height;
cc_uint32 log2_width, log2_height;
cc_uint32 pad[(64 - 16)/4];
cc_uint32 pixels[]; // aligned to 64 bytes (only need 16?)
} CCTexture;
static GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags, cc_bool mipmaps) {
int size = bmp->width * bmp->height * 4;
CCTexture* tex = (CCTexture*)memalign(16, 64 + size);
tex->width = bmp->width;
tex->height = bmp->height;
tex->log2_width = draw_log2(bmp->width);
tex->log2_height = draw_log2(bmp->height);
CopyTextureData(tex->pixels, bmp->width * 4, bmp, rowWidth << 2);
return tex;
}
static void UpdateTextureBuffer(int context, texbuffer_t *texture, CCTexture* tex) {
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
PACK_GIFTAG(q, GS_SET_TEX0(texture->address >> 6, texture->width >> 6, GS_PSM_32,
tex->log2_width, tex->log2_height, TEXTURE_COMPONENTS_RGBA, TEXTURE_FUNCTION_MODULATE,
0, 0, CLUT_STORAGE_MODE1, 0, CLUT_NO_LOAD), GS_REG_TEX0 + context);
q++;
}
void Gfx_BindTexture(GfxResourceID texId) {
if (!texId) texId = white_square;
CCTexture* tex = (CCTexture*)texId;
texbuffer_t texbuf;
texbuf.width = max(256, tex->width);
texbuf.address = tex_offset;
// TODO terrible perf
DMATAG_END(dma_tag, (q - current->data) - 1, 0, 0, 0);
dma_channel_send_chain(DMA_CHANNEL_GIF, current->data, q - current->data, 0, 0);
dma_wait_fast();
packet_t *packet = packet_init(200, PACKET_NORMAL);
qword_t *Q = packet->data;
Q = draw_texture_transfer(Q, tex->pixels, tex->width, tex->height, GS_PSM_32, tex_offset, max(256, tex->width));
Q = draw_texture_flush(Q);
dma_channel_send_chain(DMA_CHANNEL_GIF,packet->data, Q - packet->data, 0,0);
dma_wait_fast();
packet_free(packet);
// TODO terrible perf
q = dma_tag + 1;
UpdateTextureBuffer(0, &texbuf, tex);
}
void Gfx_DeleteTexture(GfxResourceID* texId) {
GfxResourceID data = *texId;
if (data) Mem_Free(data);
*texId = NULL;
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
// TODO
}
void Gfx_EnableMipmaps(void) { }
void Gfx_DisableMipmaps(void) { }
/*########################################################################################################################*
*------------------------------------------------------State management---------------------------------------------------*
*#########################################################################################################################*/
static int clearR, clearG, clearB;
static cc_bool gfx_depthTest;
static cc_bool stateDirty;
void Gfx_SetFog(cc_bool enabled) { }
void Gfx_SetFogCol(PackedCol col) { }
void Gfx_SetFogDensity(float value) { }
void Gfx_SetFogEnd(float value) { }
void Gfx_SetFogMode(FogFunc func) { }
//
static void UpdateState(int context) {
// TODO: toggle Enable instead of method ?
