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-rw-r--r--c/src/lib/libbsp/arm/nds/libnds/source/arm9/videoGL.c424
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diff --git a/c/src/lib/libbsp/arm/nds/libnds/source/arm9/videoGL.c b/c/src/lib/libbsp/arm/nds/libnds/source/arm9/videoGL.c
deleted file mode 100644
index 013e666acd..0000000000
--- a/c/src/lib/libbsp/arm/nds/libnds/source/arm9/videoGL.c
+++ /dev/null
@@ -1,424 +0,0 @@
-/*---------------------------------------------------------------------------------
- Video API vaguely similar to OpenGL
-
- Copyright (C) 2005
- Michael Noland (joat)
- Jason Rogers (dovoto)
- Dave Murphy (WinterMute)
-
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any
- damages arising from the use of this software.
-
- Permission is granted to anyone to use this software for any
- purpose, including commercial applications, and to alter it and
- redistribute it freely, subject to the following restrictions:
-
- 1. The origin of this software must not be misrepresented; you
- must not claim that you wrote the original software. If you use
- this software in a product, an acknowledgment in the product
- documentation would be appreciated but is not required.
- 2. Altered source versions must be plainly marked as such, and
- must not be misrepresented as being the original software.
- 3. This notice may not be removed or altered from any source
- distribution.
-
-
----------------------------------------------------------------------------------*/
-
-#include <nds/jtypes.h>
-#include <nds/memory.h>
-#include <nds/bios.h>
-#include <nds/arm9/math.h>
-#include <nds/arm9/video.h>
-#include <nds/arm9/videoGL.h>
-#include <nds/arm9/trig_lut.h>
-
-// this is the actual data of the globals for videoGL
-// Please use the glGlob pointer to access this data since that makes it easier to move stuff in/out of the header.
-static gl_hidden_globals glGlobalData;
-
-// This returns the pointer to the globals for videoGL
-gl_hidden_globals* glGetGlobals() {
- return &glGlobalData;
-}
-
-//---------------------------------------------------------------------------------
-void glRotatef32i(int angle, int32 x, int32 y, int32 z) {
-//---------------------------------------------------------------------------------
- int32 axis[3];
- int32 sine = SIN[angle & LUT_MASK];
- int32 cosine = COS[angle & LUT_MASK];
- int32 one_minus_cosine = inttof32(1) - cosine;
-
- axis[0]=x;
- axis[1]=y;
- axis[2]=z;
-
- normalizef32(axis); // should require passed in normalized?
-
- MATRIX_MULT3x3 = cosine + mulf32(one_minus_cosine, mulf32(axis[0], axis[0]));
- MATRIX_MULT3x3 = mulf32(one_minus_cosine, mulf32(axis[0], axis[1])) - mulf32(axis[2], sine);
- MATRIX_MULT3x3 = mulf32(mulf32(one_minus_cosine, axis[0]), axis[2]) + mulf32(axis[1], sine);
-
- MATRIX_MULT3x3 = mulf32(mulf32(one_minus_cosine, axis[0]), axis[1]) + mulf32(axis[2], sine);
- MATRIX_MULT3x3 = cosine + mulf32(mulf32(one_minus_cosine, axis[1]), axis[1]);
- MATRIX_MULT3x3 = mulf32(mulf32(one_minus_cosine, axis[1]), axis[2]) - mulf32(axis[0], sine);
-
- MATRIX_MULT3x3 = mulf32(mulf32(one_minus_cosine, axis[0]), axis[2]) - mulf32(axis[1], sine);
- MATRIX_MULT3x3 = mulf32(mulf32(one_minus_cosine, axis[1]), axis[2]) + mulf32(axis[0], sine);
- MATRIX_MULT3x3 = cosine + mulf32(mulf32(one_minus_cosine, axis[2]), axis[2]);
-}
-
-
-
-
-//---------------------------------------------------------------------------------
-void glMaterialf(GL_MATERIALS_ENUM mode, rgb color) {
-//---------------------------------------------------------------------------------
