#include "emu.h"
#include "video/poly.h"
#include "includes/taitojc.h"
typedef struct _poly_extra_data poly_extra_data;
struct _poly_extra_data
{
bitmap_t *zbuffer;
UINT8 *texture;
int tex_base_x;
int tex_base_y;
int tex_wrap_x;
int tex_wrap_y;
};
#define TAITOJC_NUM_TILES 0x80
static const gfx_layout taitojc_char_layout =
{
16,16,
TAITOJC_NUM_TILES,
4,
{ 0,1,2,3 },
{ 24,28,16,20,8,12,0,4, 56,60,48,52,40,44,32,36 },
{ 0*64, 1*64, 2*64, 3*64, 4*64, 5*64, 6*64, 7*64,8*64,9*64,10*64,11*64,12*64,13*64,14*64,15*64 },
16*64
};
static TILE_GET_INFO( taitojc_tile_info )
{
taitojc_state *state = machine.driver_data<taitojc_state>();
UINT32 val = state->m_tile_ram[tile_index];
int color = (val >> 22) & 0xff;
int tile = (val >> 2) & 0x7f;
SET_TILE_INFO(state->m_gfx_index, tile, color, 0);
}
READ32_HANDLER(taitojc_tile_r)
{
taitojc_state *state = space->machine().driver_data<taitojc_state>();
return state->m_tile_ram[offset];
}
READ32_HANDLER(taitojc_char_r)
{
taitojc_state *state = space->machine().driver_data<taitojc_state>();
return state->m_char_ram[offset];
}
WRITE32_HANDLER(taitojc_tile_w)
{
taitojc_state *state = space->machine().driver_data<taitojc_state>();
COMBINE_DATA(state->m_tile_ram + offset);
tilemap_mark_tile_dirty(state->m_tilemap, offset);
}
WRITE32_HANDLER(taitojc_char_w)
{
taitojc_state *state = space->machine().driver_data<taitojc_state>();
COMBINE_DATA(state->m_char_ram + offset);
gfx_element_mark_dirty(space->machine().gfx[state->m_gfx_index], offset/32);
}
// Object data format:
//
// 0x00: xxxxxx-- -------- -------- -------- Height
// 0x00: ------xx xxxxxxxx -------- -------- Y
// 0x00: -------- -------- xxxxxx-- -------- Width
// 0x00: -------- -------- ------xx xxxxxxxx X
// 0x01: ---xxxxx xx------ -------- -------- Palette
// 0x01: -------- --x----- -------- -------- Priority (0 = below 3D, 1 = above 3D)
// 0x01: -------- -------x -------- -------- Color depth (0) 4bpp / (1) 8bpp
// 0x01: -------- -------- -xxxxxxx xxxxxxxx VRAM data address
/*
Object RAM is grouped in three different banks (0-0x400 / 0x400-0x800 / 0x800-0xc00),
Initial 6 dwords aren't surely for object stuff (setting global object flags?)
0xd00-0xdff seems to be a per-bank vregister. Usage of this is mostly unknown, the only
clue we have so far is this config change in dendego:
0x2000db3f 0x3f3f3f3f 0xfec00090 0x403f00ff 0xd20-0xd2f on Taito logo
0x2000db3f 0x3f3f3f3f 0xff600090 0x207f00ff 0xd20-0xd2f on intro FMV
dword 0 bits 14-15 looks up to the object RAM for the given bank. (it's mostly fixed to 0,
1 and 2 for each bank). Then dwords 2 and 3 should presumably configure bank 1 to a bigger
(doubled?) height and width and a different x/y start point.
0xfc0-0xfff is global vregs. 0xfc6 bit 13 is used to swap between bank 0 and bank 1.
It's unknown at current time how bank 2 should show up.
