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lxdream.org :: lxdream/src/pvr2/glrender.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/glrender.c
changeset 1132:1e074a98317c
prev1130:5f56fc931112
next1133:f3da7d810d5c
author nkeynes
date Tue Oct 19 22:43:10 2010 +1000 (13 years ago)
permissions -rw-r--r--
last change Turn on COLOR_SUM + FOG unconditionally, relying on scene setup to set
appropriate empty values when disabled - this is a minor performance win
file annotate diff log raw
nkeynes@639
     1
/**
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 * $Id$
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 *
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 * Standard OpenGL rendering engine. 
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 *
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 * Copyright (c) 2005 Nathan Keynes.
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 */
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#include <assert.h>
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#include <sys/time.h>
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#include "display.h"
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#include "pvr2/pvr2.h"
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#include "pvr2/pvr2mmio.h"
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#include "pvr2/scene.h"
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#include "pvr2/glutil.h"
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#define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
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int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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        GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, 
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        GL_ALWAYS };
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int pvr2_poly_srcblend[8] = { 
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        GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
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        GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, 
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        GL_ONE_MINUS_DST_ALPHA };
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int pvr2_poly_dstblend[8] = {
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        GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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        GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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        GL_ONE_MINUS_DST_ALPHA };
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int pvr2_poly_texblend[4] = {
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        GL_REPLACE, 
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        GL_MODULATE,  
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        GL_DECAL, 
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        GL_MODULATE 
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};
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/**
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 * Clip the tile bounds to the clipping plane. 
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 * @return TRUE if the tile was not clipped completely.
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 */
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static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
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{
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    if( tile[0] < clip[0] ) tile[0] = clip[0];
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    if( tile[1] > clip[1] ) tile[1] = clip[1];
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    if( tile[2] < clip[2] ) tile[2] = clip[2];
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    if( tile[3] > clip[3] ) tile[3] = clip[3];
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    return tile[0] < tile[1] && tile[2] < tile[3];
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}
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void pvr2_scene_load_textures()
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{
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    int i;
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    texcache_set_config( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
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                         (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
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    for( i=0; i < pvr2_scene.poly_count; i++ ) {
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        struct polygon_struct *poly = &pvr2_scene.poly_array[i];
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        if( POLY1_TEXTURED(poly->context[0]) ) {
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            poly->tex_id = texcache_get_texture( poly->context[2],
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                    POLY2_TEX_WIDTH(poly->context[1]),
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                    POLY2_TEX_HEIGHT(poly->context[1]) );
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            if( poly->mod_vertex_index != -1 ) {
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                if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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                    poly->mod_tex_id = texcache_get_texture( poly->context[4],
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                            POLY2_TEX_WIDTH(poly->context[3]),
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                            POLY2_TEX_HEIGHT(poly->context[3]) );
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                } else {
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                    poly->mod_tex_id = poly->tex_id;
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                }
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            }
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        } else {
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            poly->tex_id = -1;
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            poly->mod_tex_id = -1;
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        }
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    }
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}
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    89
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/**
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 * Once-off call to setup the OpenGL context.
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 */
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void pvr2_setup_gl_context()
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{
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    if( glsl_is_supported() ) {
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        if( !glsl_load_shaders( ) ) {
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            WARN( "Unable to load GL shaders" );
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        }
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    }
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    texcache_gl_init(); // Allocate texture IDs
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    glCullFace( GL_BACK );
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    glEnable( GL_BLEND );
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    glEnable( GL_DEPTH_TEST );
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    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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    glMatrixMode(GL_MODELVIEW);
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    glLoadIdentity();
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#ifdef HAVE_OPENGL_CLAMP_COLOR
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    if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
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        glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
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        glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
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    }
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#endif
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    glEnableClientState( GL_COLOR_ARRAY );
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    glEnableClientState( GL_VERTEX_ARRAY );
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    glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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    glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
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    glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
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    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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    glClearDepth(0);
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    glClearStencil(0);
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    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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    glFogi(GL_FOG_MODE, GL_LINEAR);
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    glFogf(GL_FOG_START, 0.0);
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    glFogf(GL_FOG_END, 1.0);
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}
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static void render_set_cull( uint32_t poly1 )
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{
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    switch( POLY1_CULL_MODE(poly1) ) {
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    case CULL_NONE:
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    case CULL_SMALL:
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        glDisable( GL_CULL_FACE );
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        break;
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    case CULL_CCW:
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        glEnable( GL_CULL_FACE );
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        glFrontFace( GL_CW );
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        break;
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    case CULL_CW:
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        glEnable( GL_CULL_FACE );
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        glFrontFace( GL_CCW );
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        break;
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    }   
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}    
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/**
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 * Setup the basic context that's shared between normal and modified modes -
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 * depth, culling
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 */
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static void render_set_base_context( uint32_t poly1, GLint depth_mode )
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{
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    if( depth_mode == 0 ) {