- static uint32 diffuse_ambient = 0;
- static uint32 specular_emission = 0;
-
- switch(mode) {
- case GL_AMBIENT:
- diffuse_ambient = (color << 16) | (diffuse_ambient & 0xFFFF);
- break;
- case GL_DIFFUSE:
- diffuse_ambient = color | (diffuse_ambient & 0xFFFF0000);
- break;
- case GL_AMBIENT_AND_DIFFUSE:
- diffuse_ambient= color + (color << 16);
- break;
- case GL_SPECULAR:
- specular_emission = color | (specular_emission & 0xFFFF0000);
- break;
- case GL_SHININESS:
- break;
- case GL_EMISSION:
- specular_emission = (color << 16) | (specular_emission & 0xFFFF);
- break;
- }
-
- GFX_DIFFUSE_AMBIENT = diffuse_ambient;
- GFX_SPECULAR_EMISSION = specular_emission;
-}
-
-//---------------------------------------------------------------------------------
-void glInit_C(void) {
-//---------------------------------------------------------------------------------
- glGlob = glGetGlobals();
-
- glGlob->clearColor = 0;
-
- // init texture globals
- glGlob->activeTexture = 0;
- glGlob->nextBlock = (uint32*)0x06800000;
- glGlob->nextPBlock = 0;
- glGlob->nameCount = 1;
-
- while (GFX_STATUS & (1<<27)); // wait till gfx engine is not busy
-
- // Clear the FIFO
- GFX_STATUS |= (1<<29);
-
- // Clear overflows from list memory
- glResetMatrixStack();
-
- // prime the vertex/polygon buffers
- glFlush(0);
-
- // reset the control bits
- GFX_CONTROL = 0;
-
- // reset the rear-plane(a.k.a. clear color) to black, ID=0, and opaque
- glClearColor(0,0,0,31);
- glClearPolyID(0);
-
- // reset stored texture locations
- glResetTextures();
-
- // reset the depth to it's max
- glClearDepth(GL_MAX_DEPTH);
-
- GFX_TEX_FORMAT = 0;
- GFX_POLY_FORMAT = 0;
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glMatrixMode(GL_TEXTURE);
- glLoadIdentity();
-}
-
-//---------------------------------------------------------------------------------
-void glResetTextures(void) {
-//---------------------------------------------------------------------------------
- glGlob->activeTexture = 0;
- glGlob->nextBlock = (uint32*)0x06800000;
- glGlob->nextPBlock = 0;
- glGlob->nameCount = 1;
-}
-
-//---------------------------------------------------------------------------------
-// glGenTextures creates integer names for your table
-// takes n as the number of textures to generate and
-// a pointer to the names array that it needs to fill.
-// Returns 1 if succesful and 0 if out of texture names
-//---------------------------------------------------------------------------------
-
-int glGenTextures(int n, int *names) {
-//---------------------------------------------------------------------------------
- int index = 0;
- for(index = 0; index < n; index++) {
- if(glGlob->nameCount >= MAX_TEXTURES)
- return 0;
- else
- names[index] = glGlob->nameCount++;
- }
- return 1;
-}
-
-//---------------------------------------------------------------------------------
-// glBindTexure sets the current named
-// texture to the active texture. Target
-// is ignored as all DS textures are 2D
-//---------------------------------------------------------------------------------
-void glBindTexture(int target, int name) {
-//---------------------------------------------------------------------------------
- if (name == 0)
- GFX_TEX_FORMAT = 0;
- else
- GFX_TEX_FORMAT = glGlob->textures[name];
-
-
- glGlob->activeTexture = name;
-}
-//---------------------------------------------------------------------------------
-// glColorTable establishes the location of the current palette.
-// Roughly follows glColorTableEXT. Association of palettes with
-// named textures is left to the application.