int aMethod = gfx_alphaTest ? ATEST_METHOD_GREATER_EQUAL : ATEST_METHOD_ALLPASS;
int zMethod = gfx_depthTest ? ZTEST_METHOD_GREATER_EQUAL : ZTEST_METHOD_ALLPASS;
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
PACK_GIFTAG(q, GS_SET_TEST(DRAW_ENABLE, aMethod, 0x80, ATEST_KEEP_FRAMEBUFFER,
DRAW_DISABLE, DRAW_DISABLE,
DRAW_ENABLE, zMethod), GS_REG_TEST + context);
q++;
stateDirty = false;
}
void Gfx_SetFaceCulling(cc_bool enabled) {
// TODO
}
static void SetAlphaTest(cc_bool enabled) {
stateDirty = true;
}
static void SetAlphaBlend(cc_bool enabled) {
// TODO update primitive state
}
void Gfx_SetAlphaArgBlend(cc_bool enabled) { }
void Gfx_ClearBuffers(GfxBuffers buffers) {
// TODO clear only some buffers
q = draw_disable_tests(q, 0, &fb_depth);
q = draw_clear(q, 0, 2048.0f - fb_colors[0].width / 2.0f, 2048.0f - fb_colors[0].height / 2.0f,
fb_colors[0].width, fb_colors[0].height, clearR, clearG, clearB);
UpdateState(0);
}
void Gfx_ClearColor(PackedCol color) {
clearR = PackedCol_R(color);
clearG = PackedCol_G(color);
clearB = PackedCol_B(color);
}
void Gfx_SetDepthTest(cc_bool enabled) {
gfx_depthTest = enabled;
stateDirty = true;
}
void Gfx_SetDepthWrite(cc_bool enabled) {
// TODO
}
static void SetColorWrite(cc_bool r, cc_bool g, cc_bool b, cc_bool a) {
// TODO
}
void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
cc_bool enabled = !depthOnly;
SetColorWrite(enabled & gfx_colorMask[0], enabled & gfx_colorMask[1],
enabled & gfx_colorMask[2], enabled & gfx_colorMask[3]);
}
/*########################################################################################################################*
*-------------------------------------------------------Index buffers-----------------------------------------------------*
*#########################################################################################################################*/
GfxResourceID Gfx_CreateIb2(int count, Gfx_FillIBFunc fillFunc, void* obj) {
return (void*)1;
}
void Gfx_BindIb(GfxResourceID ib) { }
void Gfx_DeleteIb(GfxResourceID* ib) { }
/*########################################################################################################################*
*-------------------------------------------------------Vertex buffers----------------------------------------------------*
*#########################################################################################################################*/
static GfxResourceID Gfx_AllocStaticVb(VertexFormat fmt, int count) {
return Mem_TryAlloc(count, strideSizes[fmt]);
}
void Gfx_BindVb(GfxResourceID vb) { gfx_vertices = vb; }
void Gfx_DeleteVb(GfxResourceID* vb) {
GfxResourceID data = *vb;
if (data) Mem_Free(data);
*vb = 0;
}
void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
return vb;
}
void Gfx_UnlockVb(GfxResourceID vb) {
gfx_vertices = vb;
}
static GfxResourceID Gfx_AllocDynamicVb(VertexFormat fmt, int maxVertices) {
return Mem_TryAlloc(maxVertices, strideSizes[fmt]);
}
void Gfx_BindDynamicVb(GfxResourceID vb) { Gfx_BindVb(vb); }
void* Gfx_LockDynamicVb(GfxResourceID vb, VertexFormat fmt, int count) {
return vb;
}
void Gfx_UnlockDynamicVb(GfxResourceID vb) {
gfx_vertices = vb;
}
void Gfx_DeleteDynamicVb(GfxResourceID* vb) { Gfx_DeleteVb(vb); }
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
static struct Matrix _view, _proj, mvp;
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
if (type == MATRIX_VIEW) _view = *matrix;
if (type == MATRIX_PROJECTION) _proj = *matrix;
Matrix_Mul(&mvp, &_view, &_proj);
// TODO
}
void Gfx_LoadIdentityMatrix(MatrixType type) {
Gfx_LoadMatrix(type, &Matrix_Identity);
// TODO
}
void Gfx_EnableTextureOffset(float x, float y) {
// TODO
}
void Gfx_DisableTextureOffset(void) {
// TODO
}
