nkeynes@639 | 1 | /**
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nkeynes@639 | 2 | * $Id$
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nkeynes@639 | 3 | *
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nkeynes@639 | 4 | * Standard OpenGL rendering engine.
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nkeynes@639 | 5 | *
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nkeynes@639 | 6 | * Copyright (c) 2005 Nathan Keynes.
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nkeynes@639 | 7 | *
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nkeynes@639 | 8 | * This program is free software; you can redistribute it and/or modify
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nkeynes@639 | 9 | * it under the terms of the GNU General Public License as published by
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nkeynes@639 | 10 | * the Free Software Foundation; either version 2 of the License, or
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nkeynes@639 | 11 | * (at your option) any later version.
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nkeynes@639 | 12 | *
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nkeynes@639 | 13 | * This program is distributed in the hope that it will be useful,
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nkeynes@639 | 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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nkeynes@639 | 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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nkeynes@639 | 16 | * GNU General Public License for more details.
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nkeynes@639 | 17 | */
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nkeynes@639 | 18 |
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nkeynes@645 | 19 | #include <assert.h>
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nkeynes@669 | 20 | #include <sys/time.h>
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nkeynes@639 | 21 | #include "display.h"
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nkeynes@639 | 22 | #include "pvr2/pvr2.h"
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nkeynes@677 | 23 | #include "pvr2/pvr2mmio.h"
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nkeynes@639 | 24 | #include "pvr2/scene.h"
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nkeynes@665 | 25 | #include "pvr2/glutil.h"
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nkeynes@653 | 26 |
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nkeynes@934 | 27 | #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
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nkeynes@639 | 28 |
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nkeynes@645 | 29 | int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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nkeynes@736 | 30 | GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
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nkeynes@736 | 31 | GL_ALWAYS };
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nkeynes@645 | 32 | int pvr2_poly_srcblend[8] = {
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nkeynes@736 | 33 | GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
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nkeynes@736 | 34 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 35 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 36 | int pvr2_poly_dstblend[8] = {
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nkeynes@736 | 37 | GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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nkeynes@736 | 38 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 39 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 40 | int pvr2_poly_texblend[4] = {
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nkeynes@736 | 41 | GL_REPLACE,
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nkeynes@736 | 42 | GL_MODULATE,
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nkeynes@736 | 43 | GL_DECAL,
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nkeynes@736 | 44 | GL_MODULATE
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nkeynes@645 | 45 | };
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nkeynes@645 | 46 |
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nkeynes@639 | 47 | /**
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nkeynes@639 | 48 | * Clip the tile bounds to the clipping plane.
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nkeynes@639 | 49 | * @return TRUE if the tile was not clipped completely.
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nkeynes@639 | 50 | */
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nkeynes@639 | 51 | static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
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nkeynes@639 | 52 | {
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nkeynes@639 | 53 | if( tile[0] < clip[0] ) tile[0] = clip[0];
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nkeynes@639 | 54 | if( tile[1] > clip[1] ) tile[1] = clip[1];
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nkeynes@639 | 55 | if( tile[2] < clip[2] ) tile[2] = clip[2];
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nkeynes@639 | 56 | if( tile[3] > clip[3] ) tile[3] = clip[3];
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nkeynes@639 | 57 | return tile[0] < tile[1] && tile[2] < tile[3];
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nkeynes@639 | 58 | }
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nkeynes@639 | 59 |
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nkeynes@645 | 60 | void pvr2_scene_load_textures()
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nkeynes@645 | 61 | {
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nkeynes@645 | 62 | int i;
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nkeynes@886 | 63 |
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nkeynes@886 | 64 | texcache_set_config( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
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nkeynes@886 | 65 | (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
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nkeynes@886 | 66 |
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nkeynes@645 | 67 | for( i=0; i < pvr2_scene.poly_count; i++ ) {
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nkeynes@736 | 68 | struct polygon_struct *poly = &pvr2_scene.poly_array[i];
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nkeynes@736 | 69 | if( POLY1_TEXTURED(poly->context[0]) ) {
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nkeynes@736 | 70 | poly->tex_id = texcache_get_texture( poly->context[2],
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nkeynes@736 | 71 | POLY2_TEX_WIDTH(poly->context[1]),
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nkeynes@736 | 72 | POLY2_TEX_HEIGHT(poly->context[1]) );
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nkeynes@736 | 73 | if( poly->mod_vertex_index != -1 ) {
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nkeynes@863 | 74 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@863 | 75 | poly->mod_tex_id = texcache_get_texture( poly->context[4],
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nkeynes@863 | 76 | POLY2_TEX_WIDTH(poly->context[3]),
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nkeynes@863 | 77 | POLY2_TEX_HEIGHT(poly->context[3]) );
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nkeynes@863 | 78 | } else {
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nkeynes@863 | 79 | poly->mod_tex_id = poly->tex_id;
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nkeynes@863 | 80 | }
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nkeynes@736 | 81 | }
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nkeynes@736 | 82 | } else {
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nkeynes@736 | 83 | poly->tex_id = -1;
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nkeynes@736 | 84 | poly->mod_tex_id = -1;
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nkeynes@736 | 85 | }
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nkeynes@645 | 86 | }
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nkeynes@645 | 87 | }
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nkeynes@645 | 88 |
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nkeynes@645 | 89 |
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nkeynes@645 | 90 |
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nkeynes@639 | 91 | /**
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nkeynes@639 | 92 | * Once-off call to setup the OpenGL context.
