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5dd4310285
* begin anim v and w * structs * bgId * cleanup * space * more cleanup * spacing * Unsigned
175 lines
7.5 KiB
C
175 lines
7.5 KiB
C
#ifndef GFX_H
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#define GFX_H
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#include "ultra64.h"
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#include "PR/sched.h"
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#include "thga.h"
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#include "alignment.h"
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#include "unk.h"
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struct GameState;
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struct PlayState;
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#define TMEM_SIZE 0x1000
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typedef struct GfxMasterList {
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/* 0x000 */ Gfx taskStart[9];
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/* 0x048 */ Gfx clearZBuffer[8]; // original name: clear_zb_dl
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/* 0x088 */ Gfx clearFrameBuffer[5]; // original name: clear_fb_dl
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/* 0x0B0 */ Gfx setupBuffers[6]; // setup framebuffer and zbuffer
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/* 0x0E0 */ Gfx unk_E0[12]; // unused
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/* 0x140 */ Gfx syncSegments[17];
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/* 0x1C8 */ Gfx setScissor[2];
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/* 0x1D8 */ Gfx unk_1D8[25]; // unused
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/* 0x2A0 */ Gfx disps[5];
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/* 0x2C8 */ Gfx clearFillRect[3]; // fillrect for clearing buffers
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/* 0x2E0 */ Gfx fillRect[3]; // fillrect for general purpose
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/* 0x2F8 */ Gfx debugDisp[1];
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} GfxMasterList; // size = 0x300
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#define GFXPOOL_HEAD_MAGIC 0x1234
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#define GFXPOOL_TAIL_MAGIC 0x5678
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typedef struct GfxPool {
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/* 0x00000 */ u16 headMagic; // GFXPOOL_HEAD_MAGIC
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/* 0x00008 */ GfxMasterList master;
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/* 0x00308 */ Gfx polyXluBuffer[0x800];
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/* 0x04308 */ Gfx overlayBuffer[0x400];
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/* 0x06308 */ Gfx workBuffer[0x40];
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/* 0x06508 */ Gfx debugBuffer[0x40];
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/* 0x06708 */ Gfx polyOpaBuffer[0x3380];
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/* 0x20308 */ u16 tailMagic; // GFXPOOL_TAIL_MAGIC
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} GfxPool; // size = 0x20310
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typedef struct GraphicsContext {
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/* 0x000 */ Gfx* polyOpaBuffer; // Pointer to "Zelda 0"
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/* 0x004 */ Gfx* polyXluBuffer; // Pointer to "Zelda 1"
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/* 0x008 */ char unk_8[0x8]; // Unused, could this be pointers to "Zelda 2" / "Zelda 3"
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/* 0x010 */ Gfx* overlayBuffer; // Pointer to "Zelda 4"
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/* 0x014 */ u32 unk_14;
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/* 0x018 */ char unk_18[0x20];
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/* 0x038 */ OSMesg msgBuff[8];
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/* 0x058 */ OSMesgQueue* schedMsgQ;
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/* 0x05C */ OSMesgQueue queue;
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/* 0x074 */ char unk_74[0x04];
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/* 0x078 */ OSScTask task;
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/* 0x0D0 */ char unk_D0[0xD0];
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/* 0x1A0 */ Gfx* workBuffer;
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/* 0x1A4 */ TwoHeadGfxArena work;
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/* 0x1B4 */ Gfx* debugBuffer;
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/* 0x1B8 */ TwoHeadGfxArena debug;
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/* 0x1C8 */ UNK_TYPE1 unk_1C8[0xAC];
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/* 0x274 */ OSViMode* viMode;
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/* 0x278 */ void* zbuffer;
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/* 0x27C */ char unk_27C[0x1C];
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/* 0x298 */ TwoHeadGfxArena overlay; // "Zelda 4"
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/* 0x2A8 */ TwoHeadGfxArena polyOpa; // "Zelda 0"
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/* 0x2B8 */ TwoHeadGfxArena polyXlu; // "Zelda 1"
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/* 0x2C8 */ u32 gfxPoolIdx;
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/* 0x2CC */ u16* curFrameBuffer;
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/* 0x2D0 */ char unk_2D0[0x4];
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/* 0x2D4 */ u32 viConfigFeatures;
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/* 0x2D8 */ char unk_2D8[0x2];
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/* 0x2DA */ u8 updateViMode;
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/* 0x2DB */ u8 framebufferIndex;
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/* 0x2DC */ void (*callback)(struct GraphicsContext*, void*);
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/* 0x2E0 */ void* callbackArg;
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/* 0x2E4 */ f32 xScale;
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/* 0x2E8 */ f32 yScale;
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/* 0x2EC */ GfxMasterList* masterList;
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} GraphicsContext; // size = 0x2F0
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// graph.c
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void Graph_ThreadEntry(void* arg);
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 n, s32 f);
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 n, s32 f);