void Gfx_CalcOrthoMatrix(struct Matrix* matrix, float width, float height, float zNear, float zFar) {
/* Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glortho */
/* The simplified calculation below uses: L = 0, R = width, T = 0, B = height */
*matrix = Matrix_Identity;
matrix->row1.x = 2.0f / width;
matrix->row2.y = -2.0f / height;
matrix->row3.z = -2.0f / (zFar - zNear);
matrix->row4.x = -1.0f;
matrix->row4.y = 1.0f;
matrix->row4.z = -(zFar + zNear) / (zFar - zNear);
}
static float Cotangent(float x) { return Math_CosF(x) / Math_SinF(x); }
void Gfx_CalcPerspectiveMatrix(struct Matrix* matrix, float fov, float aspect, float zFar) {
float zNear_ = zFar;
float zFar_ = 0.1f;
float c = Cotangent(0.5f * fov);
/* Transposed, source https://learn.microsoft.com/en-us/windows/win32/opengl/glfrustum */
/* For pos FOV based perspective matrix, left/right/top/bottom are calculated as: */
/* left = -c * aspect, right = c * aspect, bottom = -c, top = c */
/* Calculations are simplified because of left/right and top/bottom symmetry */
*matrix = Matrix_Identity;
// TODO: Check is Frustum culling needs changing for this
matrix->row1.x = c / aspect;
matrix->row2.y = c;
matrix->row3.z = -(zFar_ + zNear_) / (zFar_ - zNear_);
matrix->row3.w = -1.0f;
matrix->row4.z = -(2.0f * zFar_ * zNear_) / (zFar_ - zNear_);
matrix->row4.w = 0.0f;
}
/*########################################################################################################################*
*---------------------------------------------------------Rendering-------------------------------------------------------*
*#########################################################################################################################*/
void Gfx_SetVertexFormat(VertexFormat fmt) {
gfx_format = fmt;
gfx_stride = strideSizes[fmt];
// TODO update cached primitive state
}
typedef struct Vector4 { float x, y, z, w; } Vector4;
static cc_bool NotClipped(Vector4 pos) {
// The code below clips to the viewport clip planes
// For e.g. X this is [2048 - vp_width / 2, 2048 + vp_width / 2]
// However the guard band itself ranges from 0 to 4096
// To reduce need to clip, clip against guard band on X/Y axes instead
/*return
xAdj >= -pos.w && xAdj <= pos.w &&
yAdj >= -pos.w && yAdj <= pos.w &&
pos.z >= -pos.w && pos.z <= pos.w;*/
// Rescale clip planes to guard band extent:
// X/W * vp_hwidth <= vp_hwidth -- clipping against viewport
// X/W <= 1
// X <= W
// X/W * vp_hwidth <= 2048 -- clipping against guard band
// X/W <= 2048 / vp_hwidth
// X * vp_hwidth / 2048 <= W
float xAdj = pos.x * (vp_hwidth/2048);
float yAdj = pos.y * (vp_hheight/2048);
// X/W * vp_hwidth <= 2048
//
// Clip X/Y to INSIDE the guard band regions
// NOTE: This seems to result in lockup at end of frame
return
xAdj > -pos.w && xAdj < pos.w &&
yAdj > -pos.w && yAdj < pos.w &&
pos.z >= -pos.w && pos.z <= pos.w;
}
static Vector4 TransformVertex(struct VertexTextured* pos) {
Vector4 coord;
coord.x = pos->x * mvp.row1.x + pos->y * mvp.row2.x + pos->z * mvp.row3.x + mvp.row4.x;
coord.y = pos->x * mvp.row1.y + pos->y * mvp.row2.y + pos->z * mvp.row3.y + mvp.row4.y;
coord.z = pos->x * mvp.row1.z + pos->y * mvp.row2.z + pos->z * mvp.row3.z + mvp.row4.z;
coord.w = pos->x * mvp.row1.w + pos->y * mvp.row2.w + pos->z * mvp.row3.w + mvp.row4.w;
return coord;
}
//#define VCopy(dst, src) dst.x = vp_hwidth * (1 + src.x / src.w); dst.y = vp_hheight * (1 - src.y / src.w); dst.z = src.z / src.w; dst.w = src.w;
static xyz_t FinishVertex(struct Vector4 src, float invW) {
float x = (vp_hwidth /2048) * (src.x * invW);
float y = (vp_hheight/2048) * (src.y * invW);
float z = src.z * invW;
int originX = ftoi4(2048);
int originY = ftoi4(2048);
unsigned int maxZ = 1 << (32 - 1); // TODO: half this? or << 24 instead?
