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|
# PSn00bSDK .SMD model parser library
# (C) 2019-2023 Lameguy64, spicyjpeg - MPL licensed
.set noreorder
.include "gtereg.inc"
.include "inline_s.inc"
.include "smd/smd_s.inc"
.section .text.smdSortModelFlat, "ax", @progbits
.global smdSortModelFlat
.type smdSortModelFlat, @function
smdSortModelFlat:
# a0 - Pointer SC_OT structure
# a1 - Pointer to next primitive
# a2 - Pointer to SMD data address
# v0 - New pointer of primitive buffer (return)
addiu $sp, -16
sw $s0, 0( $sp )
sw $s1, 4( $sp )
sw $s2, 8( $sp )
sw $s3, 12( $sp )
la $v0, _sc_clip
lw $t8, 0($v0)
lw $t9, 4($v0)
lw $t1, SMD_HEAD_PVERTS( $a2 )
lw $t2, SMD_HEAD_PNORMS( $a2 )
lw $t3, SMD_HEAD_PPRIMS( $a2 )
.sort_loop:
nop
lw $a3, 0($t3) # Get primitive ID word
move $t4, $t3
beqz $a3, .exit # Check if terminator (just zero)
addiu $t4, 4
lhu $t5, 0( $t4 ) # Load vertices
lhu $t6, 2( $t4 )
lhu $t7, 4( $t4 )
sll $t5, 3
sll $t6, 3
sll $t7, 3
addu $t5, $t1
addu $t6, $t1
addu $t7, $t1
lwc2 C2_VXY0, 0( $t5 )
lwc2 C2_VZ0 , 4( $t5 )
lwc2 C2_VXY1, 0( $t6 )
lwc2 C2_VZ1 , 4( $t6 )
lwc2 C2_VXY2, 0( $t7 )
lwc2 C2_VZ2 , 4( $t7 )
srl $v1, $a3, 24 # Get primitive size
addu $t3, $v1 # Step main pointer to next primitive
RTPT
cfc2 $v0, C2_FLAG # Get GTE flag value
nop
bltz $v0, .skip_prim # Skip primitive if Z overflow
nop
#NCLIP # Backface culling
#mfc2 $v1, C2_MAC0
andi $v0, $a3, 0x3
#bltz $v1, .skip_prim
#nop
beq $v0, 0x1, .prim_tri # If primitive is a triangle
nop
beq $v0, 0x2, .prim_quad # If primitive is a quad
nop
b .skip_prim
nop
## Triangles
.prim_tri: # Triangle processing
addiu $t4, 8 # Advance from indices
#AVSZ3 # Calculate average Z
ClipTestTri
and $v0, $s0, $s1 # v0 & v1
beqz $v0, .do_draw
and $v0, $s1, $s2 # v1 & v2
beqz $v0, .do_draw
and $v0, $s2, $s0 # v2 & v0
beqz $v0, .do_draw
nop
b .skip_prim
nop
.do_draw:
#srl $v0, $a3, 2 # Lighting enabled?