*/
static void draw_object(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, UINT32 w1, UINT32 w2, UINT8 bank_type)
{
taitojc_state *state = machine.driver_data<taitojc_state>();
int x, y, width, height, palette;
int i, j;
int x1, x2, y1, y2;
int ix, iy;
UINT32 address;
UINT8 *v;
UINT8 color_depth;
UINT8 mask_screen;
color_depth = (w2 & 0x10000) >> 16;
mask_screen = (w2 & 0x20000) >> 17;
address = (w2 & 0x7fff) * 0x20;
if (w2 & 0x4000)
address |= 0x40000;
x = ((w1 >> 0) & 0x3ff);
if (x & 0x200)
x |= ~0x1ff; // sign-extend
y = ((w1 >> 16) & 0x3ff);
if (y & 0x200)
y |= ~0x1ff; // sign-extend
width = ((w1 >> 10) & 0x3f) * 16;
height = ((w1 >> 26) & 0x3f) * 16;
palette = ((w2 >> 22) & 0x7f) << 8;
/* TODO: untangle this! */
if(address >= 0xff000)
v = (UINT8*)&state->m_objlist[(address-0xff000)/4];
if(address >= 0xfc000)
v = (UINT8*)&state->m_char_ram[(address-0xfc000)/4];
else if(address >= 0xf8000)
v = (UINT8*)&state->m_tile_ram[(address-0xf8000)/4];
else
v = (UINT8*)&state->m_vram[address/4];
/* guess, but it's probably doable via a vreg ... */
if ((width == 0 || height == 0) && bank_type == 2)
width = height = 16;
if(width == 0 || height == 0)
return;
x1 = x;
x2 = x + width;
y1 = y;
y2 = y + height;
// trivial rejection
if (x1 > cliprect->max_x || x2 < cliprect->min_x || y1 > cliprect->max_y || y2 < cliprect->min_y)
{
return;
}
// mame_printf_debug("draw_object: %08X %08X, X: %d, Y: %d, W: %d, H: %d\n", w1, w2, x, y, width, height);
ix = 0;
iy = 0;
// clip
if (x1 < cliprect->min_x)
{
ix = abs(cliprect->min_x - x1);
x1 = cliprect->min_x;
}
if (x2 > cliprect->max_x)
{
x2 = cliprect->max_x;
}
if (y1 < cliprect->min_y)
{
iy = abs(cliprect->min_y - y1);
y1 = cliprect->min_y;
}
if (y2 > cliprect->max_y)
{
y2 = cliprect->max_y;
}
/* this bit seems to set up border at left/right of screen (reads at 0xffc00) */
if(mask_screen)
{
if(address != 0xffc00)
{
popmessage("mask screen with %08x, contact MAMEdev",address);
return;
}
for (j=y1; j < y2; j++)
{
UINT16 *d = BITMAP_ADDR16(bitmap, j, 0);
for (i=x1; i < x2; i++)
{
d[i] = 0x78; //TODO: black
//index++;
}
//iy++;
}
}
else if(!color_depth) // Densha de Go 2/2X "credit text", 4bpp
{
for (j=y1; j < y2; j++)
{
UINT16 *d = BITMAP_ADDR16(bitmap, j, 0);
int index = (iy * (width / 2)) + ix;
for (i=x1; i < x2; i+=2)
{
UINT8 pen = (v[BYTE4_XOR_BE(index)] & 0xf0) >> 4;
if (pen != 0)
d[i] = palette + pen;
pen = (v[BYTE4_XOR_BE(index)] & 0x0f);
if (pen != 0)
d[i+1] = palette + pen;
index++;
}
iy++;
}
}
else // 8bpp
{
{
for (j=y1; j < y2; j++)
{
UINT16 *d = BITMAP_ADDR16(bitmap, j, 0);
int index = (iy * width) + ix;
for (i=x1; i < x2; i++)
{
UINT8 pen = v[BYTE4_XOR_BE(index)];
if (pen != 0)
{
d[i] = palette + pen;
}
index++;
}
iy++;
}
}
}
}
static void taitojc_exit(running_machine &machine)
