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@1145 | 24 | #include "pvr2/glutil.h"
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nkeynes@639 | 25 | #include "pvr2/scene.h"
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nkeynes@1145 | 26 | #include "pvr2/tileiter.h"
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nkeynes@653 | 27 |
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nkeynes@934 | 28 | #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
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nkeynes@639 | 29 |
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nkeynes@645 | 30 | int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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nkeynes@736 | 31 | GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
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nkeynes@736 | 32 | GL_ALWAYS };
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nkeynes@645 | 33 | int pvr2_poly_srcblend[8] = {
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nkeynes@736 | 34 | GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
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nkeynes@736 | 35 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 36 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 37 | int pvr2_poly_dstblend[8] = {
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nkeynes@736 | 38 | GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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nkeynes@736 | 39 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 40 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 41 | int pvr2_poly_texblend[4] = {
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nkeynes@736 | 42 | GL_REPLACE,
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nkeynes@736 | 43 | GL_MODULATE,
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nkeynes@736 | 44 | GL_DECAL,
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nkeynes@736 | 45 | GL_MODULATE
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nkeynes@645 | 46 | };
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nkeynes@645 | 47 |
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nkeynes@1140 | 48 | static gboolean have_shaders = FALSE;
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nkeynes@1140 | 49 |
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nkeynes@639 | 50 | /**
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nkeynes@639 | 51 | * Clip the tile bounds to the clipping plane.
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nkeynes@639 | 52 | * @return TRUE if the tile was not clipped completely.
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nkeynes@639 | 53 | */
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nkeynes@639 | 54 | static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
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nkeynes@639 | 55 | {
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nkeynes@639 | 56 | if( tile[0] < clip[0] ) tile[0] = clip[0];
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nkeynes@639 | 57 | if( tile[1] > clip[1] ) tile[1] = clip[1];
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nkeynes@639 | 58 | if( tile[2] < clip[2] ) tile[2] = clip[2];
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nkeynes@639 | 59 | if( tile[3] > clip[3] ) tile[3] = clip[3];
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nkeynes@639 | 60 | return tile[0] < tile[1] && tile[2] < tile[3];
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nkeynes@639 | 61 | }
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nkeynes@639 | 62 |
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nkeynes@1145 | 63 | static void drawrect2d( uint32_t tile_bounds[], float z )
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nkeynes@1145 | 64 | {
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nkeynes@1145 | 65 | glBegin( GL_QUADS );
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nkeynes@1145 | 66 | glVertex3f( tile_bounds[0], tile_bounds[2], z );
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nkeynes@1145 | 67 | glVertex3f( tile_bounds[1], tile_bounds[2], z );
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nkeynes@1145 | 68 | glVertex3f( tile_bounds[1], tile_bounds[3], z );
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nkeynes@1145 | 69 | glVertex3f( tile_bounds[0], tile_bounds[3], z );
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nkeynes@1145 | 70 | glEnd();
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nkeynes@1145 | 71 | }
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nkeynes@1145 | 72 |
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nkeynes@645 | 73 | void pvr2_scene_load_textures()
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nkeynes@645 | 74 | {
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nkeynes@645 | 75 | int i;
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nkeynes@886 | 76 |
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nkeynes@1135 | 77 | texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
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nkeynes@886 | 78 | (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
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nkeynes@886 | 79 |
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nkeynes@645 | 80 | for( i=0; i < pvr2_scene.poly_count; i++ ) {
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nkeynes@736 | 81 | struct polygon_struct *poly = &pvr2_scene.poly_array[i];
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nkeynes@736 | 82 | if( POLY1_TEXTURED(poly->context[0]) ) {
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nkeynes@1135 | 83 | poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
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nkeynes@736 | 84 | if( poly->mod_vertex_index != -1 ) {
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nkeynes@863 | 85 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@1135 | 86 | poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
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nkeynes@863 | 87 | } else {
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nkeynes@863 | 88 | poly->mod_tex_id = poly->tex_id;
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nkeynes@863 | 89 | }
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nkeynes@736 | 90 | }
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nkeynes@736 | 91 | } else {
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nkeynes@1138 | 92 | poly->tex_id = 0;
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nkeynes@1138 | 93 | poly->mod_tex_id = 0;
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nkeynes@736 | 94 | }
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nkeynes@645 | 95 | }
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nkeynes@645 | 96 | }
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nkeynes@645 | 97 |
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nkeynes@645 | 98 |
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nkeynes@639 | 99 | /**
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nkeynes@639 | 100 | * Once-off call to setup the OpenGL context.