#andi $v0, 0x3
#bnez $v0, .F3_light
#nop
andi $v0, $a3, 0x20 # Textured triangle
bnez $v0, .F3_textured
nop
andi $v0, $a3, 0x10 # Gouraud shaded
bnez $v0, .F3_gouraud
nop
lw $v0, 0( $t4 ) # Flat color, no lighting
lui $v1, 0x2000
or $v0, $v1
b .sort_F3_pri
sw $v0, POLYF3_rgbc( $a1 )
.F3_textured:
lw $v0, 0( $t4 ) # Flat color, no lighting
lui $v1, 0x2400
or $v0, $v1
sw $v0, POLYFT3_rgbc( $a1 )
addiu $t4, 4
lhu $v0, 0( $t4 ) # Load texture coordinates
lhu $v1, 2( $t4 )
sh $v0, POLYFT3_uv0( $a1 )
lhu $v0, 4( $t4 )
sh $v1, POLYFT3_uv1( $a1 )
sh $v0, POLYFT3_uv2( $a1 )
lw $v0, 8( $t4 ) # Tpage + CLUT
nop
andi $v1, $v0, 0xffff
sh $v1, POLYFT3_tpage( $a1 )
srl $v0, 16
b .sort_FT3_pri
sh $v0, POLYFT3_clut( $a1 )
.F3_gouraud:
lw $v0, 0($t4)
lw $v1, 4($t4)
.set noat
lui $at, 0x3000
or $v0, $at
.set at
sw $v0, POLYG3_rgbc0($a1)
lw $v0, 8($t4)
sw $v1, POLYG3_rgbc1($a1)
b .sort_G3_pri
sw $v0, POLYG3_rgbc2($a1)
#.F3_light:
#lhu $v0, 0( $t4 ) # Load normal 0
#srl $v1, $a3, 2
#andi $v1, $v1, 0x3
#sll $v0, 3
#addu $v0, $t2
#lwc2 C2_VXY0, 0( $v0 )
#lwc2 C2_VZ0 , 4( $v0 )
#beq $v1, 0x2, .F3_light_smt
#nop
#lw $v0, 4( $t4 )
#lui $v1, 0x2000
#or $v0, $v1
#mtc2 $v0, C2_RGB
#addiu $t4, 8
#nop
#NCCS
#andi $v0, $a3, 0x20 # Textured triangle
#bnez $v0, .F3_light_tex
#nop
#swc2 C2_RGB2, POLYF3_rgbc( $a1 )
#b .sort_F3_pri
#nop
#.F3_light_tex:
#lhu $v0, 0( $t4 ) # Load texture coordinates
#lhu $v1, 2( $t4 )
#sh $v0, POLYFT3_uv0( $a1 )
#lhu $v0, 4( $t4 )
#sh $v1, POLYFT3_uv1( $a1 )
#sh $v0, POLYFT3_uv2( $a1 )
#lw $v1, 8( $t4 )
#nop
#andi $v0, $v1, 0xffff
#sh $v0, POLYFT3_tpage( $a1 )
#srl $v0, $v1, 16
#sh $v0, POLYFT3_clut( $a1 )
#mfc2 $v0, C2_RGB2
#lui $v1, 0x2400
#or $v0, $v1
#b .sort_FT3_pri
#sw $v0, POLYFT3_rgbc( $a1 )
#.F3_light_smt:
#lhu $v0, 2( $t4 ) # Load normals 1 and 2
#lhu $v1, 4( $t4 )
#sll $v0, 3
#sll $v1, 3
#addu $v0, $t2
#addu $v1, $t2
#lwc2 C2_VXY1, 0( $v0 )
#lwc2 C2_VZ1 , 4( $v0 )
#lw $v0, 8( $t4 )
#lwc2 C2_VXY2, 0( $v1 )
#lwc2 C2_VZ2 , 4( $v1 )
#lui $v1, 0x3000 # Load color
#or $v0, $v1
#mtc2 $v0, C2_RGB
#addiu $t4, 12
#nop
#NCCT
#andi $v0, $a3, 0x20 # Textured triangle
#bnez $v0, .F3_light_tex_smt
#nop
#swc2 C2_RGB0, POLYG3_rgbc0( $a1 )
#swc2 C2_RGB1, POLYG3_rgbc1( $a1 )
#swc2 C2_RGB2, POLYG3_rgbc2( $a1 )
#b .sort_G3_pri
#nop