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        glDepthFunc( POLY1_DEPTH_MODE(poly1) );
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    } else {
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        glDepthFunc(depth_mode);
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    }
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    glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
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    render_set_cull( poly1 );
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}
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/**
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 * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
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 */
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static void render_set_tsp_context( uint32_t poly1, uint32_t poly2, uint32_t texture )
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{
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    glShadeModel( POLY1_SHADE_MODEL(poly1) );
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    if( POLY1_TEXTURED(poly1) ) {
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         glEnable(GL_TEXTURE_2D);
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         glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
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         if( POLY2_TEX_CLAMP_U(poly2) ) {
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             glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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         } else if( POLY2_TEX_MIRROR_U(poly2) ) {
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             glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT_ARB );
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         } else {
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             glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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         }       
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         if( POLY2_TEX_CLAMP_V(poly2) ) {
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             glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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         } else if( POLY2_TEX_MIRROR_V(poly2) ) {
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             glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT_ARB );
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         } else {
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             glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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         }
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     } else {
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         glDisable( GL_TEXTURE_2D );
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     }
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     switch( POLY2_FOG_MODE(poly2) ) {
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     case PVR2_POLY_FOG_LOOKUP:
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         glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
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         break;
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     case PVR2_POLY_FOG_VERTEX:
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         glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
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         break;
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     }
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     int srcblend = POLY2_SRC_BLEND(poly2);
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     int destblend = POLY2_DEST_BLEND(poly2);
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     glBlendFunc( srcblend, destblend );
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   209
     if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
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         WARN( "Accumulation buffer not supported" );
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     }   
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   212
}
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/**
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 * Setup the GL context for the supplied polygon context.
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 * @param context pointer to 3 or 5 words of polygon context
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 * @param depth_mode force depth mode, or 0 to use the polygon's
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 * depth mode.
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 */
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void render_set_context( uint32_t *context, GLint depth_mode )
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{
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    render_set_base_context(context[0], depth_mode);
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    render_set_tsp_context(context[0],context[1],context[2]);
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}
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nkeynes@645
   226
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static void gl_render_poly( struct polygon_struct *poly, GLint depth_mode )
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{
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   229
    if( poly->tex_id != -1 ) {
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   230
        glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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   231
    }
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   232
    if( poly->mod_vertex_index == -1 ) {
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        glDisable( GL_STENCIL_TEST );
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        render_set_context( poly->context, depth_mode );
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        glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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    }  else {
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   237
        glEnable( GL_STENCIL_TEST );
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   238
        render_set_base_context( poly->context[0], depth_mode );
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   239
        render_set_tsp_context( poly->context[0], poly->context[1], poly->context[2] );
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   240
        glStencilFunc(GL_EQUAL, 0, 2);
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   241
        glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
nkeynes@863
   242
nkeynes@863
   243
        if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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   244
            if( poly->mod_tex_id != -1 ) {
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   245
                glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
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   246
            }
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   247
            render_set_tsp_context( poly->context[0], poly->context[3], poly->context[4] );
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   248
        }
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   249
        glStencilFunc(GL_EQUAL, 2, 2);
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   250
        glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count );
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   251
    }
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   252
}
nkeynes@639
   253
nkeynes@687
   254
static void gl_render_bkgnd( struct polygon_struct *poly )
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   255
{
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   256
    if( poly->tex_id != -1 ) {
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   257
        glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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   258
    }
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   259
    render_set_context( poly->context, 0 );
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   260
    glDisable( GL_DEPTH_TEST );
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   261
    glDisable( GL_CULL_FACE );
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   262
    glBlendFunc( GL_ONE, GL_ZERO );
nkeynes@687
   263
    glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
nkeynes@687
   264
    glEnable( GL_CULL_FACE );
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   265
    glEnable( GL_DEPTH_TEST );
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   266
}
nkeynes@687
   267
nkeynes@865
   268
void gl_render_tilelist( pvraddr_t tile_entry, GLint depth_mode )
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   269
{
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   270
    uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
nkeynes@639
   271
    int strip_count;
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   272
    struct polygon_struct *poly;
nkeynes@639
   273
nkeynes@863
   274
    if( !IS_TILE_PTR(tile_entry) )
nkeynes@863
   275
        return;
nkeynes@863
   276
nkeynes@639
   277
    while(1) {
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   278
        uint32_t entry = *tile_list++;
nkeynes@736
   279
        switch( entry >> 28 ) {
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   280
        case 0x0F:
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   281
            return; // End-of-list
nkeynes@736
   282
        case 0x0E:
nkeynes@934
   283
            tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
nkeynes@736
   284
            break;
nkeynes@736
   285
        case 0x08: case 0x09: case 0x0A: case 0x0B:
nkeynes@736
   286
            strip_count = ((entry >> 25) & 0x0F)+1;
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   287
            poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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   288
            while( strip_count > 0 ) {
nkeynes@736
   289
                assert( poly != NULL );
nkeynes@865
   290
                gl_render_poly( poly, depth_mode );
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   291
                poly = poly->next;
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   292
                strip_count--;
nkeynes@736
   293
            }
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   294
            break;
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   295
        default:
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   296
            if( entry & 0x7E000000 ) {
nkeynes@736
   297
                poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@865
   298
                gl_render_poly( poly, depth_mode );
nkeynes@736
   299
            }
nkeynes@736
   300
        }
nkeynes@863
   301
    }       
nkeynes@863
   302
}
nkeynes@863
   303
nkeynes@863
   304
/**
nkeynes@863
   305
 * Render the tilelist with depthbuffer updates only. 
nkeynes@863
   306
 */
nkeynes@863
   307
void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
nkeynes@863
   308
{
nkeynes@934
   309
    uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
nkeynes@863
   310
    int strip_count;
nkeynes@863
   311
    struct polygon_struct *poly;
nkeynes@863
   312
    
