sm64pc/src/game/display.c

283 lines
9.7 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "audio/external.h"
#include "buffers/buffers.h"
#include "buffers/gfx_output_buffer.h"
#include "game.h"
#include "main.h"
#include "memory.h"
#include "profiler.h"
#include "display.h"
int unused8032C690 = 0;
u32 gGlobalTimer = 0;
static u16 sCurrFBNum = 0;
u16 frameBufferIndex = 0;
/**
* Initializes the Reality Display Processor (RDP).
* This function initializes settings such as texture filtering mode,
* scissoring, and render mode (although keep in mind that this render
* mode is not used in-game, where it is set in render_graph_node.c).
*/
void my_rdp_init(void) {
gDPPipeSync(gDisplayListHead++);
gDPPipelineMode(gDisplayListHead++, G_PM_1PRIMITIVE);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetCombineMode(gDisplayListHead++, G_CC_SHADE, G_CC_SHADE);
gDPSetTextureLOD(gDisplayListHead++, G_TL_TILE);
gDPSetTextureLUT(gDisplayListHead++, G_TT_NONE);
gDPSetTextureDetail(gDisplayListHead++, G_TD_CLAMP);
gDPSetTexturePersp(gDisplayListHead++, G_TP_PERSP);
gDPSetTextureFilter(gDisplayListHead++, G_TF_BILERP);
gDPSetTextureConvert(gDisplayListHead++, G_TC_FILT);
gDPSetCombineKey(gDisplayListHead++, G_CK_NONE);
gDPSetAlphaCompare(gDisplayListHead++, G_AC_NONE);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetColorDither(gDisplayListHead++, G_CD_MAGICSQ);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPPipeSync(gDisplayListHead++);
}
/**
* Initializes the RSP's built-in geometry and lighting engines.
* Most of these (with the notable exception of gSPNumLights), are
* almost immediately overwritten.
*/
void my_rsp_init(void) {
gSPClearGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BOTH | G_FOG
| G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD);
gSPSetGeometryMode(gDisplayListHead++, G_SHADE | G_SHADING_SMOOTH | G_CULL_BACK | G_LIGHTING);
gSPNumLights(gDisplayListHead++, NUMLIGHTS_1);
gSPTexture(gDisplayListHead++, 0, 0, 0, G_TX_RENDERTILE, G_OFF);
// @bug Nintendo did not explicitly define the clipping ratio.
// For Fast3DEX2, this causes the dreaded warped vertices issue
// unless the clipping ratio is changed back to the intended value,
// as Fast3DEX2 uses a different initial value than Fast3D(EX).
#ifdef F3DEX_GBI_2
gSPClipRatio(gDisplayListHead++, FRUSTRATIO_1);
#endif
}
/** Clear the Z buffer. */
void clear_z_buffer(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetDepthSource(gDisplayListHead++, G_ZS_PIXEL);
gDPSetDepthImage(gDisplayListHead++, gPhysicalZBuffer);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH, gPhysicalZBuffer);
gDPSetFillColor(gDisplayListHead++,
GPACK_ZDZ(G_MAXFBZ, 0) << 16 | GPACK_ZDZ(G_MAXFBZ, 0));
gDPFillRectangle(gDisplayListHead++, 0, BORDER_HEIGHT, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1 - BORDER_HEIGHT);
}
/** Sets up the final framebuffer image. */
void display_frame_buffer(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
gDPSetColorImage(gDisplayListHead++, G_IM_FMT_RGBA, G_IM_SIZ_16b, SCREEN_WIDTH,
gPhysicalFrameBuffers[frameBufferIndex]);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, BORDER_HEIGHT, SCREEN_WIDTH,
SCREEN_HEIGHT - BORDER_HEIGHT);
}
/** Clears the framebuffer, allowing it to be overwritten. */
void clear_frame_buffer(s32 a) {
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, a);
gDPFillRectangle(gDisplayListHead++, 0, BORDER_HEIGHT, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1 - BORDER_HEIGHT);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
/** Clears and initializes the viewport. */
void clear_viewport(Vp *viewport, s32 b) {
s16 vpUlx = (viewport->vp.vtrans[0] - viewport->vp.vscale[0]) / 4 + 1;
s16 vpUly = (viewport->vp.vtrans[1] - viewport->vp.vscale[1]) / 4 + 1;
s16 VpLrx = (viewport->vp.vtrans[0] + viewport->vp.vscale[0]) / 4 - 2;
s16 vpLry = (viewport->vp.vtrans[1] + viewport->vp.vscale[1]) / 4 - 2;
gDPPipeSync(gDisplayListHead++);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, b);
gDPFillRectangle(gDisplayListHead++, vpUlx, vpUly, VpLrx, vpLry);
gDPPipeSync(gDisplayListHead++);
gDPSetCycleType(gDisplayListHead++, G_CYC_1CYCLE);
}
/** Draws the horizontal screen borders */
void draw_screen_borders(void) {
gDPPipeSync(gDisplayListHead++);
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
gDPSetRenderMode(gDisplayListHead++, G_RM_OPA_SURF, G_RM_OPA_SURF2);
gDPSetCycleType(gDisplayListHead++, G_CYC_FILL);
gDPSetFillColor(gDisplayListHead++, GPACK_RGBA5551(0, 0, 0, 0) << 16 | GPACK_RGBA5551(0, 0, 0, 0));
#if BORDER_HEIGHT != 0
gDPFillRectangle(gDisplayListHead++, 0, 0, SCREEN_WIDTH - 1, BORDER_HEIGHT - 1);
gDPFillRectangle(gDisplayListHead++, 0, SCREEN_HEIGHT - BORDER_HEIGHT, SCREEN_WIDTH - 1,
SCREEN_HEIGHT - 1);
#endif
}
void make_viewport_clip_rect(Vp *viewport) {
s16 vpUlx = (viewport->vp.vtrans[0] - viewport->vp.vscale[0]) / 4 + 1;
s16 vpPly = (viewport->vp.vtrans[1] - viewport->vp.vscale[1]) / 4 + 1;
s16 vpLrx = (viewport->vp.vtrans[0] + viewport->vp.vscale[0]) / 4 - 1;
s16 vpLry = (viewport->vp.vtrans[1] + viewport->vp.vscale[1]) / 4 - 1;
gDPSetScissor(gDisplayListHead++, G_SC_NON_INTERLACE, vpUlx, vpPly, vpLrx, vpLry);
}
/**
* Loads the F3D microcodes.
