sm64coopdx/include/PR/gbi_extension.h

170 lines
6.2 KiB
C

#pragma once
///////////////////////
// G_SETGEOMETRYMODE //
///////////////////////
#define G_LIGHT_MAP_EXT 0x00000800
#define G_LIGHTING_ENGINE_EXT 0x00004000
#define G_PACKED_NORMALS_EXT 0x00000080
#define G_CULL_INVERT_EXT 0x00000100
#define G_FRESNEL_COLOR_EXT 0x00000040
#define G_FRESNEL_ALPHA_EXT 0x00400000
//////////
// DJUI //
//////////
#define G_TEXCLIP_DJUI 0xe1
#define G_TEXOVERRIDE_DJUI 0xe0
#define G_VTX_EXT 0x11
#define G_TRI2_EXT 0x12
#define G_TEXADDR_DJUI 0x13
#define G_EXECUTE_DJUI 0xdd
#define G_MTX_INVERSE_CAMERA_EXT 0x08
#define gsSPTextureAddrDjui(c) \
{{ \
(_SHIFTL(G_TEXADDR_DJUI,24,8)|_SHIFTL(~(u32)(c),0,24)),(u32)(0) \
}}
#define gSetClippingDjui(pkt, cmd, x1, y1, x2, y2) \
{ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = _SHIFTL(cmd, 24, 8) | _SHIFTL( x1, 16, 8) | \
_SHIFTL( y1, 8, 8) | _SHIFTL(0x00, 0, 8); \
_g->words.w1 = _SHIFTL(x2, 16, 8) | _SHIFTL(y2, 8, 8); \
}
#define gSetOverrideDjui(pkt, cmd, texture, w, h, bitSize) \
{ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = _SHIFTL(cmd, 24, 8) | _SHIFTL(w, 16, 8) | \
_SHIFTL(h, 8, 8) | _SHIFTL(bitSize, 0, 8); \
_g->words.w1 = (uintptr_t)(texture); \
}
// does not get affected by gVertexColor
#define gSPVertexNonGlobal(pkt, v, n, v0) \
{ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = \
_SHIFTL(G_VTX_EXT,24,8)|_SHIFTL((n),12,8)|_SHIFTL((v0)+(n),1,7); \
_g->words.w1 = (uintptr_t)(v); \
}
// does not get affected by gVertexColor
#define gsSPVertexNonGlobal(v, n, v0) \
{{ \
(_SHIFTL(G_VTX_EXT,24,8)|_SHIFTL((n),12,8)|_SHIFTL((v0)+(n),1,7)), \
(uintptr_t)(v) \
}}
#define gSP2TrianglesDjui(pkt, v00, v01, v02, flag0, v10, v11, v12, flag1) \
{ \
Gfx *_g = (Gfx *)(pkt); \
\
_g->words.w0 = (_SHIFTL(G_TRI2_EXT, 24, 8)| \
__gsSP1Triangle_w1f(v00, v01, v02, flag0)); \
_g->words.w1 = __gsSP1Triangle_w1f(v10, v11, v12, flag1); \
}
#define gsSPExecuteDjui(word) \
{{ \
_SHIFTL(G_EXECUTE_DJUI, 24, 8), (unsigned int)(word) \
}}
#define gDPLoadTextureBlockWithoutTexture(pkt, timg, fmt, siz, width, height, \
pal, cms, cmt, masks, maskt, shifts, shiftt) \
{ \
gDPSetTile(pkt, fmt, siz##_LOAD_BLOCK, 0, 0, G_TX_LOADTILE, \
0 , cmt, maskt, shiftt, cms, masks, shifts); \
gDPLoadSync(pkt); \
gDPLoadBlock(pkt, G_TX_LOADTILE, 0, 0, \
(((width)*(height) + siz##_INCR) >> siz##_SHIFT) -1, \
CALC_DXT(width, siz##_BYTES)); \
gDPPipeSync(pkt); \
gDPSetTile(pkt, fmt, siz, \
(((width) * siz##_LINE_BYTES)+7)>>3, 0, \
G_TX_RENDERTILE, pal, cmt, maskt, shiftt, cms, masks, \
shifts); \
gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, \
((width)-1) << G_TEXTURE_IMAGE_FRAC, \
((height)-1) << G_TEXTURE_IMAGE_FRAC) \
}