nkeynes@863
   313
    if( !IS_TILE_PTR(tile_entry) )
nkeynes@863
   314
        return;
nkeynes@863
   315
nkeynes@863
   316
    glDisable( GL_TEXTURE_2D );
nkeynes@863
   317
    
nkeynes@863
   318
    while(1) {
nkeynes@863
   319
        uint32_t entry = *tile_list++;
nkeynes@863
   320
        switch( entry >> 28 ) {
nkeynes@863
   321
        case 0x0F:
nkeynes@863
   322
            return; // End-of-list
nkeynes@863
   323
        case 0x0E:
nkeynes@934
   324
            tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
nkeynes@863
   325
            break;
nkeynes@863
   326
        case 0x08: case 0x09: case 0x0A: case 0x0B:
nkeynes@863
   327
            strip_count = ((entry >> 25) & 0x0F)+1;
nkeynes@863
   328
            poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@863
   329
            while( strip_count > 0 ) {
nkeynes@865
   330
                render_set_base_context(poly->context[0],0);
nkeynes@863
   331
                glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
nkeynes@863
   332
                poly = poly->next;
nkeynes@863
   333
                strip_count--;
nkeynes@863
   334
            }
nkeynes@863
   335
            break;
nkeynes@863
   336
        default:
nkeynes@863
   337
            if( entry & 0x7E000000 ) {
nkeynes@863
   338
                poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@865
   339
                render_set_base_context(poly->context[0],0);
nkeynes@863
   340
                glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
nkeynes@863
   341
            }
nkeynes@863
   342
        }
nkeynes@863
   343
    }           
nkeynes@863
   344
}
nkeynes@863
   345
nkeynes@864
   346
static void drawrect2d( uint32_t tile_bounds[], float z )
nkeynes@864
   347
{
nkeynes@864
   348
    glBegin( GL_QUADS );
nkeynes@864
   349
    glVertex3f( tile_bounds[0], tile_bounds[2], z );
nkeynes@864
   350
    glVertex3f( tile_bounds[1], tile_bounds[2], z );
nkeynes@864
   351
    glVertex3f( tile_bounds[1], tile_bounds[3], z );
nkeynes@864
   352
    glVertex3f( tile_bounds[0], tile_bounds[3], z );
nkeynes@864
   353
    glEnd();
nkeynes@864
   354
}
nkeynes@864
   355
nkeynes@864
   356
void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
nkeynes@864
   357
{
nkeynes@864
   358
    /* A bit of explanation:
nkeynes@864
   359
     * In theory it works like this: generate a 1-bit stencil for each polygon
nkeynes@864
   360
     * volume, and then AND or OR it against the overall 1-bit tile stencil at 
nkeynes@864
   361
     * the end of the volume. 
nkeynes@864
   362
     * 
nkeynes@864
   363
     * The implementation here uses a 2-bit stencil buffer, where each volume
nkeynes@864
   364
     * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
nkeynes@864
   365
     * to update bit 1 accordingly and clear bit 0.
nkeynes@864
   366
     * 
nkeynes@864
   367
     * This could probably be more efficient, but at least it works correctly 
nkeynes@864
   368
     * now :)
nkeynes@864
   369
     */
nkeynes@864
   370
    