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nkeynes@639 | 93 | */
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nkeynes@639 | 94 | void pvr2_setup_gl_context()
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nkeynes@639 | 95 | {
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nkeynes@665 | 96 |
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nkeynes@665 | 97 | if( glsl_is_supported() ) {
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nkeynes@1130 | 98 | if( !glsl_load_shaders( ) ) {
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nkeynes@665 | 99 | WARN( "Unable to load GL shaders" );
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nkeynes@665 | 100 | }
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nkeynes@665 | 101 | }
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nkeynes@736 | 102 |
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nkeynes@639 | 103 | texcache_gl_init(); // Allocate texture IDs
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nkeynes@639 | 104 | glCullFace( GL_BACK );
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nkeynes@639 | 105 | glEnable( GL_BLEND );
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nkeynes@649 | 106 | glEnable( GL_DEPTH_TEST );
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nkeynes@639 | 107 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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nkeynes@639 | 108 | glMatrixMode(GL_MODELVIEW);
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nkeynes@639 | 109 | glLoadIdentity();
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nkeynes@639 | 110 |
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nkeynes@687 | 111 | #ifdef HAVE_OPENGL_CLAMP_COLOR
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nkeynes@687 | 112 | if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
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nkeynes@687 | 113 | glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 114 | glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 115 | }
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nkeynes@687 | 116 | #endif
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nkeynes@653 | 117 |
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nkeynes@639 | 118 | glEnableClientState( GL_COLOR_ARRAY );
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nkeynes@639 | 119 | glEnableClientState( GL_VERTEX_ARRAY );
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nkeynes@639 | 120 | glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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nkeynes@639 | 121 | glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
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nkeynes@847 | 122 | glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
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nkeynes@639 | 123 |
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nkeynes@639 | 124 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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nkeynes@639 | 125 | glClearDepth(0);
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nkeynes@639 | 126 | glClearStencil(0);
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nkeynes@1132 | 127 |
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nkeynes@1132 | 128 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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nkeynes@1132 | 129 | glFogi(GL_FOG_MODE, GL_LINEAR);
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nkeynes@1132 | 130 | glFogf(GL_FOG_START, 0.0);
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nkeynes@1132 | 131 | glFogf(GL_FOG_END, 1.0);
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nkeynes@639 | 132 | }
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nkeynes@639 | 133 |
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nkeynes@864 | 134 | static void render_set_cull( uint32_t poly1 )
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nkeynes@653 | 135 | {
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nkeynes@653 | 136 | switch( POLY1_CULL_MODE(poly1) ) {
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nkeynes@653 | 137 | case CULL_NONE:
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nkeynes@653 | 138 | case CULL_SMALL:
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nkeynes@736 | 139 | glDisable( GL_CULL_FACE );
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nkeynes@736 | 140 | break;
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nkeynes@653 | 141 | case CULL_CCW:
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nkeynes@736 | 142 | glEnable( GL_CULL_FACE );
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nkeynes@736 | 143 | glFrontFace( GL_CW );
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nkeynes@736 | 144 | break;
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nkeynes@653 | 145 | case CULL_CW:
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nkeynes@736 | 146 | glEnable( GL_CULL_FACE );
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nkeynes@736 | 147 | glFrontFace( GL_CCW );
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nkeynes@736 | 148 | break;
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nkeynes@864 | 149 | }
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nkeynes@864 | 150 | }
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nkeynes@653 | 151 |
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nkeynes@864 | 152 | /**
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nkeynes@864 | 153 | * Setup the basic context that's shared between normal and modified modes -
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nkeynes@864 | 154 | * depth, culling
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nkeynes@864 | 155 | */
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nkeynes@865 | 156 | static void render_set_base_context( uint32_t poly1, GLint depth_mode )
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nkeynes@864 | 157 | {