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nkeynes@639 | 101 | */
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nkeynes@639 | 102 | void pvr2_setup_gl_context()
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nkeynes@639 | 103 | {
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nkeynes@665 | 104 |
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nkeynes@1140 | 105 | if( glsl_is_supported() && isGLMultitextureSupported() ) {
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nkeynes@1130 | 106 | if( !glsl_load_shaders( ) ) {
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nkeynes@665 | 107 | WARN( "Unable to load GL shaders" );
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nkeynes@1140 | 108 | } else {
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nkeynes@1140 | 109 | have_shaders = TRUE;
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nkeynes@665 | 110 | }
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nkeynes@665 | 111 | }
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nkeynes@736 | 112 |
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nkeynes@639 | 113 | texcache_gl_init(); // Allocate texture IDs
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nkeynes@1133 | 114 | glDisable( GL_CULL_FACE );
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nkeynes@639 | 115 | glEnable( GL_BLEND );
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nkeynes@649 | 116 | glEnable( GL_DEPTH_TEST );
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nkeynes@639 | 117 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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nkeynes@639 | 118 | glMatrixMode(GL_MODELVIEW);
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nkeynes@639 | 119 | glLoadIdentity();
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nkeynes@639 | 120 |
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nkeynes@687 | 121 | #ifdef HAVE_OPENGL_CLAMP_COLOR
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nkeynes@687 | 122 | if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
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nkeynes@687 | 123 | glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 124 | glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 125 | }
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nkeynes@687 | 126 | #endif
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nkeynes@653 | 127 |
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nkeynes@639 | 128 | glEnableClientState( GL_COLOR_ARRAY );
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nkeynes@639 | 129 | glEnableClientState( GL_VERTEX_ARRAY );
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nkeynes@639 | 130 | glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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nkeynes@639 | 131 | glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
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nkeynes@847 | 132 | glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
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nkeynes@639 | 133 |
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nkeynes@639 | 134 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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nkeynes@639 | 135 | glClearDepth(0);
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nkeynes@639 | 136 | glClearStencil(0);
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nkeynes@1132 | 137 |
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nkeynes@1132 | 138 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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nkeynes@1132 | 139 | glFogi(GL_FOG_MODE, GL_LINEAR);
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nkeynes@1132 | 140 | glFogf(GL_FOG_START, 0.0);
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nkeynes@1132 | 141 | glFogf(GL_FOG_END, 1.0);
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nkeynes@1140 | 142 |
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nkeynes@1140 | 143 | if( have_shaders ) {
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nkeynes@1140 | 144 | glsl_set_shader(DEFAULT_PROGRAM);
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nkeynes@1140 | 145 | glsl_set_uniform_int(DEFAULT_PROGRAM, "primary_texture", 0);
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nkeynes@1140 | 146 | glsl_set_uniform_int(DEFAULT_PROGRAM, "palette_texture", 1);
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nkeynes@1140 | 147 | glsl_clear_shader();
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nkeynes@1140 | 148 | }
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nkeynes@639 | 149 | }
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nkeynes@639 | 150 |
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nkeynes@864 | 151 | /**
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nkeynes@864 | 152 | * Setup the basic context that's shared between normal and modified modes -
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nkeynes@864 | 153 | * depth, culling
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nkeynes@864 | 154 | */
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nkeynes@1137 | 155 | static void render_set_base_context( uint32_t poly1, gboolean set_depth )
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nkeynes@864 | 156 | {
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nkeynes@1137 | 157 | if( set_depth ) {
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nkeynes@865 | 158 | glDepthFunc( POLY1_DEPTH_MODE(poly1) );
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nkeynes@865 | 159 | }
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nkeynes@865 | 160 |
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nkeynes@864 | 161 | glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
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nkeynes@865 | 162 | }
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nkeynes@864 | 163 |
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nkeynes@865 | 164 | /**
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nkeynes@865 | 165 | * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
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nkeynes@865 | 166 | */