nkeynes@864
   371
    render_set_cull(poly->context[0]);
nkeynes@864
   372
    glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
nkeynes@864
   373
    
nkeynes@864
   374
    int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
nkeynes@864
   375
    if( poly_type == PVR2_VOLUME_REGION0 ) {
nkeynes@864
   376
        /* 00 => 00
nkeynes@864
   377
         * 01 => 00
nkeynes@864
   378
         * 10 => 10
nkeynes@864
   379
         * 11 => 00
nkeynes@864
   380
         */
nkeynes@864
   381
        glStencilMask( 0x03 );
nkeynes@864
   382
        glStencilFunc(GL_EQUAL, 0x02, 0x03);
nkeynes@864
   383
        glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
nkeynes@864
   384
        glDisable( GL_CULL_FACE );
nkeynes@864
   385
        glDisable( GL_DEPTH_TEST );
nkeynes@864
   386
nkeynes@864
   387
        drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
nkeynes@864
   388
        
nkeynes@864
   389
        glEnable( GL_DEPTH_TEST );
nkeynes@864
   390
        glStencilMask( 0x01 );
nkeynes@864
   391
        glStencilFunc( GL_ALWAYS, 0, 1 );
nkeynes@864
   392
        glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
nkeynes@864
   393
    } else if( poly_type == PVR2_VOLUME_REGION1 ) {
nkeynes@864
   394
        /* This is harder with the standard stencil ops - do it in two passes
nkeynes@864
   395
         * 00 => 00 | 00 => 10
nkeynes@864
   396
         * 01 => 10 | 01 => 10
nkeynes@864
   397
         * 10 => 10 | 10 => 00
nkeynes@864
   398
         * 11 => 10 | 11 => 10
nkeynes@864
   399
         */
nkeynes@864
   400
        glStencilMask( 0x02 );
nkeynes@864
   401
        glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
nkeynes@864
   402
        glDisable( GL_CULL_FACE );
nkeynes@864
   403
        glDisable( GL_DEPTH_TEST );
nkeynes@864
   404
        
nkeynes@864
   405
        drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
nkeynes@864
   406
        
nkeynes@864
   407
        glStencilMask( 0x03 );
nkeynes@864
   408
        glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
nkeynes@864
   409
        glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
nkeynes@864
   410
        
nkeynes@864
   411
        drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
nkeynes@864
   412
        
nkeynes@864
   413
        glEnable( GL_DEPTH_TEST );
nkeynes@864
   414
        glStencilMask( 0x01 );
nkeynes@864
   415
        glStencilFunc( GL_ALWAYS, 0, 1 );
nkeynes@864
   416
        glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );         
nkeynes@864
   417
    }
nkeynes@864
   418
}
nkeynes@864
   419
nkeynes@864
   420
void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
nkeynes@863
   421
{
nkeynes@934
   422
    uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
nkeynes@863
   423
    int strip_count;
nkeynes@863
   424
    struct polygon_struct *poly;
nkeynes@863
   425
nkeynes@863
   426
    if( !IS_TILE_PTR(tile_entry) )
nkeynes@863
   427
        return;
nkeynes@863
   428
nkeynes@863
   429
    glDisable( GL_TEXTURE_2D );
nkeynes@863
   430
    glDisable( GL_CULL_FACE );
nkeynes@863
   431
    glEnable( GL_STENCIL_TEST );
nkeynes@863
   432
    glEnable( GL_DEPTH_TEST );
nkeynes@863
   433
    glDepthFunc( GL_LEQUAL );
nkeynes@863
   434
    
