sprite.c
19.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
/*
* Copyright 1995, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
*
* UNPUBLISHED -- Rights reserved under the copyright laws of the United
* States. Use of a copyright notice is precautionary only and does not
* imply publication or disclosure.
*
* U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
* Use, duplication or disclosure by the Government is subject to restrictions
* as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
* in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
* in similar or successor clauses in the FAR, or the DOD or NASA FAR
* Supplement. Contractor/manufacturer is Silicon Graphics, Inc.,
* 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
*
* THE CONTENT OF THIS WORK CONTAINS CONFIDENTIAL AND PROPRIETARY
* INFORMATION OF SILICON GRAPHICS, INC. ANY DUPLICATION, MODIFICATION,
* DISTRIBUTION, OR DISCLOSURE IN ANY FORM, IN WHOLE, OR IN PART, IS STRICTLY
* PROHIBITED WITHOUT THE PRIOR EXPRESS WRITTEN PERMISSION OF SILICON
* GRAPHICS, INC.
*/
/*---------------------------------------------------------------------*
Copyright (C) 1995 Nintendo. (Originated by SGI)
$RCSfile: sprite.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:21 $
*---------------------------------------------------------------------*/
#include "hsp.h"
#define SP_CUTOUT_ALPHA_LEVEL 0x80
#define G_CC_PRIMI 0,0,0,PRIMITIVE,0,PRIMITIVE,0,TEXEL0
#if 0
/*
* spSetZ()
*
*/
void
spSetZ (Sprite *sp, s32 z)
{
sp->zdepth = (s16)z;
}
/*
* spMove()
*
* Moves a sprite on the screen.
*/
void
spMove (Sprite *sp, s32 x, s32 y)
{
sp->x = (s16)x;
sp->y = (s16)y;
}
static s32 scissor_xmax;
static s32 scissor_ymax;
static s32 scissor_xmin;
static s32 scissor_ymin;
/*
* spScissor()
*
* Sets the scissoring box to be used for subsequent Sprite Drawing
*/
void
spScissor (s32 xmin, s32 xmax, s32 ymin, s32 ymax )
{
scissor_xmin = xmin;
scissor_ymin = ymin;
scissor_xmax = xmax;
scissor_ymax = ymax;
}
static int *prev_bmbuf = NULL;
/*
* drawbitmap()
*
* Draws a bitmap from a sprite at a location on the screen. If the
* "usevert" flag is set, then the routine will use vertices and triangles
* to draw the bitmap. Otherwise, the texture rectangle instruction
* will be used.
*/
static void
drawbitmap (Gfx **glp, Sprite *s, Bitmap *b,
s32 x, s32 y, s32 xx, s32 yy, s32 fs, s32 ft, s32 sx, s32 sy)
{
s32 rs, rt;
s32 rxh, ryh;
s32 rxl, ryl;
Gfx *gl;
s32 tex_width, tex_height;
Gtexrect gt, *g;
s32 s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod;
g = >
tex_width = b->width_img;
tex_height= s->bmHreal;
gl = *glp;
/* Scissoring */
if( (x >= scissor_xmax) || (y >= scissor_ymax) ) {
return;
}
if( (xx < scissor_xmin) || (yy < scissor_ymin) ) {
return;
}
if (x < scissor_xmin) {
rxh = scissor_xmin*4;
rs = (b->s<<5) + fs + (((scissor_xmin - x)*sx)>>5);
} else {
rxh = x*4;
rs = (b->s<<5) + fs;
};
if (y < scissor_ymin) {