{
taitojc_state *state = machine.driver_data<taitojc_state>();
poly_free(state->m_poly);
}
VIDEO_START( taitojc )
{
taitojc_state *state = machine.driver_data<taitojc_state>();
int width, height;
state->m_poly = poly_alloc(machine, 4000, sizeof(poly_extra_data), POLYFLAG_ALLOW_QUADS);
machine.add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(taitojc_exit), &machine));
/* find first empty slot to decode gfx */
for (state->m_gfx_index = 0; state->m_gfx_index < MAX_GFX_ELEMENTS; state->m_gfx_index++)
if (machine.gfx[state->m_gfx_index] == 0)
break;
assert(state->m_gfx_index != MAX_GFX_ELEMENTS);
state->m_tilemap = tilemap_create(machine, taitojc_tile_info, tilemap_scan_rows, 16, 16, 64, 64);
tilemap_set_transparent_pen(state->m_tilemap, 0);
state->m_char_ram = auto_alloc_array_clear(machine, UINT32, 0x4000/4);
state->m_tile_ram = auto_alloc_array_clear(machine, UINT32, 0x4000/4);
/* create the char set (gfx will then be updated dynamically from RAM) */
machine.gfx[state->m_gfx_index] = gfx_element_alloc(machine, &taitojc_char_layout, (UINT8 *)state->m_char_ram, machine.total_colors() / 16, 0);
state->m_texture = auto_alloc_array(machine, UINT8, 0x400000);
state->m_framebuffer = machine.primary_screen->alloc_compatible_bitmap();
width = machine.primary_screen->width();
height = machine.primary_screen->height();
state->m_zbuffer = auto_bitmap_alloc(machine, width, height, BITMAP_FORMAT_INDEXED16);
}
static void draw_object_bank(running_machine &machine, bitmap_t *bitmap, const rectangle *cliprect, UINT8 bank_type, UINT8 pri)
{
taitojc_state *state = machine.driver_data<taitojc_state>();
UINT16 start_offs;
// UINT8 double_xy;
int i;
start_offs = ((bank_type+1)*0x400)/4;
// double_xy = (state->m_objlist[(0xd1c+bank_type*0x10)/4] & 0x20000000) >> 29;
/* probably a core bug in there (otherwise objects sticks on screen in Densha de Go) */
if(bank_type == 1 && (!(state->m_objlist[0xfc4/4] & 0x2000)))
return;
for (i=start_offs-2; i >= (start_offs-0x400/4); i-=2)
{
UINT32 w1 = state->m_objlist[i + 0];
UINT32 w2 = state->m_objlist[i + 1];
if (((w2 & 0x200000) >> 21) == pri)
{
draw_object(machine, bitmap, cliprect, w1, w2, bank_type);
}
}
}
//static int tick = 0;
SCREEN_UPDATE( taitojc )
{
taitojc_state *state = screen->machine().driver_data<taitojc_state>();
#if 0
tick++;
if( tick >= 5 ) {
tick = 0;
if( screen->machine().input().code_pressed(KEYCODE_O) )
debug_tex_pal++;
if( screen->machine().input().code_pressed(KEYCODE_I) )
debug_tex_pal--;
debug_tex_pal &= 0x7f;
}
#endif
bitmap_fill(bitmap, cliprect, 0);
/* 0xf000 used on Densha de Go disclaimer screen(s) (disable object RAM?) */
if((state->m_objlist[0xfc4/4] & 0x0000ffff) != 0x0000 && (state->m_objlist[0xfc4/4] & 0x0000ffff) != 0x2000 && (state->m_objlist[0xfc4/4] & 0x0000ffff) != 0xf000 )