nkeynes@863
   435
    glStencilFunc( GL_ALWAYS, 0, 1 );
nkeynes@863
   436
    glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
nkeynes@864
   437
    glStencilMask( 0x01 );
nkeynes@863
   438
    glDepthMask( GL_FALSE );
nkeynes@863
   439
    
nkeynes@863
   440
    while(1) {
nkeynes@863
   441
        uint32_t entry = *tile_list++;
nkeynes@863
   442
        switch( entry >> 28 ) {
nkeynes@863
   443
        case 0x0F:
nkeynes@863
   444
            glDepthMask( GL_TRUE );
nkeynes@863
   445
            glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
nkeynes@863
   446
            return; // End-of-list
nkeynes@863
   447
        case 0x0E:
nkeynes@934
   448
            tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
nkeynes@863
   449
            break;
nkeynes@863
   450
        case 0x08: case 0x09: case 0x0A: case 0x0B:
nkeynes@863
   451
            strip_count = ((entry >> 25) & 0x0F)+1;
nkeynes@863
   452
            poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@863
   453
            while( strip_count > 0 ) {
nkeynes@864
   454
                gl_render_modifier_polygon( poly, tile_bounds );
nkeynes@863
   455
                poly = poly->next;
nkeynes@863
   456
                strip_count--;
nkeynes@863
   457
            }
nkeynes@863
   458
            break;
nkeynes@863
   459
        default:
nkeynes@863
   460
            if( entry & 0x7E000000 ) {
nkeynes@863
   461
                poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@864
   462
                gl_render_modifier_polygon( poly, tile_bounds );
nkeynes@863
   463
            }
nkeynes@863
   464
        }
nkeynes@863
   465
    }
nkeynes@863
   466
    
