static.c
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/**************************************************************************
* *
* Copyright (C) 1995, Silicon Graphics, Inc. *
* *
* These coded instructions, statements, and computer programs contain *
* unpublished proprietary information of Silicon Graphics, Inc., and *
* are protected by Federal copyright law. They may not be disclosed *
* to third parties or copied or duplicated in any form, in whole or *
* in part, without the prior written consent of Silicon Graphics, Inc. *
* *
*************************************************************************/
/*
* File: static.c
* Create Date: Tue Apr 11 17:45:53 PDT 1995
*
* This file holds display list segments that are 'static' data.
*
*/
#include <ultra64.h>
#include "bumpmap.h"
/* Z-buffer. Defined in zbuf.c */
extern unsigned short zbuffer[];
extern unsigned short obj0_tlut_real[];
/*
* Remember, viewport structures have 2 bits of fraction in them.
*/
static Vp vp = {
SCREEN_WD*2, SCREEN_HT*2, G_MAXZ/2, 0, /* scale */
SCREEN_WD*2, SCREEN_HT*2, G_MAXZ/2, 0, /* translate */
};
/* initialize the RSP state: */
Gfx rspinit_dl[] = {
gsSPViewport(&vp),
gsSPClearGeometryMode(G_SHADE | G_SHADING_SMOOTH | G_CULL_BOTH |
G_FOG | G_LIGHTING | G_TEXTURE_GEN |
G_TEXTURE_GEN_LINEAR | G_LOD),
gsSPTexture(0, 0, 0, 0, G_OFF),
gsSPSetGeometryMode(G_SHADE | G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
/* initialize the RDP state: */
Gfx rdpinit_dl[] = {
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPPipelineMode(G_PM_1PRIMITIVE),
gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WD, SCREEN_HT),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetCombineKey(G_CK_NONE),
gsDPSetAlphaCompare(G_AC_NONE),
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsDPSetColorDither(G_CD_ENABLE),
gsDPPipeSync(),
gsSPEndDisplayList(),
};
/* clear the color frame buffer: */
Gfx clearcfb_dl[] = {
gsDPSetCycleType(G_CYC_FILL),
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WD,
OS_K0_TO_PHYSICAL(zbuffer)),
gsDPSetFillColor(GPACK_ZDZ(G_MAXFBZ, 0) << 16 | GPACK_ZDZ(G_MAXFBZ, 0)),
gsDPFillRectangle(0, 0, SCREEN_WD-1, SCREEN_HT-1),
gsDPPipeSync(),
gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WD, rsp_cfb),
gsDPSetFillColor(GPACK_RGBA5551(0,0,0,1) << 16 |
GPACK_RGBA5551(0,0,0,1)),
gsDPFillRectangle(0, 0, SCREEN_WD-1, SCREEN_HT-1),
gsDPPipeSync(),
gsDPSetDepthImage( OS_K0_TO_PHYSICAL(zbuffer) ),
gsDPPipeSync(),
gsSPEndDisplayList(),
};
/*
* This group of vertices, and accompanying display list, demonstrate
* simple textured triangles.
*
* The texture coordinates are texel-space coordinates that
* are shifted up 6 bits; 5 bits because the texture coordinates
* are S10.5 format, and 1 more bit so we can use a texture scaling
* of 0.5, and get exact coordinates.
*
* The coordinates larger than the texture resolution, along with the
* proper mode settings, cause the texture to repeat on itself.
*/
#include "obj_dls.h"
static Vtx tex_vtx[] = {
{ -64, 64, -5, 0, ( 0 << 6), ( 0 << 6), 0xff, 0xff, 0xff, 0xff},
{ 64, 64, -5, 0, (127 << 6), ( 0 << 6), 0xff, 0xff, 0xff, 0xff},
{ 64, -64, -5, 0, (127 << 6), (127 << 6), 0xff, 0xff, 0xff, 0xff},
{ -64, -64, -5, 0, ( 0 << 6), (127 << 6), 0xff, 0xff, 0xff, 0xff},
};
Gfx textri_dl[] = {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
#define DO_ZBUF
#ifdef DO_ZBUF
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH),
#else
gsDPSetRenderMode(G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2),
gsSPClearGeometryMode(G_SHADE | G_SHADING_SMOOTH),
#endif
/*
* The texture scaling parameters are .16 format. In order to
* get an exact texture scale of 1.0, we scale above by 2.0, and
* scale down here by 0.5
*/
gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON),
gsDPSetCombineMode(G_CC_DECALRGB, G_CC_DECALRGB),
gsDPSetCombineMode(G_CC_MODULATERGBDECALA, G_CC_MODULATERGBDECALA),
gsDPSetTextureLOD(G_TL_TILE),
gsDPPipeSync(),
#define DYNAMIC_LIGHTING
#ifdef DYNAMIC_LIGHTING
gsDPLoadTLUT_pal256( OS_K0_TO_PHYSICAL(obj0_tlut_real) ),
#else
gsDPLoadTLUT_pal256( obj0_tlut ),
#endif
gsDPPipeSync(),
gsDPSetTextureLUT( G_TT_RGBA16 ),
gsDPSetTextureFilter(G_TF_BILERP),
gsSPDisplayList( obj0_dl ),
gsDPSetTextureLUT( G_TT_NONE ),
gsSPTexture(0, 0, 0, 0, G_OFF), /* done; turn texture off */
gsSPEndDisplayList(),
};