ryh = scissor_ymin*4;
rt = (b->t<<5) + ft + (((scissor_ymin-y)*sy)>>5);
} else {
ryh = y*4;
rt = (b->t<<5) + ft;
}
if( xx >= scissor_xmax ) {
rxl = scissor_xmax*4;
} else {
rxl = xx*4;
};
if( yy >= scissor_ymax ) {
ryl = scissor_ymax*4;
} else {
ryl = yy*4;
};
s_clamp = G_TX_CLAMP; t_clamp = G_TX_CLAMP;
s_mask = G_TX_NOMASK; t_mask = G_TX_NOMASK;
s_lod = G_TX_NOLOD; t_lod = G_TX_NOLOD;
#define LOAD_TEX
#ifdef LOAD_TEX
switch(s->bmsiz) {
case G_IM_SIZ_4b:
if (s->attr & SP_TEXSHUF) {
gDPLoadTextureBlock_4bS(gl++, b->buf, s->bmfmt,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
} else {
#if 0
gDPLoadTextureBlock_4b(gl++, b->buf, s->bmfmt,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
#else
gDPLoadTextureTile_4b(gl++, b->buf, s->bmfmt, tex_width, tex_height,
b->s, b->t,
b->s + b->width,b->t + b->actualHeight,
0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
#endif
};
break;
case G_IM_SIZ_8b:
if (s->attr & SP_TEXSHUF) {
gDPLoadTextureBlockS(gl++, b->buf, s->bmfmt, G_IM_SIZ_8b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
} else {
gDPLoadTextureBlock(gl++, b->buf, s->bmfmt, G_IM_SIZ_8b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
};
break;
case G_IM_SIZ_16b:
if (s->bmfmt == G_IM_FMT_YUV )
{
if (s->attr & SP_TEXSHUF)
{
gDPLoadTextureBlockYuvS(gl++, b->buf, s->bmfmt, G_IM_SIZ_16b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
}
else
{
if( b->LUToffset != 0 )
{ /* Split Y and UV areas */
unsigned char *uv, *addr;
int j;
s32 tmem, siz;
gDPSetTextureImage( gl++, G_IM_FMT_I, G_IM_SIZ_8b, 1, b->buf);
gDPSetTile( gl++, G_IM_FMT_I, G_IM_SIZ_8b, 0, 256, G_TX_LOADTILE, 0,
t_clamp, t_mask, t_lod,
s_clamp, s_mask, s_lod );
gDPLoadSync( gl++ );
gDPLoadBlock( gl++, G_TX_LOADTILE, 0,0, tex_width*tex_height -1,
CALC_DXT(tex_width,1) );
gDPLoadSync( gl++ );
uv = ((unsigned char *)b->buf) +
((tex_width*tex_height)/2)*b->LUToffset;
for( j=0; j<=(tex_height/2); j++ ) {
addr = uv + ((tex_height/2) -2 -j)*tex_width;
siz = 3*tex_width;
tmem = (tex_width/8)*(tex_height - 2 - 2*j);
if( tmem < 0 )
{
addr += (-tmem)*8;
siz -= (-tmem)*8;
tmem = 0;
};
if( j == 0 )
siz = 2*tex_width;
gDPSetTextureImage( gl++, G_IM_FMT_I, G_IM_SIZ_8b, 1, addr);
gDPSetTile( gl++, G_IM_FMT_I, G_IM_SIZ_8b, 0, tmem,
G_TX_LOADTILE, 0,
t_clamp, t_mask, t_lod,
s_clamp, s_mask, s_lod );
gDPLoadSync( gl++ );
gDPLoadBlock( gl++, G_TX_LOADTILE, 0,0, siz -1,
CALC_DXT(tex_width,1) );
gDPLoadSync( gl++ );
};
gDPSetTile( gl++, s->bmfmt, G_IM_SIZ_16b, (((tex_width) * 1)+7)>>3, 0,
G_TX_RENDERTILE, 0,
t_clamp, t_mask, t_lod,
s_clamp, s_mask, s_lod );
gDPSetTileSize( gl++, G_TX_RENDERTILE, 0, 0,
((tex_width)-1) << G_TEXTURE_IMAGE_FRAC,
((tex_height)-1) << G_TEXTURE_IMAGE_FRAC );
}
else /* b->LUToffset != 0 */
{
gDPLoadTextureBlockYuv(gl++, b->buf, s->bmfmt, G_IM_SIZ_16b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
};
};
}
else /* not G_IM_FMT_YUV */
{
if (s->attr & SP_TEXSHUF)
{