-//---------------------------------------------------------------------------------
-void glColorTable( uint8 format, uint32 addr ) {
-//---------------------------------------------------------------------------------
- GFX_PAL_FORMAT = addr>>(4-(format==GL_RGB4));
-}
-
-//---------------------------------------------------------------------------------
-//---------------------------------------------------------------------------------
-void glTexCoord2f32(int32 u, int32 v) {
-//---------------------------------------------------------------------------------
- int x, y;
-
- x = ((glGlob->textures[glGlob->activeTexture]) >> 20) & 7;
- y = ((glGlob->textures[glGlob->activeTexture]) >> 23) & 7;
-
- glTexCoord2t16(f32tot16 (mulf32(u,inttof32(8<<x))), f32tot16 (mulf32(v,inttof32(8<<y))));
-}
-
-//---------------------------------------------------------------------------------
-// glTexParameter although named the same
-// as its gl counterpart it is not compatible
-// Effort may be made in the future to make it so.
-//---------------------------------------------------------------------------------
-void glTexParameter( uint8 sizeX, uint8 sizeY,
- const uint32* addr,
- GL_TEXTURE_TYPE_ENUM mode,
- uint32 param) {
-//---------------------------------------------------------------------------------
- glGlob->textures[glGlob->activeTexture] = param | (sizeX << 20) | (sizeY << 23) | (((uint32)addr >> 3) & 0xFFFF) | (mode << 26);
-}
-//---------------------------------------------------------------------------------
-//glGetTexturePointer gets a pointer to vram which contains the texture
-//
-//---------------------------------------------------------------------------------
-void* glGetTexturePointer( int name) {
-//---------------------------------------------------------------------------------
- return (void*) ((glGlob->textures[name] & 0xFFFF) << 3);
-}
-
-//---------------------------------------------------------------------------------
-u32 glGetTexParameter(){
-//---------------------------------------------------------------------------------
- return glGlob->textures[glGlob->activeTexture];
-}
-
-
-//---------------------------------------------------------------------------------
-static inline uint32 alignVal( uint32 val, uint32 to ) {
- return (val & (to-1))? (val & ~(to-1)) + to : val;
-}
-
-//---------------------------------------------------------------------------------
-static int getNextPaletteSlot(u16 count, uint8 format) {
-//---------------------------------------------------------------------------------
- // ensure the result aligns on a palette block for this format
- uint32 result = alignVal(glGlob->nextPBlock, 1<<(4-(format==GL_RGB4)));
-
- // convert count to bytes and align to next (smallest format) palette block
- count = alignVal( count<<1, 1<<3 );
-
- // ensure that end is within palette video mem
- if( result+count > 0x10000 ) // VRAM_F - VRAM_E
- return -1;
-
- glGlob->nextPBlock = result+count;
- return (int)result;
-}
-
-//---------------------------------------------------------------------------------
-static uint16* vramGetBank(uint16 *addr) {
-//---------------------------------------------------------------------------------
- if(addr >= VRAM_A && addr < VRAM_B)
- return VRAM_A;
- else if(addr >= VRAM_B && addr < VRAM_C)
- return VRAM_B;
- else if(addr >= VRAM_C && addr < VRAM_D)
- return VRAM_C;
- else if(addr >= VRAM_D && addr < VRAM_E)
- return VRAM_D;
- else if(addr >= VRAM_E && addr < VRAM_F)
- return VRAM_E;
- else if(addr >= VRAM_F && addr < VRAM_G)
- return VRAM_F;
- else if(addr >= VRAM_G && addr < VRAM_H)
- return VRAM_H;
- else if(addr >= VRAM_H && addr < VRAM_I)
- return VRAM_H;
- else return VRAM_I;
-}
-