popmessage("%08x, contact MAMEdev",state->m_objlist[0xfc4/4]);
//popmessage("%08x %08x %08x %08x",state->m_objlist[0xd20/4],state->m_objlist[0xd24/4],state->m_objlist[0xd28/4],state->m_objlist[0xd2c/4]);
draw_object_bank(screen->machine(), bitmap, cliprect, 0, 0);
draw_object_bank(screen->machine(), bitmap, cliprect, 1, 0);
draw_object_bank(screen->machine(), bitmap, cliprect, 2, 0);
copybitmap_trans(bitmap, state->m_framebuffer, 0, 0, 0, 0, cliprect, 0);
draw_object_bank(screen->machine(), bitmap, cliprect, 0, 1);
draw_object_bank(screen->machine(), bitmap, cliprect, 1, 1);
draw_object_bank(screen->machine(), bitmap, cliprect, 2, 1);
tilemap_draw(bitmap, cliprect, state->m_tilemap, 0,0);
#if 0
if (debug_tex_pal > 0)
{
int j;
for (j=cliprect->min_y; j <= cliprect->max_y; j++)
{
UINT16 *d = BITMAP_ADDR16(bitmap, j, 0);
int index = 2048 * j;
for (i=cliprect->min_x; i <= cliprect->max_x; i++)
{
UINT8 t = state->m_texture[index+i];
UINT32 color;
//color = 0xff000000 | (t << 16) | (t << 8) | (t);
color = (state->m_debug_tex_pal << 8) | t;
d[i] = color;
}
}
{
char string[200];
sprintf(string, "Texture palette %d", debug_tex_pal);
popmessage("%s", string);
}
}
#endif
return 0;
}
static void render_solid_scan(void *dest, INT32 scanline, const poly_extent *extent, const void *extradata, int threadid)
{
const poly_extra_data *extra = (const poly_extra_data *)extradata;
bitmap_t *destmap = (bitmap_t *)dest;
float z = extent->param[0].start;
int color = extent->param[1].start;
float dz = extent->param[0].dpdx;
UINT16 *fb = BITMAP_ADDR16(destmap, scanline, 0);
UINT16 *zb;// = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
int x;
// avoid crash in dendego2
//if (!extra->zbuffer)
//{
// return;
//}
zb = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
for (x = extent->startx; x < extent->stopx; x++)
{
int iz = (int)z & 0xffff;
if (iz <= zb[x])
{
fb[x] = color;
zb[x] = iz;
}
z += dz;
}
}
static void render_shade_scan(void *dest, INT32 scanline, const poly_extent *extent, const void *extradata, int threadid)
{
const poly_extra_data *extra = (const poly_extra_data *)extradata;
bitmap_t *destmap = (bitmap_t *)dest;
float z = extent->param[0].start;
float color = extent->param[1].start;
float dz = extent->param[0].dpdx;
float dcolor = extent->param[1].dpdx;
UINT16 *fb = BITMAP_ADDR16(destmap, scanline, 0);
UINT16 *zb;
int x;
// avoid crash in landgear/dangcurv
//if (!extra->zbuffer)
//{
// return;
//}
zb = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
for (x = extent->startx; x < extent->stopx; x++)
{
int ic = (int)color & 0xffff;
int iz = (int)z & 0xffff;
if (iz <= zb[x])
{
fb[x] = ic;
zb[x] = iz;
}
color += dcolor;
z += dz;
}
}