gDPLoadTextureBlockS(gl++, b->buf, s->bmfmt, G_IM_SIZ_16b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
}
else
{
gDPLoadTextureBlock(gl++, b->buf, s->bmfmt, G_IM_SIZ_16b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
};
};
break;
case G_IM_SIZ_32b:
if (s->attr & SP_TEXSHUF) {
gDPLoadTextureBlockS(gl++, b->buf, s->bmfmt, G_IM_SIZ_32b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
} else {
gDPLoadTextureBlock(gl++, b->buf, s->bmfmt, G_IM_SIZ_32b,
tex_width, tex_height, 0,
s_clamp, t_clamp,
s_mask, t_mask,
s_lod, t_lod);
};
break;
}
prev_bmbuf = b->buf;
#endif /* LOAD_TEX */
g->cmd = G_TEXRECT;
g->tile = 0;
g->xh = rxh;
g->xl = rxl;
g->yh = ryh;
g->yl = ryl;
g->s = rs;
g->t = rt;
if ((s->attr & SP_FASTCOPY) && (s->bmfmt != G_IM_FMT_YUV) )
g->dsdx = sx * 4;
else
g->dsdx = sx;
g->dtdy = sy;
gSPTextureRectangle(gl++,g->xh,g->yh,g->xl,g->yl,g->tile,g->s,g->t,g->dsdx,g->dtdy);
gDPPipeSync(gl++);
*glp = gl;
}
static u16 sp_attr = 0;
void
spInit( Gfx **glistp )
{
Gfx *gl;
gl = *glistp;
sp_attr = 0;
scissor_xmin = 0;
scissor_ymin = 0;
scissor_xmax = 320;
scissor_ymax = 240;
/* Turn on texturing */
/* RDP attribute 変更前の呪文 */
gDPPipeSync ( gl++ );
/* 1サイクルモードではかなりクオリティの高いピクセルを生成できます。 */
gDPSetCycleType ( gl++, G_CYC_1CYCLE);
/* gSPTexture(Gfx *gdl, int sc, int tc, int level, int tile, int on) */
/* sc,tc : テクスチャ座標スケーリングパラメータ .16 フォーマット 下の場合 0.5 */
/* level : ミップマップレベル(ミップマップ使ってないので1こしかないので0) */
/* tile : テクスチャタイル番号。よーわからんが使用する一番大きいミップマップの番号……かな。 */
gSPTexture ( gl++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON);
gDPSetAlphaCompare ( gl++, G_AC_NONE );
/* テクスチャ長方形(スプライト)を描く時は、常に透視変換補正を行わない。 引数は真偽値 */
gDPSetTexturePersp ( gl++, G_TP_NONE );
/* 対象ピクセルを囲んでいる4つのテクセルからバイリニアフィルタリングを行う */
/* G_TF_POINT, G_TF_AVERAGE, G_TF_BILERP */
gDPSetTextureFilter ( gl++, G_TF_BILERP );
/* 出力にフィルタ処理(G_TC_FILT)をする */
/* (G_TC_CONV, G_TC_FILTCONV, G_TC_FILT) */
gDPSetTextureConvert( gl++, G_TC_FILT );
/* 複数のテクスチャタイルの内の最高レベルのディテールテクスチャを使用します。 */
/* ( G_TD_CLAMP, G_TD_SHARPEN, G_TD_DETAIL) */
gDPSetTextureDetail ( gl++, G_TD_CLAMP );
/* LOD( : Level of Detail ミップマップ自動選択 )機能オフ。 */
/* gSPTextureで選択したタイル(mipmap)と mipmap+1 を使用 */
/* ( G_TL_TILE, G_TL_LOD ) */
gDPSetTextureLOD ( gl++, G_TL_TILE );
/* TLUT (Texture look up table : 要するにカラーパレット) を使用しない。 */
/* TLUT を使用するためには対応するカレーパレットがロードされている必要がある */
/* (G_TT_NONE, G_TT_RGBA16, G_TT_IA16) */
gDPSetTextureLUT ( gl++, G_TT_NONE );
#define SPRITE_SURF G_RM_TEX_EDGE
#define SPRITE_SURF2 G_RM_TEX_EDGE2
/* ブレンダ:ピクセルとフレームバッファを混ぜ合わせる機能。 */
/* 半透明ポリゴンの描画、アンチエイリアス処理、フォグ処理、ディザ処理などを扱う。 */
/* gDPSetRenderMode(Gfx *gdl,u32 mode1,u32 mode2 ) */
/* 1cycle モードでは mode2 の指定は意味を持たない。 */
gDPSetRenderMode( gl++, G_RM_AA_OPA_SURF,G_RM_AA_OPA_SURF2 );
*glistp = gl;
}
/*
* spDraw()
*
* Draws all of the sprites that are associated with bitmaps and that
* are supposed to be drawn (spDraw()). They are drawn from 0 to maxsp,
* so sprites with higher numbers will overwrite lower-numbered sprites.