* Refer to this function if you would like to load
* other microcodes (i.e. S2DEX).
*/
void create_task_structure(void) {
s32 entries = gDisplayListHead - gGfxPool->buffer;
gGfxSPTask->msgqueue = &D_80339CB8;
gGfxSPTask->msg = (OSMesg) 2;
gGfxSPTask->task.t.type = M_GFXTASK;
gGfxSPTask->task.t.ucode_boot = rspF3DBootStart;
gGfxSPTask->task.t.ucode_boot_size = ((u8 *) rspF3DBootEnd - (u8 *) rspF3DBootStart);
gGfxSPTask->task.t.flags = 0;
gGfxSPTask->task.t.ucode = rspF3DStart;
gGfxSPTask->task.t.ucode_data = rspF3DDataStart;
gGfxSPTask->task.t.ucode_size = SP_UCODE_SIZE; // (this size is ignored)
gGfxSPTask->task.t.ucode_data_size = SP_UCODE_DATA_SIZE;
gGfxSPTask->task.t.dram_stack = (u64 *) gGfxSPTaskStack;
gGfxSPTask->task.t.dram_stack_size = SP_DRAM_STACK_SIZE8;
gGfxSPTask->task.t.output_buff = gGfxSPTaskOutputBuffer;
gGfxSPTask->task.t.output_buff_size =
(u64 *)((u8 *) gGfxSPTaskOutputBuffer + sizeof(gGfxSPTaskOutputBuffer));
gGfxSPTask->task.t.data_ptr = (u64 *) &gGfxPool->buffer;
gGfxSPTask->task.t.data_size = entries * sizeof(Gfx);
gGfxSPTask->task.t.yield_data_ptr = (u64 *) gGfxSPTaskYieldBuffer;
gGfxSPTask->task.t.yield_data_size = OS_YIELD_DATA_SIZE;
}
/** Starts rendering the scene. */
void init_render_image(void) {
move_segment_table_to_dmem();
my_rdp_init();
my_rsp_init();
clear_z_buffer();
display_frame_buffer();
}
/** Ends the master display list. */
void end_master_display_list(void) {
draw_screen_borders();
if (gShowProfiler) {
draw_profiler();
}
gDPFullSync(gDisplayListHead++);
gSPEndDisplayList(gDisplayListHead++);
create_task_structure();
}
void func_80247D84(void) {
s32 sp24;
s32 sp20;
s32 fbNum;
u64 *sp18;
if (gResetTimer != 0 && D_8032C648 < 15) {
if (sCurrFBNum == 0) {
fbNum = 2;
} else {
fbNum = sCurrFBNum - 1;
}
sp18 = (u64 *) PHYSICAL_TO_VIRTUAL(gPhysicalFrameBuffers[fbNum]);
sp18 += D_8032C648++ * (SCREEN_WIDTH / 4);
for (sp24 = 0; sp24 < ((SCREEN_HEIGHT / 16) + 1); sp24++) {
for (sp20 = 0; sp20 < (SCREEN_WIDTH / 4); sp20++) {
*sp18++ = 0;
}
sp18 += ((SCREEN_WIDTH / 4) * 14);
}
}
osWritebackDCacheAll();
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
}
void func_80247ED8(void) {
gGfxPool = &gGfxPools[0];
set_segment_base_addr(1, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
gGfxPoolEnd = (u8 *) (gGfxPool->buffer + GFX_POOL_SIZE);
init_render_image();
clear_frame_buffer(0);
end_master_display_list();
send_display_list(&gGfxPool->spTask);
frameBufferIndex++;
gGlobalTimer++;
}
void func_80247FAC(void) {
gGfxPool = &gGfxPools[gGlobalTimer % 2];
set_segment_base_addr(1, gGfxPool->buffer);
gGfxSPTask = &gGfxPool->spTask;
gDisplayListHead = gGfxPool->buffer;
gGfxPoolEnd = (u8 *) (gGfxPool->buffer + GFX_POOL_SIZE);
}
/** Handles vsync. */
void display_and_vsync(void) {
profiler_log_thread5_time(BEFORE_DISPLAY_LISTS);
osRecvMesg(&D_80339CB8, &D_80339BEC, OS_MESG_BLOCK);
if (D_8032C6A0 != NULL) {
D_8032C6A0();
D_8032C6A0 = NULL;
}
send_display_list(&gGfxPool->spTask);
profiler_log_thread5_time(AFTER_DISPLAY_LISTS);
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
osViSwapBuffer((void *) PHYSICAL_TO_VIRTUAL(gPhysicalFrameBuffers[sCurrFBNum]));
profiler_log_thread5_time(THREAD5_END);
osRecvMesg(&gGameVblankQueue, &D_80339BEC, OS_MESG_BLOCK);
if (++sCurrFBNum == 3) {
sCurrFBNum = 0;
}
if (++frameBufferIndex == 3) {
frameBufferIndex = 0;
}
gGlobalTimer++;
}