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nkeynes@1137 | 167 | void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
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nkeynes@865 | 168 | {
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nkeynes@863 | 169 | glShadeModel( POLY1_SHADE_MODEL(poly1) );
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nkeynes@1140 | 170 |
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nkeynes@1140 | 171 | if( POLY1_TEXTURED(poly1) && !have_shaders ) {
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nkeynes@1139 | 172 | if( POLY2_TEX_BLEND(poly2) == 2 )
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nkeynes@1139 | 173 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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nkeynes@1139 | 174 | else
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nkeynes@1139 | 175 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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nkeynes@1140 | 176 |
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nkeynes@863 | 177 | }
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nkeynes@1132 | 178 |
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nkeynes@863 | 179 | switch( POLY2_FOG_MODE(poly2) ) {
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nkeynes@863 | 180 | case PVR2_POLY_FOG_LOOKUP:
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nkeynes@863 | 181 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
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nkeynes@863 | 182 | break;
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nkeynes@863 | 183 | case PVR2_POLY_FOG_VERTEX:
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nkeynes@1132 | 184 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
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nkeynes@1132 | 185 | break;
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nkeynes@863 | 186 | }
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nkeynes@653 | 187 |
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nkeynes@863 | 188 | int srcblend = POLY2_SRC_BLEND(poly2);
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nkeynes@863 | 189 | int destblend = POLY2_DEST_BLEND(poly2);
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nkeynes@863 | 190 | glBlendFunc( srcblend, destblend );
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nkeynes@863 | 191 |
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nkeynes@863 | 192 | if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
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nkeynes@863 | 193 | WARN( "Accumulation buffer not supported" );
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nkeynes@863 | 194 | }
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nkeynes@863 | 195 | }
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nkeynes@863 | 196 |
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nkeynes@645 | 197 | /**
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nkeynes@645 | 198 | * Setup the GL context for the supplied polygon context.
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nkeynes@645 | 199 | * @param context pointer to 3 or 5 words of polygon context
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nkeynes@865 | 200 | * @param depth_mode force depth mode, or 0 to use the polygon's
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nkeynes@865 | 201 | * depth mode.
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nkeynes@645 | 202 | */
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nkeynes@1137 | 203 | void render_set_context( uint32_t *context, gboolean set_depth )
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nkeynes@645 | 204 | {
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nkeynes@1137 | 205 | render_set_base_context(context[0], set_depth);
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nkeynes@1137 | 206 | render_set_tsp_context(context[0],context[1]);
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nkeynes@645 | 207 | }
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nkeynes@645 | 208 |
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nkeynes@1133 | 209 | static inline void gl_draw_vertexes( struct polygon_struct *poly )
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nkeynes@1133 | 210 | {
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nkeynes@1133 | 211 | do {
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nkeynes@1133 | 212 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
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nkeynes@1133 | 213 | poly = poly->sub_next;
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nkeynes@1133 | 214 | } while( poly != NULL );
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nkeynes@1133 | 215 | }
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nkeynes@1133 | 216 |
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nkeynes@1133 | 217 | static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
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nkeynes@1133 | 218 | {
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nkeynes@1133 | 219 | do {
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nkeynes@1133 | 220 | glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
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nkeynes@1133 | 221 | poly = poly->sub_next;
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nkeynes@1133 | 222 | } while( poly != NULL );
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nkeynes@1133 | 223 | }
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nkeynes@645 | 224 |
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nkeynes@1137 | 225 | static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
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nkeynes@639 | 226 | {
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nkeynes@1133 | 227 | if( poly->vertex_count == 0 )
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nkeynes@1133 | 228 | return; /* Culled */
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nkeynes@1133 | 229 |
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nkeynes@1138 | 230 | glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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nkeynes@863 | 231 | if( poly->mod_vertex_index == -1 ) {