*
*/
Gfx *
spDraw ( Sprite *s )
{
int i;
s32 x, y;
float sx, sy;
Bitmap *b;
Gfx *gl;
Gfx *dl_start;
s32 isx, isy;
s32 tx, ty;
s32 tx2, ty2;
s32 x2, y2;
float ftx, fty;
s32 fs, ft;
s32 ex, ey;
u16 attr_change , attr_on;
u32 op0,op1;
if (s->attr & SP_HIDDEN)
return(NULL);
prev_bmbuf = NULL;
gl = s->rsp_dl_next;
if( gl == NULL )
gl = s->rsp_dl;
dl_start = gl;
b = s->bitmap;
ex = 0;
ey = 0;
if (s->attr & SP_EXTERN) /* current attr is extern? */
sp_attr = s->attr; /* Assume all settings should remain the same */
else if (sp_attr & SP_EXTERN)/* previous attr was extern? */
sp_attr = ~s->attr; /* Assume previous modes are all different */
attr_change = s->attr ^ sp_attr;
attr_on = s->attr & attr_change;
if ( attr_change )
{
if ( attr_change & SP_TRANSPARENT )
{
#if 1
op0 = ( attr_on & SP_TRANSPARENT ) ? G_RM_XLU_SURF : G_RM_AA_OPA_SURF;
/* ↓意味なし */
op1 = ( attr_on & SP_TRANSPARENT ) ? G_RM_XLU_SURF2 : G_RM_AA_OPA_SURF2;
#else
op0 = ( attr_on & SP_TRANSPARENT ) ? G_RM_AA_XLU_SURF : G_RM_AA_OPA_SURF;
op1 = ( attr_on & SP_TRANSPARENT ) ? G_RM_AA_XLU_SURF2 : G_RM_AA_OPA_SURF2;
#endif
gDPSetRenderMode( gl++, op0, op1);
}
if ( attr_change & SP_CUTOUT )
{
op0 = ( attr_on & SP_CUTOUT ) ? G_AC_THRESHOLD : G_AC_NONE;
if(op0 == G_AC_THRESHOLD)
{
/* αの敷居値をセット */
gDPSetBlendColor ( gl++, 0xff, 0xff, 0xff, SP_CUTOUT_ALPHA_LEVEL);
}
/* α SP_CUTOUT_ALPHA_LEVEL 以下切捨てモードのオンオフ */
gDPSetAlphaCompare ( gl++, op0 ) ;
}
if ( attr_change & SP_TEXSHIFT )
{
op0 = ( attr_on & SP_TEXSHIFT ) ? G_TF_AVERAGE : G_TF_BILERP;
gDPSetTextureFilter( gl++, op0 );
}
};
sp_attr = s->attr;
if( sp_attr & SP_Z )
{
gDPSetPrimDepth(gl++, s->zdepth, 0);
};
/* primitive color 設定 */
/* gDPSetPrimColor(Gfx *gdl, u32 m, u32 l, r,g,b,a) */
/* m: LOD<1.0のときの最小クランプ値。 */
/* l: LODフラクション。 */
/* ここではカラーコンパイナ用に色をセットしてるだけ。 */
gDPSetPrimColor( gl++, 0, 0, s->red, s->green, s->blue, s->alpha);
#define MY_K0 (175 & 0x1ff)
#define MY_K1 (-43 & 0x1ff)
#define MY_K2 (-89 & 0x1ff)
#define MY_K3 (222 & 0x1ff)
#define MY_K4 (114 & 0x1ff)
#define MY_K5 (42 & 0x1ff)
switch(s->bmfmt)
{
case G_IM_FMT_I:
if(s->attr & SP_TRANSPARENT)
{ gDPSetCombineMode ( gl++, G_CC_PRIMI , G_CC_PRIMI ); }
else
{ gDPSetCombineMode ( gl++, G_CC_MODULATEI_PRIM , G_CC_MODULATEI_PRIM ); }
break;
case G_IM_FMT_IA: /* intencity & alpha */
/* MODULATEIA_PRIM */
/* color,alpha共 :テクスチャとprim を乗算 */
gDPSetCombineMode ( gl++, G_CC_MODULATEIA_PRIM , G_CC_MODULATEIA_PRIM );
break;
case G_IM_FMT_CI: /* color index */
/* G_CC_MODULATERGBA_PRIM (modulate rgba prim) MODULATEIA_PRIMに同じ */
gDPSetCombineMode ( gl++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM );
/* カラーパレット使用モード */
/* パレットカラーは RGBA16 か IA16。(ここでは前者) */
gDPSetTextureLUT( gl++, G_TT_RGBA16);