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 n, s32 f);
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Gfx* Gfx_BranchTexScroll(Gfx** gfxP, u32 x, u32 y, s32 width, s32 height);
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void func_8012CB04(Gfx** gfxP, u32 x, u32 y);
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Gfx* func_8012CB28(GraphicsContext* gfxCtx, u32 x, u32 y);
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Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height);
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Gfx* Gfx_TwoTexScroll(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2, u32 x2, u32 y2, s32 width2, s32 height2);
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Gfx* Gfx_TwoTexScrollEnvColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2, u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a);
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Gfx* Gfx_EnvColor(GraphicsContext* gfxCtx, s32 r, s32 g, s32 b, s32 a);
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Gfx* Gfx_PrimColor(GraphicsContext* gfxCtx, s32 lodfrac, s32 r, s32 g, s32 b, s32 a);
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void func_8012CF0C(GraphicsContext* gfxCtx, s32 clearFb, s32 clearZb, u8 r, u8 g, u8 b);
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void func_8012D374(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b);
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void func_8012D40C(f32* param_1, f32* param_2, s16* param_3);
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void Gfx_DrawDListOpa(struct PlayState* play, Gfx* dList);
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void Gfx_DrawDListXlu(struct PlayState* play, Gfx* dList);
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// graph.c
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extern struct GfxMasterList* gGfxMasterDL;
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extern Gfx gEmptyDL[];
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extern GfxMasterList D_0E000000;
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#define WORK_DISP __gfxCtx->work.p
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#define POLY_OPA_DISP __gfxCtx->polyOpa.p
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#define POLY_XLU_DISP __gfxCtx->polyXlu.p
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#define OVERLAY_DISP __gfxCtx->overlay.p
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#define DEBUG_DISP __gfxCtx->debug.p
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// __gfxCtx shouldn't be used directly.
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// Use the DISP macros defined above when writing to display buffers.
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#define OPEN_DISPS(gfxCtx) \
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{ \
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GraphicsContext* __gfxCtx = gfxCtx; \
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s32 __dispPad
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#define CLOSE_DISPS(gfxCtx) \
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(void)0; \
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} \
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(void)0
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#define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - ALIGN16(size))))
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// Custom gbi macro
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#define gDPSetTileCustom(pkt, fmt, siz, width, height, pal, cms, cmt, masks, maskt, shifts, shiftt) \
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{ \
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gDPPipeSync(pkt); \
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gDPTileSync(pkt); \
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gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_LOADTILE, 0, cmt, maskt, shiftt, cms, \
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masks, shifts); \
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gDPTileSync(pkt); \
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gDPSetTile(pkt, fmt, siz, (((width)*siz##_TILE_BYTES) + 7) >> 3, 0, G_TX_RENDERTILE, pal, cmt, maskt, shiftt, \
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cms, masks, shifts); \
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gDPSetTileSize(pkt, G_TX_RENDERTILE, 0, 0, ((width)-1) << G_TEXTURE_IMAGE_FRAC, \
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((height)-1) << G_TEXTURE_IMAGE_FRAC); \
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} \
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(void)0
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// used only by code_80140E80
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#define gDPSetLODColor(pkt, c, m, l, d) \
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_DW({ \
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Gfx* _g = (Gfx*)(pkt); \
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\
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_g->words.w0 = (_SHIFTL(c, 24, 8) | _SHIFTL(m, 8, 8) | _SHIFTL(l, 0, 8)); \
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_g->words.w1 = (unsigned int)(d); \
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})
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/**
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* `x` vertex x
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* `y` vertex y
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* `z` vertex z
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* `s` texture s coordinate
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* `t` texture t coordinate
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* `crnx` red component of color vertex, or x component of normal vertex
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* `cgny` green component of color vertex, or y component of normal vertex
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* `cbnz` blue component of color vertex, or z component of normal vertex
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* `a` alpha
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*/
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#define VTX(x, y, z, s, t, crnx, cgny, cbnz, a) \
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{ { { x, y, z }, 0, { s, t }, { crnx, cgny, cbnz, a } }, }
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#define VTX_T(x, y, z, s, t, cr, cg, cb, a) \
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{ { x, y, z }, 0, { s, t }, { cr, cg, cb, a }, }
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#endif
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