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nkeynes@1137 | 232 | render_set_context( poly->context, set_depth );
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nkeynes@1133 | 233 | gl_draw_vertexes(poly);
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nkeynes@864 | 234 | } else {
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nkeynes@864 | 235 | glEnable( GL_STENCIL_TEST );
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nkeynes@1137 | 236 | render_set_base_context( poly->context[0], set_depth );
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nkeynes@1137 | 237 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@864 | 238 | glStencilFunc(GL_EQUAL, 0, 2);
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nkeynes@1133 | 239 | gl_draw_vertexes(poly);
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nkeynes@863 | 240 |
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nkeynes@863 | 241 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@1138 | 242 | if( poly->mod_tex_id != poly->tex_id ) {
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nkeynes@863 | 243 | glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
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nkeynes@863 | 244 | }
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nkeynes@1137 | 245 | render_set_tsp_context( poly->context[0], poly->context[3] );
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nkeynes@863 | 246 | }
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nkeynes@864 | 247 | glStencilFunc(GL_EQUAL, 2, 2);
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nkeynes@1133 | 248 | gl_draw_mod_vertexes(poly);
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nkeynes@1136 | 249 | glDisable( GL_STENCIL_TEST );
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nkeynes@863 | 250 | }
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nkeynes@639 | 251 | }
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nkeynes@639 | 252 |
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nkeynes@687 | 253 |
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nkeynes@1145 | 254 | static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
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nkeynes@864 | 255 | {
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nkeynes@864 | 256 | /* A bit of explanation:
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nkeynes@864 | 257 | * In theory it works like this: generate a 1-bit stencil for each polygon
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nkeynes@864 | 258 | * volume, and then AND or OR it against the overall 1-bit tile stencil at
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nkeynes@864 | 259 | * the end of the volume.
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nkeynes@864 | 260 | *
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nkeynes@864 | 261 | * The implementation here uses a 2-bit stencil buffer, where each volume
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nkeynes@864 | 262 | * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
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nkeynes@864 | 263 | * to update bit 1 accordingly and clear bit 0.
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nkeynes@864 | 264 | *
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nkeynes@864 | 265 | * This could probably be more efficient, but at least it works correctly
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nkeynes@864 | 266 | * now :)
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nkeynes@864 | 267 | */
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nkeynes@864 | 268 |
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nkeynes@1133 | 269 | if( poly->vertex_count == 0 )
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nkeynes@1133 | 270 | return; /* Culled */
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nkeynes@1133 | 271 |
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nkeynes@1133 | 272 | gl_draw_vertexes(poly);
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nkeynes@1133 | 273 |
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nkeynes@1133 | 274 |
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nkeynes@864 | 275 |
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nkeynes@864 | 276 | int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
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nkeynes@864 | 277 | if( poly_type == PVR2_VOLUME_REGION0 ) {
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nkeynes@864 | 278 | /* 00 => 00
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nkeynes@864 | 279 | * 01 => 00
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nkeynes@864 | 280 | * 10 => 10
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nkeynes@864 | 281 | * 11 => 00
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nkeynes@864 | 282 | */
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nkeynes@864 | 283 | glStencilMask( 0x03 );
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nkeynes@864 | 284 | glStencilFunc(GL_EQUAL, 0x02, 0x03);
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nkeynes@864 | 285 | glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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nkeynes@864 | 286 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 287 |
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nkeynes@864 | 288 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 289 |
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nkeynes@864 | 290 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 291 | glStencilMask( 0x01 );
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nkeynes@864 | 292 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 293 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 294 | } else if( poly_type == PVR2_VOLUME_REGION1 ) {
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nkeynes@864 | 295 | /* This is harder with the standard stencil ops - do it in two passes
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nkeynes@864 | 296 | * 00 => 00 | 00 => 10
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nkeynes@864 | 297 | * 01 => 10 | 01 => 10