/* カラーパレットのロード。 */
/* sp では 256 パレットのみサポートする。 */
gDPLoadTLUT_pal256( gl++, s->LUT );
gDPLoadSync( gl++ );
break;
case G_IM_FMT_YUV: /* 輝度成分(Y)と色差成分(UV) */
gDPSetCombineMode ( gl++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM );
if(s->attr & SP_FASTCOPY)
{
gDPSetTextureConvert( gl++, G_TC_CONV);
gDPSetTextureFilter( gl++, G_TF_POINT);
gDPSetCombineMode( gl++, G_CC_1CYUV2RGB, G_CC_1CYUV2RGB);
gDPSetConvert( gl++, MY_K0, MY_K1, MY_K2, MY_K3, MY_K4, MY_K5);
}
else
{
gDPSetCycleType( gl++, G_CYC_2CYCLE );
gDPSetTextureFilter( gl++, G_TF_BILERP);
gDPSetTextureConvert( gl++, G_TC_FILTCONV);
gDPSetConvert( gl++, MY_K0, MY_K1, MY_K2, MY_K3, MY_K4, MY_K5);
gDPSetCombineMode( gl++, G_CC_YUV2RGB, G_CC_PASS2);
}
break;
case G_IM_FMT_RGBA:
gDPSetCombineMode ( gl++, G_CC_MODULATERGBA_PRIM, G_CC_MODULATERGBA_PRIM );
break;
default:
break;
}
if (s->attr & SP_SCALE)
{
sx = s->scalex;
sy = s->scaley;
}
else
{
sx = 1.0F;
sy = 1.0F;
}
isx = (int) ((1<<10) / sx + 0.5F);
isy = (int) ((1<<10) / sy + 0.5F);
if( b )
{
if( (s->attr & SP_FASTCOPY) && (s->bmfmt != G_IM_FMT_YUV) )
gDPSetCycleType( gl++, G_CYC_COPY);
x = 0.0F;
y = 0.0F;
fty = s->y+y*sy;
ty = (int) ( fty + 0.99999F);
ft = (int) (isy * (ty - fty));
ft = (ft + 16)>>5;
if( s->attr & SP_TEXSHIFT )
ft += 16; /* 1/2 Texel for AntiAliasing */
if( s->attr & SP_FRACPOS )
ft += s->frac_t; /* Micro-positioning */
y2 = y + s->bmheight;
ty2 = (int) (s->y+y2*sy + 0.99999F);
if( (s->attr & SP_FASTCOPY) && (s->bmfmt != G_IM_FMT_YUV) )
ty2--;
for( i=0; (i < s->nbitmaps) && (b->width > 0); i++, b++ )
{
if( (x+b->width) > s->width )
{ /* Next bitmap hits edge? */
int bh;
x = 0;
fs = 0;
ex = 0;
ey += s->expy;
y += s->bmheight; /* Wrap to next line */
y2 = y + s->bmheight; /* Wrap to next line */
fty = s->y+y*sy;
ty = (int) ( fty + 0.9999F);
ft = (int) (isy * (ty - fty));
ft = (ft + 16)>>5;
if( s->attr & SP_TEXSHIFT )
ft += 16; /* 1/2 Texel for AntiAliasing */
if( s->attr & SP_FRACPOS )
ft += s->frac_t; /* Micro-positioning */
ty2 = (int) (s->y+y2*sy + 0.9999F);
ty += ey;
ty2 += ey;
if( (s->attr & SP_FASTCOPY) && (s->bmfmt != G_IM_FMT_YUV) )
ty2--;
/* Fill out to rect. bdy? */
if( (b->actualHeight != 0) )
bh = b->actualHeight;
else
bh = s->bmheight;
if( (y + bh) > s->height ) /* Can't wrap any more? */
break;
};
ftx = s->x+x*sx;
tx = (s32) (ftx + 0.9999F);
fs = (s32) (isx * (tx - ftx));
fs = (fs + 16)>>5;
if( s->attr & SP_TEXSHIFT )
fs += 16; /* 1/2 Texel for AntiAliasing */
if( s->attr & SP_FRACPOS )
fs += s->frac_s; /* Micro-positioning */
x2 = x + b->width;
tx2 = (int) (s->x+x2*sx + 0.9999F);
if( (b->actualHeight != 0) )
{
y2 = y + b->actualHeight;
ty2 = (s32) (s->y+y2*sy + 0.9999F);
ty2 += ey;