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nkeynes@865 | 158 | if( depth_mode == 0 ) {
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nkeynes@865 | 159 | glDepthFunc( POLY1_DEPTH_MODE(poly1) );
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nkeynes@865 | 160 | } else {
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nkeynes@865 | 161 | glDepthFunc(depth_mode);
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nkeynes@865 | 162 | }
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nkeynes@865 | 163 |
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nkeynes@864 | 164 | glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
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nkeynes@865 | 165 | render_set_cull( poly1 );
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nkeynes@865 | 166 | }
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nkeynes@864 | 167 |
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nkeynes@865 | 168 | /**
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nkeynes@865 | 169 | * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
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nkeynes@865 | 170 | */
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nkeynes@865 | 171 | static void render_set_tsp_context( uint32_t poly1, uint32_t poly2, uint32_t texture )
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nkeynes@865 | 172 | {
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nkeynes@863 | 173 | glShadeModel( POLY1_SHADE_MODEL(poly1) );
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nkeynes@863 | 174 | if( POLY1_TEXTURED(poly1) ) {
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nkeynes@863 | 175 | glEnable(GL_TEXTURE_2D);
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nkeynes@863 | 176 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
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nkeynes@1132 | 177 |
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nkeynes@863 | 178 | if( POLY2_TEX_CLAMP_U(poly2) ) {
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nkeynes@863 | 179 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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nkeynes@863 | 180 | } else if( POLY2_TEX_MIRROR_U(poly2) ) {
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nkeynes@863 | 181 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT_ARB );
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nkeynes@863 | 182 | } else {
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nkeynes@863 | 183 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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nkeynes@863 | 184 | }
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nkeynes@863 | 185 | if( POLY2_TEX_CLAMP_V(poly2) ) {
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nkeynes@863 | 186 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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nkeynes@863 | 187 | } else if( POLY2_TEX_MIRROR_V(poly2) ) {
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nkeynes@863 | 188 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT_ARB );
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nkeynes@863 | 189 | } else {
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nkeynes@863 | 190 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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nkeynes@863 | 191 | }
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nkeynes@863 | 192 | } else {
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nkeynes@863 | 193 | glDisable( GL_TEXTURE_2D );
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nkeynes@863 | 194 | }
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nkeynes@1132 | 195 |
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nkeynes@863 | 196 | switch( POLY2_FOG_MODE(poly2) ) {
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nkeynes@863 | 197 | case PVR2_POLY_FOG_LOOKUP:
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nkeynes@863 | 198 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
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nkeynes@863 | 199 | break;
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nkeynes@863 | 200 | case PVR2_POLY_FOG_VERTEX:
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nkeynes@1132 | 201 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
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nkeynes@1132 | 202 | break;
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nkeynes@863 | 203 | }
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nkeynes@653 | 204 |
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nkeynes@863 | 205 | int srcblend = POLY2_SRC_BLEND(poly2);
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nkeynes@863 | 206 | int destblend = POLY2_DEST_BLEND(poly2);
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nkeynes@863 | 207 | glBlendFunc( srcblend, destblend );
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nkeynes@863 | 208 |
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nkeynes@863 | 209 | if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
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nkeynes@863 | 210 | WARN( "Accumulation buffer not supported" );
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nkeynes@863 | 211 | }
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nkeynes@863 | 212 | }
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nkeynes@863 | 213 |
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nkeynes@645 | 214 | /**
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nkeynes@645 | 215 | * Setup the GL context for the supplied polygon context.
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nkeynes@645 | 216 | * @param context pointer to 3 or 5 words of polygon context
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nkeynes@865 | 217 | * @param depth_mode force depth mode, or 0 to use the polygon's
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nkeynes@865 | 218 | * depth mode.