#define gDPSetTextureClippingDjui(pkt, x1, y1, x2, y2) gSetClippingDjui(pkt, G_TEXCLIP_DJUI, x1, y1, x2, y2)
#define gDPSetTextureOverrideDjui(pkt, texture, w, h, bitSize) gSetOverrideDjui(pkt, G_TEXOVERRIDE_DJUI, texture, w, h, bitSize)
////////////////////
// G_PPARTTOCOLOR //
////////////////////
#define G_PPARTTOCOLOR 0xd3
#define G_COL_PRIM 0x0
#define G_COL_ENV 0x1
#define G_CP_LIGHT 0x0
#define G_CP_AMBIENT 0x1
#define gSPCopyPlayerPartToColor(pkt, color, part, offset) \
{ \
Gfx *_g = (Gfx *)(pkt); \
_g->words.w0 = (_SHIFTL(G_PPARTTOCOLOR, 24, 8)) | (_SHIFTL(color, 16, 8)); \
_g->words.w1 = ((2 * ((part) + 1)) + 1 + offset); \
}
#define gsSPCopyPlayerPartToColor(color, part, offset) \
{{ \
(_SHIFTL(G_PPARTTOCOLOR, 24, 8)) | (_SHIFTL(color, 16, 8)), \
((2 * ((part) + 1)) + 1 + offset) \
}}
////////////////////
//// G_MOVEWORD ////
////////////////////
#define G_MW_FX 0x00 /* replaces G_MW_MATRIX which is no longer supported */
#define G_MWO_FRESNEL 0x0C
/**
* Fresnel - Feature suggested by thecozies
* Enabled with the G_FRESNEL bit in geometry mode.
* The dot product between a vertex normal and the vector from the vertex to the
* camera is computed. The offset and scale here convert this to a shade alpha
* value. This is useful for making surfaces fade between transparent when
* viewed straight-on and opaque when viewed at a large angle, or for applying a
* fake "outline" around the border of meshes.
*
* If using Fresnel, you need to set the camera world position whenever you set
* the VP matrix, viewport, etc. See SPCameraWorld.
*
* The RSP does:
* s16 dotProduct = dot(vertex normal, camera pos - vertex pos);
* dotProduct = abs(dotProduct); // 0 = points to side, 7FFF = points at or away
* s32 factor = ((scale * dotProduct) >> 15) + offset;
* s16 result = clamp(factor << 8, 0, 7FFF);
* color_or_alpha = result >> 7;
*
* At dotMax, color_or_alpha = FF, result = 7F80, factor = 7F
* At dotMin, color_or_alpha = 00, result = 0, factor = 0
* 7F = ((scale * dotMax) >> 15) + offset
* 00 = ((scale * dotMin) >> 15) + offset
* Subtract: 7F = (scale * (dotMax - dotMin)) >> 15
* 3F8000 = scale * (dotMax - dotMin)
* scale = 3F8000 / (dotMax - dotMin) <--
* offset = -(((3F8000 / (dotMax - dotMin)) * dotMin) >> 15)
* offset = -((7F * dotMin) / (dotMax - dotMin)) <--
*
* To convert in the opposite direction:
* ((7F - offset) << 15) / scale = dotMax
* ((00 - offset) << 15) / scale = dotMin
*/
#define gSPFresnel(pkt, scale, offset) \
gMoveWd(pkt, G_MW_FX, G_MWO_FRESNEL, \
(_SHIFTL((scale), 16, 16) | _SHIFTL((offset), 0, 16)))
#define gsSPFresnel(scale, offset) \
gsMoveWd(G_MW_FX, G_MWO_FRESNEL, \
(_SHIFTL((scale), 16, 16) | _SHIFTL((offset), 0, 16)))