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* unpublished proprietary information of Silicon Graphics, Inc., and *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. *
* *
*************************************************************************/
/*---------------------------------------------------------------------*
Copyright (C) 1997 Nintendo. (Originated by SGI)
$RCSfile: static.c,v $
$Revision: 1.1.1.1 $
$Date: 2002/05/02 03:27:30 $
*---------------------------------------------------------------------*/
/*
* File: static.c
* Creator: hsa@sgi.com
* Create Date: Sun Jun 4 18:49:42 PDT 1995
*
*
* This file holds tiny display list segments that are 'static' data.
*
*/
#include <ultra64.h>
#include "letters.h"
/*
* 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 */
};
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(),
};
Gfx rdpinit_dl[] = {
gsDPSetScissor(G_SC_NON_INTERLACE, 0, 0, SCREEN_WD, SCREEN_HT),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetCombineKey(G_CK_NONE),
gsDPSetAlphaCompare(G_AC_NONE),
gsDPSetRenderMode(G_RM_OPA_SURF, G_RM_OPA_SURF2),
gsDPSetBlendMask(0xff),
gsDPSetColorDither(G_CD_ENABLE),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPPipeSync(),
gsSPEndDisplayList(),
};
Lights2 litc2 = gdSPDefLights2(0x5, 0x5, 0x5, /* ambient color */
100, 100, 0, /* light color */
-32, -64, -32, /* normal */
50, 50, 0, /* light color */
15, 30, 120); /* normal */
Gfx letters_setup_dl[] = {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH |
G_CULL_BACK | G_LIGHTING),
gsSPSetLights2(litc2),
gsDPSetCombineMode (G_CC_SHADE, G_CC_SHADE),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsSPEndDisplayList(),
};
/* 3-D Text */
#include "u64_vtx.h"
#include "metallic.h"
#include "smroad.h"
#define METALLIC_SIZE (sizeof(tex_metallic)/2)
#define LOG2(x) (((x)<=2)?1: \
((x)<=4)?2: \
((x)<=8)?3: \
((x)<=16)?4: \
((x)<=32)?5: \
((x)<=64)?6: \
((x)<=128)?7: \
((x)<=256)?8: \
((x)<=512)?9: \
((x)<=1024)?10: \
11)
/*
* The following two display lists are very similar. They set up
* the texture for the "u64" letters, which is used to achieve
* a "chrome" effect. Two different techniques are demonstrated;
* a 1D texture and a 2D texture.
*
* The 1D texture is more compact, and excellent for objects with
* very high curvature or intricate detail. The theory is, since
* the reflections will be complex, a simple approximation will
* suffice, so just fill a 1D texture map up with a smooth ramp
* between many of the colors in the scene.
*
* The 2D texture map uses a "fisheye" projection of the environment
* (actually, in this case the projection is a different, but similarly
* colored environment). Generating texture coordinates that index
* into this image produce a simple "enviromental mapping" effect.
*
*/
Gfx u64_chrome1D_dl[] = {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_CULL_BOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH |
G_CULL_BACK | G_LIGHTING),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALRGB, G_CC_DECALRGB),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsDPSetColorDither(G_CD_BAYER),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureFilter(G_TF_BILERP),
/* 1D chrome (linear random color map) */
gsSPTexture((METALLIC_SIZE-1)<<6, 0x0, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(tex_metallic, G_IM_FMT_RGBA, G_IM_SIZ_16b, METALLIC_SIZE, 1, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR,
LOG2(METALLIC_SIZE), G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
gsSPEndDisplayList()
};
Gfx u64_chrome2D_dl[] = {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsSPClearGeometryMode(G_CULL_BOTH),
gsSPSetGeometryMode(G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH |
G_CULL_BACK | G_LIGHTING),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALRGB, G_CC_DECALRGB),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsDPSetColorDither(G_CD_BAYER),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureFilter(G_TF_BILERP),
/* 2D chrome (environment map) */
gsSPTexture(31<<6, 31<<6, 0, G_TX_RENDERTILE, G_ON),
gsDPLoadTextureBlock(tex_smroad, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR,
5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPEndDisplayList()
};
/* data for the letters */
Gfx u64_geom_dl[] = {
#include "u64_tri.h"
gsSPEndDisplayList()
};
Gfx setting_setup_dl[] = {
gsDPPipeSync (),
gsSPClearGeometryMode(G_SHADE | G_SHADING_SMOOTH | G_CULL_BOTH |
G_ZBUFFER | G_FOG | G_LIGHTING | G_TEXTURE_GEN |
G_TEXTURE_GEN_LINEAR | G_LOD ),
gsSPSetGeometryMode(G_SHADING_SMOOTH | G_SHADE ),
gsDPSetColorDither(G_CD_DISABLE),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureFilter(G_TF_BILERP),
gsSPEndDisplayList(),
};
static Vtx v[] = {
/* Ground */
{ -16, -16, 0, 0, 0<<6, 0<<6, 255, 255, 255, 255 },
{ 16, -16, 0, 0, 0<<6, 31<<6, 255, 255, 255, 255 },
{ 16, 16, 0, 0, 31<<6, 31<<6, 255, 255, 255, 255 },
{ -16, 16, 0, 0, 31<<6, 0<<6, 255, 255, 255, 255 },
};
#include "mahogany.h"
Gfx setting_geom_dl[] = {
gsSPTexture(0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetRenderMode(G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2),
gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPLoadTextureBlock(mahogany, G_IM_FMT_RGBA, G_IM_SIZ_16b,
32, 32, 0,
G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR,
5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPVertex(&v, 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsSPTexture (0x8000, 0x8000, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPEndDisplayList(),
};