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nkeynes@645 | 219 | */
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nkeynes@865 | 220 | void render_set_context( uint32_t *context, GLint depth_mode )
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nkeynes@645 | 221 | {
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nkeynes@865 | 222 | render_set_base_context(context[0], depth_mode);
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nkeynes@865 | 223 | render_set_tsp_context(context[0],context[1],context[2]);
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nkeynes@645 | 224 | }
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nkeynes@645 | 225 |
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nkeynes@645 | 226 |
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nkeynes@865 | 227 | static void gl_render_poly( struct polygon_struct *poly, GLint depth_mode )
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nkeynes@639 | 228 | {
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nkeynes@645 | 229 | if( poly->tex_id != -1 ) {
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nkeynes@736 | 230 | glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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nkeynes@645 | 231 | }
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nkeynes@863 | 232 | if( poly->mod_vertex_index == -1 ) {
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nkeynes@864 | 233 | glDisable( GL_STENCIL_TEST );
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nkeynes@865 | 234 | render_set_context( poly->context, depth_mode );
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nkeynes@863 | 235 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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nkeynes@864 | 236 | } else {
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nkeynes@864 | 237 | glEnable( GL_STENCIL_TEST );
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nkeynes@865 | 238 | render_set_base_context( poly->context[0], depth_mode );
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nkeynes@863 | 239 | render_set_tsp_context( poly->context[0], poly->context[1], poly->context[2] );
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nkeynes@864 | 240 | glStencilFunc(GL_EQUAL, 0, 2);
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nkeynes@863 | 241 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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nkeynes@863 | 242 |
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nkeynes@863 | 243 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@863 | 244 | if( poly->mod_tex_id != -1 ) {
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nkeynes@863 | 245 | glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
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nkeynes@863 | 246 | }
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nkeynes@863 | 247 | render_set_tsp_context( poly->context[0], poly->context[3], poly->context[4] );
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nkeynes@863 | 248 | }
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nkeynes@864 | 249 | glStencilFunc(GL_EQUAL, 2, 2);
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nkeynes@863 | 250 | glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count );
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nkeynes@863 | 251 | }
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nkeynes@639 | 252 | }
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nkeynes@639 | 253 |
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nkeynes@687 | 254 | static void gl_render_bkgnd( struct polygon_struct *poly )
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nkeynes@639 | 255 | {
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nkeynes@687 | 256 | if( poly->tex_id != -1 ) {
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nkeynes@687 | 257 | glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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nkeynes@687 | 258 | }
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nkeynes@865 | 259 | render_set_context( poly->context, 0 );
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nkeynes@687 | 260 | glDisable( GL_DEPTH_TEST );
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nkeynes@687 | 261 | glDisable( GL_CULL_FACE );
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nkeynes@687 | 262 | glBlendFunc( GL_ONE, GL_ZERO );
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nkeynes@687 | 263 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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nkeynes@687 | 264 | glEnable( GL_CULL_FACE );
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nkeynes@687 | 265 | glEnable( GL_DEPTH_TEST );
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nkeynes@687 | 266 | }
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nkeynes@687 | 267 |
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nkeynes@865 | 268 | void gl_render_tilelist( pvraddr_t tile_entry, GLint depth_mode )
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nkeynes@653 | 269 | {
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nkeynes@934 | 270 | uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
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nkeynes@639 | 271 | int strip_count;
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nkeynes@639 | 272 | struct polygon_struct *poly;
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nkeynes@639 | 273 |
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nkeynes@863 | 274 | if( !IS_TILE_PTR(tile_entry) )
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nkeynes@863 | 275 | return;
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nkeynes@863 | 276 |
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nkeynes@639 | 277 | while(1) {
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nkeynes@736 | 278 | uint32_t entry = *tile_list++;
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nkeynes@736 | 279 | switch( entry >> 28 ) {
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nkeynes@736 | 280 | case 0x0F:
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nkeynes@736 | 281 | return; // End-of-list
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nkeynes@736 | 282 | case 0x0E:
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nkeynes@934 | 283 | tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
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nkeynes@736 | 284 | break;
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nkeynes@736 | 285 | case 0x08: case 0x09: case 0x0A: case 0x0B:
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nkeynes@736 | 286 | strip_count = ((entry >> 25) & 0x0F)+1;
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nkeynes@736 | 287 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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nkeynes@736 | 288 | while( strip_count > 0 ) {
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nkeynes@736 | 289 | assert( poly != NULL );
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nkeynes@865 | 290 | gl_render_poly( poly, depth_mode );
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nkeynes@736 | 291 | poly = poly->next;
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nkeynes@736 | 292 | strip_count--;
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nkeynes@736 | 293 | }
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nkeynes@736 | 294 | break;
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nkeynes@736 | 295 | default:
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nkeynes@736 | 296 | if( entry & 0x7E000000 ) {
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nkeynes@736 | 297 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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nkeynes@865 | 298 | gl_render_poly( poly, depth_mode );
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nkeynes@736 | 299 | }
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nkeynes@736 | 300 | }
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nkeynes@863 | 301 | }
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nkeynes@863 | 302 | }
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nkeynes@863 | 303 |
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nkeynes@863 | 304 | /**
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nkeynes@863 | 305 | * Render the tilelist with depthbuffer updates only.