static void render_texture_scan(void *dest, INT32 scanline, const poly_extent *extent, const void *extradata, int threadid)
{
const poly_extra_data *extra = (const poly_extra_data *)extradata;
bitmap_t *destmap = (bitmap_t *)dest;
float z = extent->param[0].start;
float u = extent->param[1].start;
float v = extent->param[2].start;
float color = extent->param[3].start;
float dz = extent->param[0].dpdx;
float du = extent->param[1].dpdx;
float dv = extent->param[2].dpdx;
float dcolor = extent->param[3].dpdx;
UINT16 *fb = BITMAP_ADDR16(destmap, scanline, 0);
UINT16 *zb = BITMAP_ADDR16(extra->zbuffer, scanline, 0);
int tex_wrap_x = extra->tex_wrap_x;
int tex_wrap_y = extra->tex_wrap_y;
int tex_base_x = extra->tex_base_x;
int tex_base_y = extra->tex_base_y;
int x;
for (x = extent->startx; x < extent->stopx; x++)
{
int iu, iv;
UINT8 texel;
int palette = ((int)color & 0x7f) << 8;
int iz = (int)z & 0xffff;
if (!tex_wrap_x)
{
iu = ((int)u >> 4) & 0x7ff;
}
else
{
iu = (tex_base_x + (((int)u >> 4) & 0x3f)) & 0x7ff;
}
if (!tex_wrap_y)
{
iv = ((int)v >> 4) & 0x7ff;
}
else
{
iv = (tex_base_y + (((int)v >> 4) & 0x3f)) & 0x7ff;
}
texel = extra->texture[(iv * 2048) + iu];
if (iz <= zb[x] && texel != 0)
{
fb[x] = palette | texel;
zb[x] = iz;
}
u += du;
v += dv;
color += dcolor;
z += dz;
}
}
void taitojc_render_polygons(running_machine &machine, UINT16 *polygon_fifo, int length)
{
taitojc_state *state = machine.driver_data<taitojc_state>();
poly_vertex vert[4];
int i;
int ptr;
ptr = 0;
while (ptr < length)
{
UINT16 cmd = polygon_fifo[ptr++];
switch (cmd & 0x7)
{
case 0x03: // Textured Triangle
{
// 0x00: Command ID (0x0003)
// 0x01: Texture base
// 0x02: Vertex 1 Palette
// 0x03: Vertex 1 V
// 0x04: Vertex 1 U
// 0x05: Vertex 1 Y
// 0x06: Vertex 1 X
// 0x07: Vertex 1 Z
// 0x08: Vertex 2 Palette
// 0x09: Vertex 2 V
// 0x0a: Vertex 2 U
// 0x0b: Vertex 2 Y
// 0x0c: Vertex 2 X
// 0x0d: Vertex 2 Z
// 0x0e: Vertex 3 Palette
// 0x0f: Vertex 3 V
// 0x10: Vertex 3 U
// 0x11: Vertex 3 Y
// 0x12: Vertex 3 X
// 0x13: Vertex 3 Z
poly_extra_data *extra = (poly_extra_data *)poly_get_extra_data(state->m_poly);
UINT16 texbase;
/*
printf("CMD3: ");
for (i=0; i < 0x13; i++)
{
printf("%04X ", polygon_fifo[ptr+i]);
}
printf("\n");
*/
texbase = polygon_fifo[ptr++];
extra->zbuffer = state->m_zbuffer;
extra->texture = state->m_texture;
extra->tex_base_x = ((texbase >> 0) & 0xff) << 4;
extra->tex_base_y = ((texbase >> 8) & 0xff) << 4;
extra->tex_wrap_x = (cmd & 0xc0) ? 1 : 0;
extra->tex_wrap_y = (cmd & 0x30) ? 1 : 0;
for (i=0; i < 3; i++)
{
vert[i].p[3] = polygon_fifo[ptr++]; // palette
vert[i].p[2] = (UINT16)(polygon_fifo[ptr++]);
vert[i].p[1] = (UINT16)(polygon_fifo[ptr++]);
vert[i].y = (INT16)(polygon_fifo[ptr++]);
vert[i].x = (INT16)(polygon_fifo[ptr++]);
