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tyra-linux/src/engine/vu1_progs/draw3D.vclpp
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2020-12-28 16:06:22 +01:00

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; ______ ____ ___
; | \/ ____| |___|
; | | | \ | |
;---------------------------
; Copyright 2020, tyra - https://github.com/h4570/tyra
; Sandro Sobczyński <sandro.sobczynski@gmail.com>
;
;---------------------------------------------------------------
; draw3D.vcl |
;---------------------------------------------------------------
; First tyra VU1 microprogram. |
; Features: |
; - Draw triangles (no strip) with STQ (textures) and 1 RGBA. |
; This program uses double buffering (xtop) |
; |
; I want to say thank you to: |
; - Dr Henry Fortuna - for teaching how things work |
; - Jesper Svennevid, Daniel Collin - for openvcl samples |
; - Guilherme Lampert - for VU1 idea for PS2 Quake and vclpp |
; - Tyler Daniel - for PS2GL source code for PS2 Linux |
;---------------------------------------------------------------
; TODO
; - Add dynamic lighting (feature)
; - Add --cont + MSCNT instead of alltime MSCAL
; - Split this program into two (RBA/STQ), so we can get better performance
#include "/repos/tyra/src/engine/vu1_progs/geometry.inc"
#include "/repos/tyra/src/engine/vu1_progs/matrix.inc"
#include "/repos/tyra/src/engine/vu1_progs/vector.inc"
#vuprog draw3D
.syntax new
.name VU1Draw3D
.vu
.init_vf_all
.init_vi_all
--enter
--endenter
;///////////// LOAD STATIC DATA /////////////
lq gif_draw_finish_tag, 0(vi00) ; GIF tag - wait
lq gif_set_tag, 1(vi00) ; GIF tag - set
;////////////////////////////////////////////
xtop double_buffer
;//////// LOAD CURRENT BUFFER DATA //////////
MatrixLoad{ matrix, 0, double_buffer }
ilw.x do_draw_finish, 4(double_buffer) ; Add draw finish tag? (sync)
ilw.y vertex_count, 4(double_buffer) ; Vertex count
ilw.z triangles_count, 4(double_buffer) ; Triangles count
ilw.w rgba_only, 4(double_buffer) ; RGBA (1) or STQ+RGBA (0)
lq tex_gif_tag_1, 5(double_buffer) ; GIF tag - texture LOD
lq tex_gif_tag_2, 6(double_buffer) ; GIF tag - texture buffer & CLUT
lq prim_tag, 7(double_buffer) ; GIF tag - tell GS how many data we will send
lq rgba, 8(double_buffer) ; Mesh RGBA
iaddiu vertex_data, double_buffer, 9 ; pointer to vertex data
iadd stq_data, vertex_data, vertex_count ; pointer to stq
iadd kick_address, stq_data, vertex_count ; pointer for XGKICK
iadd dest_address, stq_data, vertex_count ; helper pointer for data inserting
;////////////////////////////////////////////
LoadScaleConstant{ gs_scale }
fcset 0x000000 ; VCL won't let us use CLIP without first zeroing the clip flags
;/////////////// STORE TAGS /////////////////
sqi gif_set_tag, (dest_address++) ;
sqi tex_gif_tag_1, (dest_address++) ; texture LOD tag
sqi gif_set_tag, (dest_address++) ;
sqi tex_gif_tag_2, (dest_address++) ; texture buffer & CLUT tag
iblez do_draw_finish, prim_tag_l
sqi gif_set_tag, (dest_address++) ;
sqi gif_draw_finish_tag, (dest_address++) ; do draw_finish is needed
prim_tag_l:
sqi prim_tag, (dest_address++) ; prim + tell gs how many data will be