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nkeynes@864 | 298 | * 10 => 10 | 10 => 00
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nkeynes@864 | 299 | * 11 => 10 | 11 => 10
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nkeynes@864 | 300 | */
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nkeynes@864 | 301 | glStencilMask( 0x02 );
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nkeynes@864 | 302 | glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
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nkeynes@864 | 303 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 304 |
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nkeynes@864 | 305 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 306 |
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nkeynes@864 | 307 | glStencilMask( 0x03 );
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nkeynes@864 | 308 | glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
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nkeynes@864 | 309 | glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
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nkeynes@864 | 310 |
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nkeynes@864 | 311 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 312 |
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nkeynes@864 | 313 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 314 | glStencilMask( 0x01 );
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nkeynes@864 | 315 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 316 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 317 | }
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nkeynes@864 | 318 | }
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nkeynes@864 | 319 |
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nkeynes@1145 | 320 | static void gl_render_bkgnd( struct polygon_struct *poly )
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nkeynes@863 | 321 | {
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nkeynes@1145 | 322 | glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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nkeynes@1145 | 323 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@1145 | 324 | glDisable( GL_DEPTH_TEST );
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nkeynes@1145 | 325 | glBlendFunc( GL_ONE, GL_ZERO );
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nkeynes@1145 | 326 | gl_draw_vertexes(poly);
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nkeynes@1145 | 327 | glEnable( GL_DEPTH_TEST );
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nkeynes@1145 | 328 | }
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nkeynes@1145 | 329 |
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nkeynes@1145 | 330 | void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
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nkeynes@1145 | 331 | {
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nkeynes@1145 | 332 | tileentryiter list;
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nkeynes@1145 | 333 |
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nkeynes@1145 | 334 | FOREACH_TILEENTRY(list, tile_entry) {
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nkeynes@1145 | 335 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 336 | if( poly != NULL ) {
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nkeynes@1145 | 337 | do {
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nkeynes@1145 | 338 | gl_render_poly(poly, set_depth);
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nkeynes@1145 | 339 | poly = poly->next;
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nkeynes@1145 | 340 | } while( list.strip_count-- > 0 );
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nkeynes@1145 | 341 | }
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nkeynes@1145 | 342 | }
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nkeynes@1145 | 343 | }
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nkeynes@1145 | 344 |
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nkeynes@1145 | 345 | /**
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nkeynes@1145 | 346 | * Render the tilelist with depthbuffer updates only.
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nkeynes@1145 | 347 | */
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nkeynes@1145 | 348 | static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
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nkeynes@1145 | 349 | {
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nkeynes@1145 | 350 | tileentryiter list;
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nkeynes@1145 | 351 |
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nkeynes@1145 | 352 | FOREACH_TILEENTRY(list, tile_entry) {
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nkeynes@1145 | 353 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 354 | if( poly != NULL ) {
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nkeynes@1145 | 355 | do {
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nkeynes@1145 | 356 | render_set_base_context(poly->context[0],TRUE);
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nkeynes@1145 | 357 | gl_draw_vertexes(poly);
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nkeynes@1145 | 358 | poly = poly->next;
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nkeynes@1145 | 359 | } while( list.strip_count-- > 0 );
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nkeynes@1145 | 360 | }
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nkeynes@1145 | 361 | }
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nkeynes@1145 | 362 | }
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nkeynes@1145 | 363 |
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nkeynes@1145 | 364 | static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
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nkeynes@1145 | 365 | {
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nkeynes@1145 | 366 | tileentryiter list;
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nkeynes@863 | 367 |
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nkeynes@863 | 368 | if( !IS_TILE_PTR(tile_entry) )