xyz_t xyz;
xyz.x = (short)((x + 1.0f) * originX);
xyz.y = (short)((y + 1.0f) * -originY);
xyz.z = (unsigned int)((z + 1.0f) * maxZ);
return xyz;
}
static void DrawTriangle(Vector4 v0, Vector4 v1, Vector4 v2, struct VertexTextured* V0, struct VertexTextured* V1, struct VertexTextured* V2) {
//Platform_Log4("X: %f3, Y: %f3, Z: %f3, W: %f3", &v0.x, &v0.y, &v0.z, &v0.w);
u64* dw;
Vector4 verts[3] = { v0, v1, v2 };
struct VertexTextured* v[] = { V0, V1, V2 };
//Platform_Log4(" X: %f3, Y: %f3, Z: %f3, W: %f3", &in_vertices[0].x, &in_vertices[0].y, &in_vertices[0].z, &in_vertices[0].w);
// 3 "primitives" follow in the GIF packet (vertices in this case)
// 2 registers per "primitive" (colour, position)
PACK_GIFTAG(q, GIF_SET_TAG(3,1,0,0, GIF_FLG_REGLIST, 3), DRAW_STQ_REGLIST);
q++;
// TODO optimise
// Add the "primitives" to the GIF packet
dw = (u64*)q;
for (int i = 0; i < 3; i++)
{
float Q = 1.0f / verts[i].w;
xyz_t xyz = FinishVertex(verts[i], Q);
color_t color;
texel_t texel;
// See 'Colour Functions' https://psi-rockin.github.io/ps2tek/#gstextures
// Essentially, colour blending is calculated as
// finalR = (vertexR * textureR) >> 7
// However, this behaves contrary to standard expectations
// and results in final vertex colour being too bright
//
// For instance, if vertexR was white and textureR was grey:
// finalR = (255 * 127) / 128 = 255
// White would be produced as the final colour instead of expected grey
//
// To counteract this, just divide all vertex colours by 2 first
color.rgbaq = (v[i]->Col & 0xFEFEFEFE) >> 1;
color.q = Q;
texel.u = v[i]->U * Q;
texel.v = v[i]->V * Q;
*dw++ = color.rgbaq;
*dw++ = texel.uv;
*dw++ = xyz.xyz;
}
dw++; // one more to even out number of doublewords
q = (qword_t*)dw;
}
static void DrawTriangles(int verticesCount, int startVertex) {
if (stateDirty) UpdateState(0);
if (gfx_format == VERTEX_FORMAT_COLOURED) return;
cc_bool texturing = gfx_format == VERTEX_FORMAT_TEXTURED;
// TODO: only when vertex format changes ?
