#include "gles2N64.h"
#include "Debug.h"
#include "F3D.h"
#include "F3DEX.h"
#include "F3DEX2.h"
#include "F3DEX2CBFD.h"
#include "N64.h"
#include "RSP.h"
#include "RDP.h"
#include "gSP.h"
#include "gDP.h"
#include "GBI.h"
#include "OpenGL.h"

void F3DEX2CBFD_Vtx( uint32_t w0, uint32_t w1 )
{
	uint32_t n = _SHIFTR( w0, 12, 8 );

	gln64gSPCBFDVertex( w1, n, _SHIFTR( w0, 1, 7 ) - n );
}

void F3DEX2CBFD_MoveWord( uint32_t w0, uint32_t w1 )
{
	switch (_SHIFTR( w0, 16, 8 ))
   {
      case G_MW_NUMLIGHT:
         gln64gSPNumLights(w1 / 48);
         break;

      case G_MW_CLIP:
         gln64gSPClipRatio( w1 );
         break;

      case G_MW_SEGMENT:
			gln64gSPSegment( _SHIFTR( w0, 0, 16 ) >> 2, w1 & 0x00FFFFFF );
         break;

      case G_MW_FOG:
			gln64gSPFogFactor( (int16_t)_SHIFTR( w1, 16, 16 ), (int16_t)_SHIFTR( w1, 0, 16 ) );
         break;

		case G_MW_PERSPNORM:
			gln64gSPPerspNormalize( w1 );
			break;

      case G_MV_COORDMOD:
			gln64gSPCoordMod( w0, w1 );
         break;
   }
}

void F3DEX2CBFD_MoveMem( uint32_t w0, uint32_t w1 )
{
   switch (_SHIFTR( w0, 0, 8 ))
   {
      case F3DCBFD_MV_VIEWPORT:
         gln64gSPViewport(w1);
         break;

      case F3DCBFD_MV_LIGHT:
         {
            const uint32_t offset = _SHIFTR(w0, 5, 14);
            uint32_t n = offset / 48;
            if (n < 2)
               gln64gSPLookAt(w1, n);
            else
               gln64gSPLightCBFD(w1, n - 2);
         }
         break;
      case G_MV_NORMALES:
			gln64gSPSetVertexNormaleBase(w1);
         break;

   }
}

void F3DEX2CBFD_Tri4( uint32_t w0, uint32_t w1 )
{
	gln64gSP4Triangles( _SHIFTR( w0, 23, 5 ), _SHIFTR( w0, 18, 5 ), (_SHIFTR( w0, 15, 3 )<<2)|_SHIFTR( w1, 30, 2 ),
				   _SHIFTR( w0, 10, 5 ), _SHIFTR( w0,  5, 5 ), _SHIFTR( w0,  0, 5 ),
				   _SHIFTR( w1, 25, 5 ), _SHIFTR( w1, 20, 5 ), _SHIFTR( w1, 15, 5 ),
				   _SHIFTR( w1, 10, 5 ), _SHIFTR( w1,  5, 5 ), _SHIFTR( w1,  0, 5 ) );
}

void F3DEX2CBFD_Init(void)
{
   int i;

	gSPSetupFunctions();
   // Set GeometryMode flags
   GBI_InitFlags(F3DEX2);

   GBI.PCStackSize = 18;

   // GBI Command                      Command Value               Command Function
   GBI_SetGBI( G_RDPHALF_2,            F3DEX2_RDPHALF_2,           F3D_RDPHalf_2 );
   GBI_SetGBI( G_SETOTHERMODE_H,       F3DEX2_SETOTHERMODE_H,      F3DEX2_SetOtherMode_H );
   GBI_SetGBI( G_SETOTHERMODE_L,       F3DEX2_SETOTHERMODE_L,      F3DEX2_SetOtherMode_L );
   GBI_SetGBI( G_RDPHALF_1,            F3DEX2_RDPHALF_1,           F3D_RDPHalf_1 );
   GBI_SetGBI( G_SPNOOP,               F3DEX2_SPNOOP,              F3D_SPNoOp );
   GBI_SetGBI( G_ENDDL,                F3DEX2_ENDDL,               F3D_EndDL );
   GBI_SetGBI( G_DL,                   F3DEX2_DL,                  F3D_DList );
   GBI_SetGBI( G_LOAD_UCODE,           F3DEX2_LOAD_UCODE,          F3DEX_Load_uCode );
   GBI_SetGBI( G_MOVEMEM,              F3DEX2_MOVEMEM,             F3DEX2CBFD_MoveMem);
   GBI_SetGBI( G_MOVEWORD,             F3DEX2_MOVEWORD,            F3DEX2CBFD_MoveWord);
   GBI_SetGBI( G_MTX,                  F3DEX2_MTX,                 F3DEX2_Mtx );
   GBI_SetGBI( G_GEOMETRYMODE,         F3DEX2_GEOMETRYMODE,        F3DEX2_GeometryMode );
   GBI_SetGBI( G_POPMTX,               F3DEX2_POPMTX,              F3DEX2_PopMtx );
   GBI_SetGBI( G_TEXTURE,              F3DEX2_TEXTURE,             F3DEX2_Texture );
   GBI_SetGBI( G_DMA_IO,               F3DEX2_DMA_IO,              F3DEX2_DMAIO );
   GBI_SetGBI( G_SPECIAL_1,            F3DEX2_SPECIAL_1,           F3DEX2_Special_1 );
   GBI_SetGBI( G_SPECIAL_2,            F3DEX2_SPECIAL_2,           F3DEX2_Special_2 );
   GBI_SetGBI( G_SPECIAL_3,            F3DEX2_SPECIAL_3,           F3DEX2_Special_3 );



   GBI_SetGBI(G_VTX,                   F3DEX2_VTX,                 F3DEX2CBFD_Vtx);
   GBI_SetGBI(G_MODIFYVTX,             F3DEX2_MODIFYVTX,           F3DEX_ModifyVtx);
   GBI_SetGBI(G_CULLDL,                F3DEX2_CULLDL,              F3DEX_CullDL);
   GBI_SetGBI(G_BRANCH_Z,              F3DEX2_BRANCH_Z,            F3DEX_Branch_Z);
   GBI_SetGBI(G_TRI1,                  F3DEX2_TRI1,                F3DEX2_Tri1);
   GBI_SetGBI(G_TRI2,                  F3DEX2_TRI2,                F3DEX_Tri2);
   GBI_SetGBI(G_QUAD,                  F3DEX2_QUAD,                F3DEX2_Quad);
   GBI_SetGBI( G_LINE3D,               F3DEX2_LINE3D,              F3DEX2_Line3D );

   for(i = 0; i < 16; i++)
      GBI_SetGBI(G_TRI4, i, F3DEX2CBFD_Tri4);
}