nkeynes@639
   467
}
nkeynes@639
   468
nkeynes@639
   469
nkeynes@639
   470
/**
nkeynes@639
   471
 * Render the currently defined scene in pvr2_scene
nkeynes@639
   472
 */
nkeynes@639
   473
void pvr2_scene_render( render_buffer_t buffer )
nkeynes@639
   474
{
nkeynes@639
   475
    /* Scene setup */
nkeynes@645
   476
    struct timeval start_tv, tex_tv, end_tv;
nkeynes@645
   477
nkeynes@645
   478
    gettimeofday(&start_tv, NULL);
nkeynes@639
   479
    display_driver->set_render_target(buffer);
nkeynes@639
   480
    pvr2_check_palette_changed();
nkeynes@645
   481
    pvr2_scene_load_textures();
nkeynes@736
   482
nkeynes@645
   483
    gettimeofday( &tex_tv, NULL );
nkeynes@645
   484
    uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
nkeynes@736
   485
    (tex_tv.tv_usec - start_tv.tv_usec)/1000;
nkeynes@645
   486
    DEBUG( "Scene setup in %dms", ms );
nkeynes@639
   487
nkeynes@639
   488
    /* Setup view projection matrix */
nkeynes@639
   489
    glMatrixMode(GL_PROJECTION);
nkeynes@639
   490
    glLoadIdentity();
nkeynes@639
   491
    float nearz = pvr2_scene.bounds[4];
nkeynes@639
   492
    float farz = pvr2_scene.bounds[5];
nkeynes@639
   493
    if( nearz == farz ) {
nkeynes@687
   494
        farz*= 4.0;
nkeynes@639
   495
    }
nkeynes@639
   496
    glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
nkeynes@736
   497
             -farz, -nearz );
nkeynes@649
   498
    float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
nkeynes@649
   499
    glAlphaFunc( GL_GEQUAL, alphaRef );
nkeynes@639
   500
nkeynes@639
   501
    /* Clear the buffer (FIXME: May not want always want to do this) */
nkeynes@639
   502
    glDisable( GL_SCISSOR_TEST );
nkeynes@651
   503
    glDepthMask( GL_TRUE );
nkeynes@864
   504
    glStencilMask( 0x03 );
nkeynes@639
   505
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
nkeynes@639
   506
nkeynes@639
   507
    /* Setup vertex array pointers */
nkeynes@687
   508
    glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
nkeynes@687
   509
    glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
nkeynes@687
   510
    glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
nkeynes@687
   511
    glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
nkeynes@847
   512
    glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
nkeynes@669
   513
    /* Turn on the shaders (if available) */
nkeynes@1130
   514
    glsl_set_shader(DEFAULT_PROGRAM);
nkeynes@639
   515
nkeynes@687
   516
    /* Render the background */
nkeynes@687
   517
    gl_render_bkgnd( pvr2_scene.bkgnd_poly );
nkeynes@736
   518
nkeynes@639
   519
    glEnable( GL_SCISSOR_TEST );
nkeynes@1132
   520
    glEnable( GL_COLOR_SUM );
nkeynes@1132
   521
    glEnable( GL_FOG );
nkeynes@639
   522
nkeynes@639
   523
    /* Process the segment list */
nkeynes@639
   524
    struct tile_segment *segment = pvr2_scene.segment_list;
nkeynes@639
   525
    do {
nkeynes@736
   526
        int tilex = SEGMENT_X(segment->control);
nkeynes@736
   527
        int tiley = SEGMENT_Y(segment->control);
nkeynes@639
   528
nkeynes@736
   529
        uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
nkeynes@736
   530
        if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
nkeynes@736
   531
            continue; // fully clipped, skip tile
nkeynes@736
   532
        }
nkeynes@736
   533
nkeynes@736
   534
        /* Clip to the visible part of the tile */
nkeynes@736
   535
        glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
nkeynes@736
   536
                   tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
nkeynes@864
   537
        if( display_driver->capabilities.stencil_bits >= 2 && 
nkeynes@863
   538
                IS_TILE_PTR(segment->opaquemod_ptr) &&
nkeynes@863
   539
                !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
nkeynes@863
   540
            /* Don't do this unless there's actually some shadow polygons */
nkeynes@863
   541
nkeynes@863
   542
            /* Use colormask instead of drawbuffer for simplicity */
nkeynes@863
   543
            glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
nkeynes@863
   544
            gl_render_tilelist_depthonly(segment->opaque_ptr);
nkeynes@864
   545
            gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
nkeynes@863
   546
            glClear( GL_DEPTH_BUFFER_BIT );
nkeynes@863
   547
            glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
nkeynes@736
   548
        }
nkeynes@865
   549
        gl_render_tilelist(segment->opaque_ptr,0);
nkeynes@863
   550
        if( IS_TILE_PTR(segment->punchout_ptr) ) {
nkeynes@863
   551
            glEnable(GL_ALPHA_TEST );
nkeynes@865
   552
            gl_render_tilelist(segment->punchout_ptr, GL_GEQUAL );
nkeynes@863
   553
            glDisable(GL_ALPHA_TEST );
nkeynes@863
   554
        }
nkeynes@863
   555
        glDisable( GL_STENCIL_TEST );
nkeynes@865
   556
        glStencilMask(0x03);
nkeynes@865
   557
        glClear( GL_STENCIL_BUFFER_BIT );
nkeynes@863
   558
        
nkeynes@736
   559
        if( IS_TILE_PTR(segment->trans_ptr) ) {
nkeynes@736
   560
            if( pvr2_scene.sort_mode == SORT_NEVER || 
nkeynes@736
   561
                    (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
nkeynes@865
   562
                gl_render_tilelist(segment->trans_ptr, 0);
nkeynes@736
   563
            } else {
nkeynes@736
   564
                render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
nkeynes@736
   565
            }
nkeynes@736
   566
        }
nkeynes@639
   567
    } while( !IS_LAST_SEGMENT(segment++) );
nkeynes@639
   568
    glDisable( GL_SCISSOR_TEST );
nkeynes@1132
   569
    glDisable( GL_COLOR_SUM );
nkeynes@1132
   570
    glDisable( GL_FOG );
nkeynes@1130
   571
    glsl_clear_shader();
nkeynes@669
   572
nkeynes@645
   573
    gettimeofday( &end_tv, NULL );
nkeynes@645
   574
    ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
nkeynes@736
   575
    (end_tv.tv_usec - tex_tv.tv_usec)/1000;
nkeynes@645
   576
    DEBUG( "Scene render in %dms", ms );
nkeynes@639
   577
}
.