vert[i].p[0] = (UINT16)(polygon_fifo[ptr++]);
}
if (vert[0].p[0] < 0x8000 && vert[1].p[0] < 0x8000 && vert[2].p[0] < 0x8000)
{
poly_render_triangle(state->m_poly, state->m_framebuffer, &machine.primary_screen->visible_area(), render_texture_scan, 4, &vert[0], &vert[1], &vert[2]);
}
break;
}
case 0x04: // Gouraud shaded Quad
{
// 0x00: Command ID (0x0004)
// 0x01: Vertex 0 color
// 0x02: Vertex 0 Y
// 0x03: Vertex 0 X
// 0x04: Vertex 0 Z
// 0x05: Vertex 1 color
// 0x06: Vertex 1 Y
// 0x07: Vertex 1 X
// 0x08: Vertex 1 Z
// 0x09: Vertex 2 color
// 0x0a: Vertex 2 Y
// 0x0b: Vertex 2 X
// 0x0c: Vertex 2 Z
// 0x0d: Vertex 3 color
// 0x0e: Vertex 3 Y
// 0x0f: Vertex 3 X
// 0x10: Vertex 3 Z
/*
printf("CMD4: ");
for (i=0; i < 0x10; i++)
{
printf("%04X ", polygon_fifo[ptr+i]);
}
printf("\n");
*/
poly_extra_data *extra = (poly_extra_data *)poly_get_extra_data(state->m_poly);
extra->zbuffer = state->m_zbuffer;
for (i=0; i < 4; i++)
{
vert[i].p[1] = polygon_fifo[ptr++];
vert[i].y = (INT16)(polygon_fifo[ptr++]);
vert[i].x = (INT16)(polygon_fifo[ptr++]);
vert[i].p[0] = (UINT16)(polygon_fifo[ptr++]);
}
if (vert[0].p[0] < 0x8000 && vert[1].p[0] < 0x8000 && vert[2].p[0] < 0x8000 && vert[3].p[0] < 0x8000)
{
if (vert[0].p[1] == vert[1].p[1] &&
vert[1].p[1] == vert[2].p[1] &&
vert[2].p[1] == vert[3].p[1])
{
// optimization: all colours the same -> render solid
poly_render_quad(state->m_poly, state->m_framebuffer, &machine.primary_screen->visible_area(), render_solid_scan, 2, &vert[0], &vert[1], &vert[2], &vert[3]);
}
else
{
poly_render_quad(state->m_poly, state->m_framebuffer, &machine.primary_screen->visible_area(), render_shade_scan, 2, &vert[0], &vert[1], &vert[2], &vert[3]);
}
}
break;
}
case 0x06: // Textured Quad
{
// 0x00: Command ID (0x0006)
// 0x01: Texture base
// 0x02: Vertex 1 Palette
// 0x03: Vertex 1 V
// 0x04: Vertex 1 U
// 0x05: Vertex 1 Y
// 0x06: Vertex 1 X
// 0x07: Vertex 1 Z
// 0x08: Vertex 2 Palette
// 0x09: Vertex 2 V
// 0x0a: Vertex 2 U
// 0x0b: Vertex 2 Y
// 0x0c: Vertex 2 X
// 0x0d: Vertex 2 Z
// 0x0e: Vertex 3 Palette
// 0x0f: Vertex 3 V
// 0x10: Vertex 3 U
// 0x11: Vertex 3 Y
// 0x12: Vertex 3 X
// 0x13: Vertex 3 Z
// 0x14: Vertex 4 Palette
// 0x15: Vertex 4 V
// 0x16: Vertex 4 U
// 0x17: Vertex 4 Y
// 0x18: Vertex 4 X
// 0x19: Vertex 4 Z
poly_extra_data *extra = (poly_extra_data *)poly_get_extra_data(state->m_poly);
UINT16 texbase;
/*
printf("CMD6: ");
for (i=0; i < 0x19; i++)
{
printf("%04X ", polygon_fifo[ptr+i]);
}
printf("\n");
*/
texbase = polygon_fifo[ptr++];
extra->zbuffer = state->m_zbuffer;
extra->texture = state->m_texture;
extra->tex_base_x = ((texbase >> 0) & 0xff) << 4;
extra->tex_base_y = ((texbase >> 8) & 0xff) << 4;
extra->tex_wrap_x = (cmd & 0xc0) ? 1 : 0;