# .F3_light_tex_smt:
# lhu $v0, 0( $t4 ) # Load texture coordinates
# lhu $v1, 2( $t4 )
# sh $v0, POLYGT3_uv0( $a1 )
# lhu $v0, 4( $t4 )
# sh $v1, POLYGT3_uv1( $a1 )
# sh $v0, POLYGT3_uv2( $a1 )
# lw $v1, 8( $t4 )
# nop
# andi $v0, $v1, 0xffff
# sh $v0, POLYGT3_tpage( $a1 )
# srl $v0, $v1, 16
# sh $v0, POLYGT3_clut( $a1 )
# mfc2 $v0, C2_RGB0
# lui $v1, 0x3400
# or $v0, $v1
# swc2 C2_RGB1, POLYGT3_rgbc1( $a1 )
# swc2 C2_RGB2, POLYGT3_rgbc2( $a1 )
# b .sort_GT3_pri
# sw $v0, POLYGT3_rgbc0( $a1 )
.sort_F3_pri:
swc2 C2_SXY0, POLYF3_xy0($a1)
swc2 C2_SXY1, POLYF3_xy1($a1)
swc2 C2_SXY2, POLYF3_xy2($a1)
la $v0, _smd_tpage_base
lhu $v0, 0($v0)
srl $v1, $a3, 6 # Get blend mode
andi $v1, 0x3
sll $v1, 5
or $v0, $v1
lui $v1, 0xe100
or $v0, $v1
sw $v0, POLYF3_tpage($a1) # Store TPage
.set noat
lui $v1, 0x0500
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYF3_len
.sort_FT3_pri:
swc2 C2_SXY0, POLYFT3_xy0( $a1 )
swc2 C2_SXY1, POLYFT3_xy1( $a1 )
swc2 C2_SXY2, POLYFT3_xy2( $a1 )
.set noat
lui $v1, 0x0700
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYFT3_len
.sort_G3_pri:
swc2 C2_SXY0, POLYG3_xy0( $a1 )
swc2 C2_SXY1, POLYG3_xy1( $a1 )
swc2 C2_SXY2, POLYG3_xy2( $a1 )
la $v0, _smd_tpage_base
lhu $v0, 0($v0)
srl $v1, $a3, 6 # Get blend mode
andi $v1, 0x3
sll $v1, 5
or $v0, $v1
lui $v1, 0xe100
or $v0, $v1
sw $v0, POLYG3_tpage($a1) # Store TPage
.set noat
lui $v1, 0x0700
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYG3_len
.sort_GT3_pri:
swc2 C2_SXY0, POLYGT3_xy0( $a1 )
swc2 C2_SXY1, POLYGT3_xy1( $a1 )
swc2 C2_SXY2, POLYGT3_xy2( $a1 )
.set noat
lui $v1, 0x0900
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYGT3_len
## Quads
.prim_quad: # Quad processing
mfc2 $t6, C2_SXY0 # Retrieve first projected vertex
lhu $t5, 6( $t4 ) # Project the last vertex
addiu $t4, 8
sll $t5, 3
addu $t5, $t1
lwc2 C2_VXY0, 0( $t5 )
lwc2 C2_VZ0 , 4( $t5 )
nRTPS
cfc2 $v1, C2_FLAG # Get GTE flag value
nop
bltz $v1, .skip_prim
nop
ClipTestQuad
and $v0, $s0, $s1 # v0 & v1
beqz $v0, .do_draw_q
and $v0, $s1, $s2 # v1 & v2
beqz $v0, .do_draw_q
and $v0, $s2, $s3 # v2 & v3
beqz $v0, .do_draw_q
and $v0, $s3, $s0 # v3 & v0
beqz $v0, .do_draw_q
and $v0, $s0, $s2 # v0 & v2
beqz $v0, .do_draw_q
and $v0, $s1, $s3 # v1 & v3
beqz $v0, .do_draw_q
nop
b .skip_prim
nop
.do_draw_q:
srl $v0, $a3, 2 # Lighting enabled?