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
PACK_GIFTAG(q, GS_SET_PRIM(PRIM_TRIANGLE, PRIM_SHADE_GOURAUD, texturing, DRAW_DISABLE,
gfx_alphaBlend, DRAW_DISABLE, PRIM_MAP_ST,
0, PRIM_UNFIXED), GS_REG_PRIM);
q++;
struct VertexTextured* v = (struct VertexTextured*)gfx_vertices + startVertex;
for (int i = 0; i < verticesCount / 4; i++, v += 4)
{
Vector4 V0 = TransformVertex(v + 0);
Vector4 V1 = TransformVertex(v + 1);
Vector4 V2 = TransformVertex(v + 2);
Vector4 V3 = TransformVertex(v + 3);
//Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[0].x, &v[0].y, &v[0].z);
//Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[1].x, &v[1].y, &v[1].z);
//Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[2].x, &v[2].y, &v[2].z);
//Platform_Log3("X: %f3, Y: %f3, Z: %f3", &v[3].x, &v[3].y, &v[3].z);
//Platform_LogConst(">>>>>>>>>>");
if (NotClipped(V0) && NotClipped(V1) && NotClipped(V2)) {
DrawTriangle(V0, V1, V2, v + 0, v + 1, v + 2);
}
if (NotClipped(V2) && NotClipped(V3) && NotClipped(V0)) {
DrawTriangle(V2, V3, V0, v + 2, v + 3, v + 0);
}
//Platform_LogConst("-----");
}
}
// TODO: Can this be used? need to understand EOP more
static void SetPrimitiveType(int type) {
if (primitive_type == type) return;
primitive_type = type;
PACK_GIFTAG(q, GIF_SET_TAG(1,0,0,0, GIF_FLG_PACKED, 1), GIF_REG_AD);
q++;
PACK_GIFTAG(q, GS_SET_PRIM(type, PRIM_SHADE_GOURAUD, DRAW_DISABLE, DRAW_DISABLE,
DRAW_DISABLE, DRAW_DISABLE, PRIM_MAP_ST,
0, PRIM_UNFIXED), GS_REG_PRIM);
q++;
}
void Gfx_DrawVb_Lines(int verticesCount) {
//SetPrimitiveType(PRIM_LINE);
} /* TODO */
void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
//SetPrimitiveType(PRIM_TRIANGLE);
DrawTriangles(verticesCount, startVertex);
}
void Gfx_DrawVb_IndexedTris(int verticesCount) {
//SetPrimitiveType(PRIM_TRIANGLE);
DrawTriangles(verticesCount, 0);
// TODO
}
void Gfx_DrawIndexedTris_T2fC4b(int verticesCount, int startVertex) {
//SetPrimitiveType(PRIM_TRIANGLE);
DrawTriangles(verticesCount, startVertex);
// TODO
}
/*########################################################################################################################*
*---------------------------------------------------------Other/Misc------------------------------------------------------*
*#########################################################################################################################*/
cc_result Gfx_TakeScreenshot(struct Stream* output) {
return ERR_NOT_SUPPORTED;
}
cc_bool Gfx_WarnIfNecessary(void) {
return false;
}
void Gfx_BeginFrame(void) {
Platform_LogConst("--- Frame ---");
}
void Gfx_EndFrame(void) {
Platform_LogConst("--- EF1 ---");
// Double buffering
graph_set_framebuffer_filtered(fb_colors[context].address,
fb_colors[context].width,
fb_colors[context].psm, 0, 0);
q = draw_framebuffer(q, 0, &fb_colors[context ^ 1]);
q = draw_finish(q);
// Fill out and then send DMA chain
DMATAG_END(dma_tag, (q - current->data) - 1, 0, 0, 0);
dma_wait_fast();
dma_channel_send_chain(DMA_CHANNEL_GIF, current->data, q - current->data, 0, 0);
Platform_LogConst("--- EF2 ---");
draw_wait_finish();
Platform_LogConst("--- EF3 ---");
if (gfx_vsync) graph_wait_vsync();
if (gfx_minFrameMs) LimitFPS();
FlipContext();
Platform_LogConst("--- EF4 ---");
}
void Gfx_SetFpsLimit(cc_bool vsync, float minFrameMs) {
gfx_minFrameMs = minFrameMs;
gfx_vsync = vsync;
}
void Gfx_OnWindowResize(void) {
// TODO
}
void Gfx_SetViewport(int x, int y, int w, int h) { }
void Gfx_GetApiInfo(cc_string* info) {
String_AppendConst(info, "-- Using PS2 --\n");
PrintMaxTextureInfo(info);
}
cc_bool Gfx_TryRestoreContext(void) { return true; }
#endif
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