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nkeynes@863 | 306 | */
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nkeynes@863 | 307 | void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
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nkeynes@863 | 308 | {
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nkeynes@934 | 309 | uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
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nkeynes@863 | 310 | int strip_count;
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nkeynes@863 | 311 | struct polygon_struct *poly;
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nkeynes@863 | 312 |
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nkeynes@863 | 313 | if( !IS_TILE_PTR(tile_entry) )
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nkeynes@863 | 314 | return;
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nkeynes@863 | 315 |
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nkeynes@863 | 316 | glDisable( GL_TEXTURE_2D );
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nkeynes@863 | 317 |
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nkeynes@863 | 318 | while(1) {
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nkeynes@863 | 319 | uint32_t entry = *tile_list++;
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nkeynes@863 | 320 | switch( entry >> 28 ) {
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nkeynes@863 | 321 | case 0x0F:
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nkeynes@863 | 322 | return; // End-of-list
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nkeynes@863 | 323 | case 0x0E:
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nkeynes@934 | 324 | tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
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nkeynes@863 | 325 | break;
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nkeynes@863 | 326 | case 0x08: case 0x09: case 0x0A: case 0x0B:
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nkeynes@863 | 327 | strip_count = ((entry >> 25) & 0x0F)+1;
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nkeynes@863 | 328 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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nkeynes@863 | 329 | while( strip_count > 0 ) {
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nkeynes@865 | 330 | render_set_base_context(poly->context[0],0);
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nkeynes@863 | 331 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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nkeynes@863 | 332 | poly = poly->next;
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nkeynes@863 | 333 | strip_count--;
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nkeynes@863 | 334 | }
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nkeynes@863 | 335 | break;
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nkeynes@863 | 336 | default:
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nkeynes@863 | 337 | if( entry & 0x7E000000 ) {
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nkeynes@863 | 338 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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nkeynes@865 | 339 | render_set_base_context(poly->context[0],0);
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nkeynes@863 | 340 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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nkeynes@863 | 341 | }
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nkeynes@863 | 342 | }
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nkeynes@863 | 343 | }
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nkeynes@863 | 344 | }
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nkeynes@863 | 345 |
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nkeynes@864 | 346 | static void drawrect2d( uint32_t tile_bounds[], float z )
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nkeynes@864 | 347 | {
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nkeynes@864 | 348 | glBegin( GL_QUADS );
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nkeynes@864 | 349 | glVertex3f( tile_bounds[0], tile_bounds[2], z );
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nkeynes@864 | 350 | glVertex3f( tile_bounds[1], tile_bounds[2], z );
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nkeynes@864 | 351 | glVertex3f( tile_bounds[1], tile_bounds[3], z );
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nkeynes@864 | 352 | glVertex3f( tile_bounds[0], tile_bounds[3], z );
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nkeynes@864 | 353 | glEnd();
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nkeynes@864 | 354 | }
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nkeynes@864 | 355 |
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nkeynes@864 | 356 | void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
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nkeynes@864 | 357 | {
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nkeynes@864 | 358 | /* A bit of explanation:
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nkeynes@864 | 359 | * In theory it works like this: generate a 1-bit stencil for each polygon
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nkeynes@864 | 360 | * volume, and then AND or OR it against the overall 1-bit tile stencil at
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nkeynes@864 | 361 | * the end of the volume.