andi $v0, 0x3
bnez $v0, .F4_light
nop
andi $v0, $a3, 0x10 # Gouraud quad
bnez $v0, .F4_gouraud
nop
andi $v0, $a3, 0x20 # Textured quad
bnez $v0, .F4_textured
nop
lw $v0, 0($t4)
lui $v1, 0x2800
or $v0, $v1
b .sort_F4_pri
sw $v0, POLYF4_rgbc($a1)
.F4_textured:
lw $v0, 0($t4)
lui $v1, 0x2c00
or $v0, $v1
sw $v0, POLYFT4_rgbc( $a1 )
addiu $t4, 4
lhu $v0, 0($t4) # Load texture coordinates
lhu $v1, 2($t4)
sh $v0, POLYFT4_uv0( $a1 )
lhu $v0, 4( $t4 )
sh $v1, POLYFT4_uv1( $a1 )
lhu $v1, 6( $t4 )
sh $v0, POLYFT4_uv2( $a1 )
sh $v1, POLYFT4_uv3( $a1 )
lw $v1, 8( $t4 )
nop
andi $v0, $v1, 0xffff
sh $v0, POLYFT4_tpage( $a1 )
srl $v0, $v1, 16
b .sort_FT4_pri
sh $v0, POLYFT4_clut($a1)
.F4_gouraud:
lw $v0, 0($t4)
lw $v1, 4($t4)
.set noat
lui $at, 0x3800
or $v0, $at
.set at
sw $v0, POLYG4_rgbc0($a1)
lw $v0, 8($t4)
sw $v1, POLYG4_rgbc1($a1)
lw $v1, 12($t4)
sw $v0, POLYG4_rgbc2($a1)
b .sort_G4_pri
sw $v1, POLYG4_rgbc3($a1)
.F4_light:
lhu $v0, 0( $t4 ) # Load normal 0
srl $v1, $a3, 2
andi $v1, $v1, 0x3
sll $v0, 3
addu $v0, $t2
lwc2 C2_VXY0, 0( $v0 )
lwc2 C2_VZ0 , 4( $v0 )
beq $v1, 0x2, .F4_light_smt
nop
lw $v0, 4( $t4 )
lui $v1, 0x2800
or $v0, $v1
mtc2 $v0, C2_RGB
addiu $t4, 8
nop
NCCS
andi $v0, $a3, 0x20 # Textured triangle
bnez $v0, .F4_light_tex
nop
swc2 C2_RGB2, POLYF4_rgbc( $a1 )
b .sort_F4_pri
nop
.F4_light_tex:
lhu $v0, 0( $t4 ) # Load texture coordinates
lhu $v1, 2( $t4 )
sh $v0, POLYFT4_uv0( $a1 )
lhu $v0, 4( $t4 )
sh $v1, POLYFT4_uv1( $a1 )
lhu $v1, 6( $t4 )
sh $v0, POLYFT4_uv2( $a1 )
sh $v1, POLYFT4_uv3( $a1 )
lw $v1, 8( $t4 )
nop
andi $v0, $v1, 0xffff
sh $v0, POLYFT4_tpage( $a1 )
srl $v0, $v1, 16
sh $v0, POLYFT4_clut( $a1 )
mfc2 $v0, C2_RGB2
lui $v1, 0x2c00
or $v0, $v1
b .sort_FT4_pri
sw $v0, POLYFT4_rgbc( $a1 )
.F4_light_smt:
lhu $v0, 2( $t4 ) # Load normals 1 and 2
lhu $v1, 4( $t4 )
sll $v0, 3
sll $v1, 3
addu $v0, $t2
addu $v1, $t2
lwc2 C2_VXY1, 0( $v0 )
lwc2 C2_VZ1 , 4( $v0 )
lwc2 C2_VXY2, 0( $v1 )
lwc2 C2_VZ2 , 4( $v1 )
lw $v0, 8( $t4 )
lui $v1, 0x3800 # Load color
or $v0, $v1
mtc2 $v0, C2_RGB
nNCCT
lhu $v0, 6( $t4 ) # Load normal 3
addiu $t4, 12
sll $v0, 3
addu $v0, $t2
lwc2 C2_VXY0, 0( $v0 )
lwc2 C2_VZ0 , 4( $v0 )
andi $v0, $a3, 0x20 # Textured triangle
bnez $v0, .F4_light_tex_smt
nop
swc2 C2_RGB0, POLYG4_rgbc0( $a1 )
swc2 C2_RGB1, POLYG4_rgbc1( $a1 )