-
-//---------------------------------------------------------------------------------
-static int vramIsTextureBank(uint16 *addr) {
-//---------------------------------------------------------------------------------
- uint16* vram = vramGetBank(addr);
-
- if(vram == VRAM_A)
- {
- if((VRAM_A_CR & 3) == ((VRAM_A_TEXTURE) & 3))
- return 1;
- else return 0;
- }
- else if(vram == VRAM_B)
- {
- if((VRAM_B_CR & 3) == ((VRAM_B_TEXTURE) & 3))
- return 1;
- else return 0;
- }
- else if(vram == VRAM_C)
- {
- if((VRAM_C_CR & 3) == ((VRAM_C_TEXTURE) & 3))
- return 1;
- else return 0;
- }
- else if(vram == VRAM_D)
- {
- if((VRAM_D_CR & 3) == ((VRAM_D_TEXTURE) & 3))
- return 1;
- else return 0;
- }
- else
- return 0;
-}
-//---------------------------------------------------------------------------------
-static uint32* getNextTextureSlot(int size) {
-//---------------------------------------------------------------------------------
- uint32* result = glGlob->nextBlock;
- glGlob->nextBlock += size >> 2;
-
- //uh-oh...out of texture memory in this bank...find next one assigned to textures
- while(!vramIsTextureBank((uint16*)glGlob->nextBlock - 1) && glGlob->nextBlock <= (uint32*)VRAM_E)
- {
- glGlob->nextBlock = (uint32*)vramGetBank((uint16*)result) + (0x20000 >> 2); //next bank
- result = glGlob->nextBlock;
- glGlob->nextBlock += size >> 2;
- }
-
- if(glGlob->nextBlock > (uint32*)VRAM_E) {
- result = 0;
- }
- return result;
-}
-
-//---------------------------------------------------------------------------------
-// Similer to glTextImage2D from gl it takes a pointer to data
-// Empty fields and target are unused but provided for code compatibility.
-// type is simply the texture type (GL_RGB, GL_RGB8 ect...)
-//---------------------------------------------------------------------------------
-int glTexImage2D(int target, int empty1, GL_TEXTURE_TYPE_ENUM type, int sizeX, int sizeY, int empty2, int param, const uint8* texture) {
-//---------------------------------------------------------------------------------
- uint32 size = 0;
- uint32* addr;
- uint32 vramTemp;
-
- size = 1 << (sizeX + sizeY + 6);
-
-
- switch (type) {
- case GL_RGB:
- case GL_RGBA:
- size = size << 1;
- break;
- case GL_RGB4:
- size = size >> 2;
- break;
- case GL_RGB16:
- size = size >> 1;
- break;
- default:
- break;
- }
-
- addr = getNextTextureSlot(size);
-
- if(!addr)
- return 0;
-
- // unlock texture memory
- vramTemp = vramSetMainBanks(VRAM_A_LCD,VRAM_B_LCD,VRAM_C_LCD,VRAM_D_LCD);
-
- if (type == GL_RGB) {
- // We do GL_RGB as GL_RGBA, but we set each alpha bit to 1 during the copy
- u16 * src = (u16*)texture;
- u16 * dest = (u16*)addr;
-
- glTexParameter(sizeX, sizeY, addr, GL_RGBA, param);
-
- while (size--) {
- *dest++ = *src | (1 << 15);
- src++;
- }
- } else {
- // For everything else, we do a straight copy
- glTexParameter(sizeX, sizeY, addr, type, param);
- swiCopy((uint32*)texture, addr , size / 4 | COPY_MODE_WORD);
- }
- vramRestoreMainBanks(vramTemp);
- return 1;
-}
-
-//---------------------------------------------------------------------------------
-void glTexLoadPal(const u16* pal, u16 count, u32 addr) {
-//---------------------------------------------------------------------------------
- vramSetBankE(VRAM_E_LCD);
- swiCopy( pal, &VRAM_E[addr>>1] , count / 2 | COPY_MODE_WORD);
- vramSetBankE(VRAM_E_TEX_PALETTE);
-}
-
-//---------------------------------------------------------------------------------
-int gluTexLoadPal(const u16* pal, u16 count, uint8 format) {
-//---------------------------------------------------------------------------------
- int addr = getNextPaletteSlot(count, format);
- if( addr>=0 )
- glTexLoadPal(pal, count, (u32) addr);
-
- return addr;
-}
-
-
-
-
-