static.c
5.56 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
/**************************************************************************
* *
* 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* unpublished proprietary information of Silicon Graphics, Inc., and *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 "onetri.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 */
};
/* 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_DISABLE),
gsDPPipeSync(),
gsSPEndDisplayList(),
};
/* clear the color frame buffer: */
Gfx clearcfb_dl[] = {
gsDPSetCycleType(G_CYC_FILL),
gsDPSetColorImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WD, rsp_cfb),
gsDPSetFillColor(GPACK_RGBA5551(64,64,64,1) << 16 |
GPACK_RGBA5551(64,64,64,1)),
gsDPFillRectangle(0, 0, SCREEN_WD-1, SCREEN_HT-1),
gsDPPipeSync(),
gsDPSetFillColor(GPACK_RGBA5551(64,64,255,1) << 16 |
GPACK_RGBA5551(64,64,255,1)),
gsDPFillRectangle(20, 20, SCREEN_WD-20, SCREEN_HT-20),
gsSPEndDisplayList(),
};
/*
* This group of vertices, and accompanying display list, demonstrate
* simple Gouraud triangles:
*/
static Vtx shade_vtx[] = {
{ -64, 64, -5, 0, 0, 0, 0, 0xff, 0, 0xff },
{ 64, 64, -5, 0, 0, 0, 0, 0, 0, 0xff },
{ 64, -64, -5, 0, 0, 0, 0, 0, 0xff, 0xff },
{ -64, -64, -5, 0, 0, 0, 0xff, 0, 0, 0xff },
};
Gfx shadetri_dl[] = {
gsSPMatrix(OS_K0_TO_PHYSICAL(&(dynamic.projection)),
G_MTX_PROJECTION|G_MTX_LOAD|G_MTX_NOPUSH),
gsSPMatrix(OS_K0_TO_PHYSICAL(&(dynamic.modeling)),
G_MTX_MODELVIEW|G_MTX_LOAD|G_MTX_NOPUSH),
/*
* Setup display modes antialiased in 1 cycle
*/
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2),
gsSPSetGeometryMode(G_SHADE | G_SHADING_SMOOTH),
gsSPVertex(&(shade_vtx[0]), 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
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.
*/
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},
};
/* a 32x32 RGBA16 texture: */
#include "brick.h"
Gfx textri_dl[] = {
gsSPMatrix(OS_K0_TO_PHYSICAL(&(dynamic.projection)),
G_MTX_PROJECTION|G_MTX_LOAD|G_MTX_NOPUSH),
gsSPMatrix(OS_K0_TO_PHYSICAL(&(dynamic.modeling)),
G_MTX_MODELVIEW|G_MTX_LOAD|G_MTX_NOPUSH),
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_OPA_SURF, G_RM_AA_OPA_SURF2),
gsSPClearGeometryMode(G_SHADE | G_SHADING_SMOOTH),
/*
* 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),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPLoadTextureBlock(brick, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0,
G_TX_WRAP | G_TX_MIRROR, G_TX_WRAP | G_TX_MIRROR,
5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPVertex(&(tex_vtx[0]), 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsSPTexture(0, 0, 0, 0, G_OFF), /* done; turn texture off */
gsSPEndDisplayList(),
};