if( (s->attr & SP_FASTCOPY) && (s->bmfmt != G_IM_FMT_YUV) )
ty2--;
};
tx += ex;
tx2 += ex;
if( (s->attr & SP_FASTCOPY) && (s->bmfmt != G_IM_FMT_YUV) )
tx2--;
if( b->buf != NULL ) /* Skip over null bitmaps (blanks) */
drawbitmap ( &gl, s, b, tx, ty, tx2, ty2, fs, ft, isx, isy);
x += b->width;
ex += s->expx;
}
if (s->attr & SP_FASTCOPY)
gDPSetCycleType( gl++, G_CYC_1CYCLE);
if(s->bmfmt == G_IM_FMT_YUV)
{
gDPSetCycleType( gl++, G_CYC_1CYCLE);
gDPSetTextureFilter ( gl++, G_TF_BILERP );
gDPSetTextureConvert( gl++, G_TC_FILT );
};
}
else /* bitmap が指定されていない */
{
int rgba;
x = (s32)s->x;
y = (s32)s->y;
x2 = s->x + (s->width*sx)-1;
y2 = s->y + (s->height*sy)-1;
if( ( x >= scissor_xmax) || (y >= scissor_ymax) )
{
}
else if( ( x2 < scissor_xmin) || (y2 < scissor_ymin) )
{
}
else
{
if( x < scissor_xmin )
x = scissor_xmin;
if( x2 >= scissor_xmax )
x2 = scissor_xmax - 1;
if( y < scissor_ymin )
y = scissor_ymin;
if( y2 >= scissor_ymax )
y2 = scissor_ymax - 1;
rgba = GPACK_RGBA5551((s->red), (s->green), (s->blue), (s->alpha>>7));
gSPTexture ( gl++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCycleType( gl++, G_CYC_FILL);
gDPSetFillColor( gl++, (rgba << 16) | (rgba) );
gDPFillRectangle( gl++, x,y, x2,y2 );
gDPSetCycleType( gl++, G_CYC_1CYCLE);
gSPTexture ( gl++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON);
}
}
if( s->bmfmt == G_IM_FMT_CI ) {
gDPSetTextureLUT( gl++, G_TT_NONE);
};
gSPEndDisplayList ( gl++ );
s->rsp_dl_next = gl;
return( dl_start );
}
void
spFinish( Gfx **glistp )
{
Gfx *gl;
gl = *glistp;
/* Turn off texturing */
gSPTexture ( gl++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF);
gDPSetCombineMode ( gl++, G_CC_SHADE, G_CC_SHADE);
if (sp_attr & SP_TRANSPARENT) {
/* Turn off transparency */
gDPSetRenderMode( gl++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
}
if (sp_attr & SP_CUTOUT) {
/* Turn off Alpha write enable */
gDPSetAlphaCompare ( gl++, G_AC_NONE) ;
}
gSPEndDisplayList ( gl++ );
*glistp = gl;
}
#endif
Gfx *
spFillRect(Gfx * dl ,s32 x,s32 y,s32 x2,s32 y2 ,u8 r,u8 g,u8 b,u8 a)
{
gDPPipeSync ( dl++ );
gDPSetCycleType( dl++, G_CYC_1CYCLE );
gSPTexture ( dl++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF);
gDPSetAlphaCompare ( dl++, G_AC_NONE );
gDPSetTexturePersp ( dl++, G_TP_NONE );
gDPSetTextureFilter ( dl++, G_TF_BILERP );
gDPSetTextureConvert( dl++, G_TC_FILT );
gDPSetTextureDetail ( dl++, G_TD_CLAMP );
gDPSetPrimColor( dl++, 0, 0, r, g, b, a);
gDPSetRenderMode( dl++, G_RM_XLU_SURF, G_RM_XLU_SURF2 );
gDPSetCombineMode ( dl++, G_CC_PRIMITIVE , G_CC_PRIMITIVE );
gSPTextureRectangle(dl++, x<<2, y<<2, x2<<2, y2<<2 ,G_TX_RENDERTILE, 0, 0, 0x400, 0x400);
gSPEndDisplayList ( dl++ );
return dl;
}