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nkeynes@864 | 362 | *
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nkeynes@864 | 363 | * The implementation here uses a 2-bit stencil buffer, where each volume
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nkeynes@864 | 364 | * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
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nkeynes@864 | 365 | * to update bit 1 accordingly and clear bit 0.
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nkeynes@864 | 366 | *
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nkeynes@864 | 367 | * This could probably be more efficient, but at least it works correctly
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nkeynes@864 | 368 | * now :)
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nkeynes@864 | 369 | */
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nkeynes@864 | 370 |
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nkeynes@864 | 371 | render_set_cull(poly->context[0]);
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nkeynes@864 | 372 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
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nkeynes@864 | 373 |
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nkeynes@864 | 374 | int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
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nkeynes@864 | 375 | if( poly_type == PVR2_VOLUME_REGION0 ) {
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nkeynes@864 | 376 | /* 00 => 00
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nkeynes@864 | 377 | * 01 => 00
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nkeynes@864 | 378 | * 10 => 10
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nkeynes@864 | 379 | * 11 => 00
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nkeynes@864 | 380 | */
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nkeynes@864 | 381 | glStencilMask( 0x03 );
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nkeynes@864 | 382 | glStencilFunc(GL_EQUAL, 0x02, 0x03);
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nkeynes@864 | 383 | glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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nkeynes@864 | 384 | glDisable( GL_CULL_FACE );
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nkeynes@864 | 385 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 386 |
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nkeynes@864 | 387 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 388 |
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nkeynes@864 | 389 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 390 | glStencilMask( 0x01 );
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nkeynes@864 | 391 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 392 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 393 | } else if( poly_type == PVR2_VOLUME_REGION1 ) {
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nkeynes@864 | 394 | /* This is harder with the standard stencil ops - do it in two passes
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nkeynes@864 | 395 | * 00 => 00 | 00 => 10
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nkeynes@864 | 396 | * 01 => 10 | 01 => 10
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nkeynes@864 | 397 | * 10 => 10 | 10 => 00
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nkeynes@864 | 398 | * 11 => 10 | 11 => 10
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nkeynes@864 | 399 | */
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nkeynes@864 | 400 | glStencilMask( 0x02 );
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nkeynes@864 | 401 | glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
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nkeynes@864 | 402 | glDisable( GL_CULL_FACE );
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nkeynes@864 | 403 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 404 |
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nkeynes@864 | 405 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 406 |
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nkeynes@864 | 407 | glStencilMask( 0x03 );
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nkeynes@864 | 408 | glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
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nkeynes@864 | 409 | glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
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nkeynes@864 | 410 |
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nkeynes@864 | 411 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 412 |
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nkeynes@864 | 413 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 414 | glStencilMask( 0x01 );
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nkeynes@864 | 415 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 416 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 417 | }
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nkeynes@864 | 418 | }
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nkeynes@864 | 419 |
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nkeynes@864 | 420 | void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
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nkeynes@863 | 421 | {
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nkeynes@934 | 422 | uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
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nkeynes@863 | 423 | int strip_count;
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nkeynes@863 | 424 | struct polygon_struct *poly;
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nkeynes@863 | 425 |
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nkeynes@863 | 426 | if( !IS_TILE_PTR(tile_entry) )
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nkeynes@863 | 427 | return;
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nkeynes@863 | 428 |
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nkeynes@863 | 429 | glDisable( GL_TEXTURE_2D );
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nkeynes@863 | 430 | glDisable( GL_CULL_FACE );
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nkeynes@863 | 431 | glEnable( GL_STENCIL_TEST );
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nkeynes@863 | 432 | glEnable( GL_DEPTH_TEST );
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nkeynes@863 | 433 | glDepthFunc( GL_LEQUAL );
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nkeynes@863 | 434 |
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nkeynes@863 | 435 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@863 | 436 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 437 | glStencilMask( 0x01 );
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nkeynes@863 | 438 | glDepthMask( GL_FALSE );
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nkeynes@863 | 439 |
|
nkeynes@863 | 440 | while(1) {
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nkeynes@863 | 441 | uint32_t entry = *tile_list++;
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nkeynes@863 | 442 | switch( entry >> 28 ) {
|
nkeynes@863 | 443 | case 0x0F:
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nkeynes@863 | 444 | glDepthMask( GL_TRUE );
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nkeynes@863 | 445 | glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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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 | }
|