swc2 C2_RGB2, POLYG4_rgbc2( $a1 )
nNCCS
swc2 C2_RGB2, POLYG4_rgbc3( $a1 )
b .sort_G4_pri
nop
.F4_light_tex_smt:
mfc2 $v0, C2_RGB0
lui $v1, 0x3400
or $v0, $v1
sw $v0, POLYGT4_rgbc0( $a1 )
swc2 C2_RGB1, POLYGT4_rgbc1( $a1 )
swc2 C2_RGB2, POLYGT4_rgbc2( $a1 )
NCCS
lhu $v0, 0( $t4 ) # Load texture coordinates
lhu $v1, 2( $t4 )
sh $v0, POLYGT4_uv0( $a1 )
lhu $v0, 4( $t4 )
sh $v1, POLYGT4_uv1( $a1 )
lhu $v1, 6( $t4 )
sh $v0, POLYGT4_uv2( $a1 )
sh $v1, POLYGT4_uv3( $a1 )
lw $v1, 8( $t4 )
swc2 C2_RGB2, POLYGT4_rgbc3( $a1 )
andi $v0, $v1, 0xffff
sh $v0, POLYGT4_tpage( $a1 )
srl $v0, $v1, 16
b .sort_GT4_pri
sh $v0, POLYGT4_clut( $a1 )
.sort_F4_pri:
sw $t6, POLYF4_xy0($a1)
swc2 C2_SXY0, POLYF4_xy1($a1)
swc2 C2_SXY1, POLYF4_xy2($a1)
swc2 C2_SXY2, POLYF4_xy3($a1)
la $v0, _smd_tpage_base
lhu $v0, 0($v0)
srl $v1, $a3, 6 # Get blend mode
andi $v1, 0x3
sll $v1, 5
or $v0, $v1
lui $v1, 0xe100
or $v0, $v1
sw $v0, POLYF4_tpage($a1) # Store TPage
.set noat
lui $v1, 0x0600
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYF4_len
.sort_FT4_pri:
sw $t6, POLYFT4_xy0($a1)
swc2 C2_SXY0, POLYFT4_xy1($a1)
swc2 C2_SXY1, POLYFT4_xy2($a1)
swc2 C2_SXY2, POLYFT4_xy3($a1)
.set noat
lui $v1, 0x0900
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYFT4_len
.sort_G4_pri:
sw $t6, POLYG4_xy0($a1)
swc2 C2_SXY0, POLYG4_xy1($a1)
swc2 C2_SXY1, POLYG4_xy2($a1)
swc2 C2_SXY2, POLYG4_xy3($a1)
la $v0, _smd_tpage_base
lhu $v0, 0($v0)
srl $v1, $a3, 6 # Get blend mode
andi $v1, 0x3
sll $v1, 5
or $v0, $v1
lui $v1, 0xe100
or $v0, $v1
sw $v0, POLYG4_tpage($a1) # Store TPage
.set noat
lui $v1, 0x0900
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYG4_len
.sort_GT4_pri:
sw $t6, POLYGT4_xy0($a1)
swc2 C2_SXY0, POLYGT4_xy1($a1)
swc2 C2_SXY1, POLYGT4_xy2($a1)
swc2 C2_SXY2, POLYGT4_xy3($a1)
.set noat
lui $v1, 0x0c00
lw $v0, 0($a0)
lui $at, 0xff00
and $v1, $at
lui $at, 0x00ff
or $at, 0xffff
and $v0, $at
or $v1, $v0
sw $v1, 0($a1)
lw $v0, 0($a0)
and $a1, $at
lui $at, 0xff00
and $v0, $at
or $v0, $a1
sw $v0, 0($a0)
.set at
lui $v0, 0x8000
or $a1, $v0
b .sort_loop
addiu $a1, POLYGT4_len
.skip_prim:
b .sort_loop
nop
.exit:
lw $s0, 0( $sp )
lw $s1, 4( $sp )
lw $s2, 8( $sp )
lw $s3, 12( $sp )
addiu $sp, 16
jr $ra
move $v0, $a1
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