extra->tex_wrap_y = (cmd & 0x30) ? 1 : 0;
for (i=0; i < 4; i++)
{
vert[i].p[3] = polygon_fifo[ptr++]; // palette
vert[i].p[2] = (UINT16)(polygon_fifo[ptr++]);
vert[i].p[1] = (UINT16)(polygon_fifo[ptr++]);
vert[i].y = (INT16)(polygon_fifo[ptr++]);
vert[i].x = (INT16)(polygon_fifo[ptr++]);
vert[i].p[0] = (UINT16)(polygon_fifo[ptr++]);
}
if (vert[0].p[0] < 0x8000 && vert[1].p[0] < 0x8000 && vert[2].p[0] < 0x8000 && vert[3].p[0] < 0x8000)
{
poly_render_quad(state->m_poly, state->m_framebuffer, &machine.primary_screen->visible_area(), render_texture_scan, 4, &vert[0], &vert[1], &vert[2], &vert[3]);
}
break;
}
case 0x00: // almost certainly screen global clipping for 3d
{
static UINT16 min_x,min_y,min_z,max_x,max_y,max_z;
min_x = polygon_fifo[ptr+1];
min_y = polygon_fifo[ptr+0];
min_z = polygon_fifo[ptr+2];
max_x = polygon_fifo[ptr+4];
max_y = polygon_fifo[ptr+3];
max_z = polygon_fifo[ptr+5];
/* let's check if we need to implement this ... */
if(min_x != 0 || min_y != 0 || min_z != 0 || max_x != 512 || max_y != 400 || max_z != 0x7fff)
{
printf("CMD %04x\n",cmd);
printf("MIN Y %04x\n",polygon_fifo[ptr+0]);
printf("MIN X %04x\n",polygon_fifo[ptr+1]);
printf("MIN Z %04x\n",polygon_fifo[ptr+2]);
printf("MAX Y %04x\n",polygon_fifo[ptr+3]);
printf("MAX X %04x\n",polygon_fifo[ptr+4]);
printf("MAX Z %04x\n",polygon_fifo[ptr+5]);
}
ptr += 6;
break;
}
case 0x01: // Landing Gear, Gouraud Shaded Triangle
{
poly_extra_data *extra = (poly_extra_data *)poly_get_extra_data(state->m_poly);
extra->zbuffer = state->m_zbuffer;
for (i=0; i < 3; i++)
{
vert[i].p[1] = polygon_fifo[ptr++];
vert[i].y = (INT16)(polygon_fifo[ptr++]);
vert[i].x = (INT16)(polygon_fifo[ptr++]);
vert[i].p[0] = (UINT16)(polygon_fifo[ptr++]);
}
if (vert[0].p[0] < 0x8000 && vert[1].p[0] < 0x8000 && vert[2].p[0] < 0x8000)
{
if (vert[0].p[1] == vert[1].p[1] &&
vert[1].p[1] == vert[2].p[1])
{
// optimization: all colours the same -> render solid
poly_render_triangle(state->m_poly, state->m_framebuffer, &machine.primary_screen->visible_area(), render_solid_scan, 2, &vert[0], &vert[1], &vert[2]);
}
else
{
poly_render_triangle(state->m_poly, state->m_framebuffer, &machine.primary_screen->visible_area(), render_shade_scan, 2, &vert[0], &vert[1], &vert[2]);
}
}
break;
}
default:
{
printf("render_polygons: unknown command %04X %d\n", cmd,ptr);
}
}
}
poly_wait(state->m_poly, "Finished render");
}
void taitojc_clear_frame(running_machine &machine)
{
taitojc_state *state = machine.driver_data<taitojc_state>();
rectangle cliprect;
cliprect.min_x = 0;
cliprect.min_y = 0;
cliprect.max_x = machine.primary_screen->width() - 1;
cliprect.max_y = machine.primary_screen->height() - 1;
bitmap_fill(state->m_framebuffer, &cliprect, 0);
bitmap_fill(state->m_zbuffer, &cliprect, 0xffff);
}