/*
* Glide64 - Glide video plugin for Nintendo 64 emulators.
* Copyright (c) 2002  Dave2001
* Copyright (c) 2003-2009  Sergey 'Gonetz' Lipski
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
*/

//****************************************************************
//
// Glide64 - Glide Plugin for Nintendo 64 emulators
// Project started on December 29th, 2001
//
// Authors:
// Dave2001, original author, founded the project in 2001, left it in 2002
// Gugaman, joined the project in 2002, left it in 2002
// Sergey 'Gonetz' Lipski, joined the project in 2002, main author since fall of 2002
// Hiroshi 'KoolSmoky' Morii, joined the project in 2007
//
//****************************************************************
//
// To modify Glide64:
// * Write your name and (optional)email, commented by your work, so I know who did it, and so that you can find which parts you modified when it comes time to send it to me.
// * Do NOT send me the whole project or file that you modified.  Take out your modified code sections, and tell me where to put them.  If people sent the whole thing, I would have many different versions, but no idea how to combine them all.
//
//****************************************************************
//
// Oct 2002 Created by Gonetz (Gonetz@ngs.ru)
// Info about this ucode is taken from TR64 OGL plugin. Thanks, Icepir8!
// Oct 2003 Modified by Gonetz (Gonetz@ngs.ru)
// Bugs fixed with help from glN64 sources. Thanks, Orkin!
//****************************************************************

wxUint32 pd_col_addr = 0;

static void uc7_colorbase ()
{
	LRDP("uc7_colorbase\n");
	pd_col_addr = segoffset(rdp.cmd1);
}


typedef struct 
{
	short y;
	short x;
	wxUint16 idx;

	short z;

	short t;
	short s;

} vtx_uc7;

static void uc7_vertex ()
{
  if (rdp.update & UPDATE_MULT_MAT)
  {
    rdp.update ^= UPDATE_MULT_MAT;
    MulMatrices(rdp.model, rdp.proj, rdp.combined);
  }

  // This is special, not handled in update()
  if (rdp.update & UPDATE_LIGHTS)
  {
    rdp.update ^= UPDATE_LIGHTS;
    
    // Calculate light vectors
    for (wxUint32 l=0; l<rdp.num_lights; l++)
    {
	  InverseTransformVector(&rdp.light[l].dir_x, rdp.light_vector[l], rdp.model);
      NormalizeVector (rdp.light_vector[l]);
    }
  }

  wxUint32 addr = segoffset(rdp.cmd1);
  wxUint32 v0, i, n;
  float x, y, z;

  rdp.v0 = v0 = (rdp.cmd0 & 0x0F0000) >> 16;
  rdp.vn = n = ((rdp.cmd0 & 0xF00000) >> 20) + 1;

  FRDP ("uc7:vertex n: %d, v0: %d, from: %08x\n", n, v0, addr);

  vtx_uc7 *vertex = (vtx_uc7 *)&gfx.RDRAM[addr];

  for(i = 0; i < n; i++)
  {
    VERTEX *v = &rdp.vtx[v0 + i];
    x   = (float)vertex->x;
    y   = (float)vertex->y;
    z   = (float)vertex->z;
    v->flags  = 0;
    v->ou   = (float)vertex->s;
    v->ov   = (float)vertex->t;
    v->uv_scaled = 0;

#ifdef EXTREME_LOGGING
//    FRDP ("before: v%d - x: %f, y: %f, z: %f, flags: %04x, ou: %f, ov: %f\n", i>>4, x, y, z, v->flags, v->ou, v->ov);
#endif

    v->x = x*rdp.combined[0][0] + y*rdp.combined[1][0] + z*rdp.combined[2][0] + rdp.combined[3][0];
    v->y = x*rdp.combined[0][1] + y*rdp.combined[1][1] + z*rdp.combined[2][1] + rdp.combined[3][1];
    v->z = x*rdp.combined[0][2] + y*rdp.combined[1][2] + z*rdp.combined[2][2] + rdp.combined[3][2];
    v->w = x*rdp.combined[0][3] + y*rdp.combined[1][3] + z*rdp.combined[2][3] + rdp.combined[3][3];


    if (fabs(v->w) < 0.001) v->w = 0.001f;
    v->oow = 1.0f / v->w;
    v->x_w = v->x * v->oow;
    v->y_w = v->y * v->oow;
    v->z_w = v->z * v->oow;

    v->uv_calculated = 0xFFFFFFFF;
    v->screen_translated = 0;

    v->scr_off = 0;
    if (v->x < -v->w) v->scr_off |= 1;
    if (v->x > v->w) v->scr_off |= 2;
    if (v->y < -v->w) v->scr_off |= 4;
    if (v->y > v->w) v->scr_off |= 8;
    if (v->w < 0.1f) v->scr_off |= 16;

	wxUint8 *color = &gfx.RDRAM[pd_col_addr + (vertex->idx & 0xff)];

    v->a = color[0];
	CalculateFog (v);

    if (rdp.geom_mode & 0x00020000)
    {
      v->vec[0] = (char)color[3];
      v->vec[1] = (char)color[2];
      v->vec[2] = (char)color[1];

      if (rdp.geom_mode & 0x80000) 
      {
      calc_linear (v);
#ifdef EXTREME_LOGGING
  FRDP ("calc linear: v%d - u: %f, v: %f\n", i>>4, v->ou, v->ov);
#endif
      }
      else if (rdp.geom_mode & 0x40000) 
      {
      calc_sphere (v);
#ifdef EXTREME_LOGGING
  FRDP ("calc sphere: v%d - u: %f, v: %f\n", i>>4, v->ou, v->ov);
#endif
      }

      NormalizeVector (v->vec);

      calc_light (v);
    }
    else
    {
      v->r = color[3];
      v->g = color[2];
      v->b = color[1];
    }
#ifdef EXTREME_LOGGING
    FRDP ("v%d - x: %f, y: %f, z: %f, w: %f, u: %f, v: %f\n", i>>4, v->x, v->y, v->z, v->w, v->ou, v->ov);
#endif
    vertex++;
  }
}