;////////////////////////////////////////////
;//////// FIX ADC BIT FOR CLIPPING //////////
iaddiu adc_bit, vi00, 0x7FFF
iaddiu adc_bit, adc_bit, 1
;////////////////////////////////////////////
;/////////// START TRIANGLE LOOP ////////////
iaddiu triangle_counter, vi00, 0 ; Reset counter
triangle_loop: --LoopCS 1,3
;//////////////// VERTEX 1 //////////////////
vec1:
VectorLoad{ vertex, vertex_data, 0 }
MatrixXForm{ xformed_vertex, matrix, vertex }
VectorClip{ gs_vertex, xformed_vertex }
VectorPerspectiveDivide{ xformed_vertex }
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
ibgtz rgba_only, vec_1_rgba
vec_1_stq_rgba:
VectorLoad{ stq1, stq_data, 0 }
VectorTexturePerspectiveCorrection{ pers_stq, stq1 }
VectorStore{ pers_stq, dest_address, 0 }
VectorStore{ rgba, dest_address, 1 }
VectorStore{ gs_vertex, dest_address, 2 }
ibeq vi00, vi00, vec2
vec_1_rgba:
VectorStore{ rgba, dest_address, 0 }
VectorStore{ gs_vertex, dest_address, 1 }
;////////////////////////////////////////////
;//////////////// VERTEX 2 //////////////////
vec2:
VectorLoad{ vertex, vertex_data, 1 }
MatrixXForm{ xformed_vertex, matrix, vertex }
VectorClip{ gs_vertex, xformed_vertex }
VectorPerspectiveDivide{ xformed_vertex }
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
ibgtz rgba_only, vec_2_rgba
vec_2_stq_rgba:
VectorLoad{ stq2, stq_data, 1 }
VectorTexturePerspectiveCorrection{ pers_stq, stq2 }
VectorStore{ pers_stq, dest_address, 3 }
VectorStore{ rgba, dest_address, 4 }
VectorStore{ gs_vertex, dest_address, 5 }
ibeq vi00, vi00, vec3
vec_2_rgba:
VectorStore{ rgba, dest_address, 2 }
VectorStore{ gs_vertex, dest_address, 3 }
;////////////////////////////////////////////
;//////////////// VERTEX 3 //////////////////
vec3:
VectorLoad{ vertex, vertex_data, 2 }
MatrixXForm{ xformed_vertex, matrix, vertex }
VectorClip{ gs_vertex, xformed_vertex }
VectorPerspectiveDivide{ xformed_vertex }
VectorAddGSScales{ gs_vertex, xformed_vertex, gs_scale }
fcand vi01, 0x03FFFF
iaddiu new_adc_bit, vi01, 0x7FFF
mfir.w gs_vertex, new_adc_bit
ibgtz rgba_only, vec_3_rgba
vec_3_stq_rgba:
VectorLoad{ stq3, stq_data, 2 }
VectorTexturePerspectiveCorrection{ pers_stq, stq3 }
VectorStore{ pers_stq, dest_address, 6 }
VectorStore{ rgba, dest_address, 7 }
VectorStore{ gs_vertex, dest_address, 8 }
iaddiu dest_address, dest_address, 9 // Loop control
ibeq vi00, vi00, loop_ctrl
vec_3_rgba:
VectorStore{ rgba, dest_address, 4 }
VectorStore{ gs_vertex, dest_address, 5 }
iaddiu dest_address, dest_address, 6 // Loop control
;////////////////////////////////////////////
;////////////// LOOP CONTROL ////////////////
loop_ctrl:
iaddiu vertex_data, vertex_data, 3
iaddiu stq_data, stq_data, 3
iaddiu triangle_counter, triangle_counter, 1 // Incrementing this
// by other value than 1 is causing HUGE problems, but.. why?
// My first idea was do vertex_counter and incrementing by 3
ibne triangle_counter, triangles_count, triangle_loop
;////////////////////////////////////////////
;////////////////////////////////////////////
--barrier
xgkick kick_address ; dispatch to the GS rasterizer.
--exit
--endexit
#endvuprog