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