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nkeynes@863 | 369 | return;
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nkeynes@863 | 370 |
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nkeynes@863 | 371 | glEnable( GL_STENCIL_TEST );
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nkeynes@863 | 372 | glEnable( GL_DEPTH_TEST );
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nkeynes@863 | 373 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@863 | 374 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 375 | glStencilMask( 0x01 );
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nkeynes@1145 | 376 | glDepthFunc( GL_LEQUAL );
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nkeynes@863 | 377 | glDepthMask( GL_FALSE );
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nkeynes@863 | 378 |
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nkeynes@1145 | 379 | FOREACH_TILEENTRY(list, tile_entry ) {
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nkeynes@1145 | 380 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 381 | if( poly != NULL ) {
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nkeynes@1145 | 382 | do {
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nkeynes@864 | 383 | gl_render_modifier_polygon( poly, tile_bounds );
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nkeynes@863 | 384 | poly = poly->next;
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nkeynes@1145 | 385 | } while( list.strip_count-- > 0 );
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nkeynes@863 | 386 | }
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nkeynes@863 | 387 | }
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nkeynes@1145 | 388 | glDepthMask( GL_TRUE );
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nkeynes@1145 | 389 | glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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nkeynes@1145 | 390 | glDisable( GL_STENCIL_TEST );
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nkeynes@639 | 391 | }
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nkeynes@639 | 392 |
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nkeynes@639 | 393 | /**
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nkeynes@639 | 394 | * Render the currently defined scene in pvr2_scene
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nkeynes@639 | 395 | */
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nkeynes@639 | 396 | void pvr2_scene_render( render_buffer_t buffer )
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nkeynes@639 | 397 | {
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nkeynes@639 | 398 | /* Scene setup */
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nkeynes@645 | 399 | struct timeval start_tv, tex_tv, end_tv;
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nkeynes@645 | 400 |
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nkeynes@645 | 401 | gettimeofday(&start_tv, NULL);
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nkeynes@639 | 402 | display_driver->set_render_target(buffer);
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nkeynes@639 | 403 | pvr2_check_palette_changed();
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nkeynes@645 | 404 | pvr2_scene_load_textures();
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nkeynes@736 | 405 |
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nkeynes@645 | 406 | gettimeofday( &tex_tv, NULL );
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nkeynes@645 | 407 | uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
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nkeynes@736 | 408 | (tex_tv.tv_usec - start_tv.tv_usec)/1000;
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nkeynes@645 | 409 | DEBUG( "Scene setup in %dms", ms );
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nkeynes@639 | 410 |
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nkeynes@639 | 411 | /* Setup view projection matrix */
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nkeynes@639 | 412 | glMatrixMode(GL_PROJECTION);
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nkeynes@639 | 413 | glLoadIdentity();
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nkeynes@639 | 414 | float nearz = pvr2_scene.bounds[4];
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nkeynes@639 | 415 | float farz = pvr2_scene.bounds[5];
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nkeynes@639 | 416 | if( nearz == farz ) {
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nkeynes@687 | 417 | farz*= 4.0;
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nkeynes@639 | 418 | }
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nkeynes@639 | 419 | glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0,
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nkeynes@736 | 420 | -farz, -nearz );
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nkeynes@649 | 421 | float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
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nkeynes@649 | 422 | glAlphaFunc( GL_GEQUAL, alphaRef );
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nkeynes@639 | 423 |
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nkeynes@639 | 424 | /* Clear the buffer (FIXME: May not want always want to do this) */
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nkeynes@639 | 425 | glDisable( GL_SCISSOR_TEST );
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nkeynes@651 | 426 | glDepthMask( GL_TRUE );
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nkeynes@864 | 427 | glStencilMask( 0x03 );
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nkeynes@639 | 428 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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nkeynes@639 | 429 |
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nkeynes@639 | 430 | /* Setup vertex array pointers */
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nkeynes@687 | 431 | glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
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nkeynes@687 | 432 | glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
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nkeynes@1140 | 433 | glTexCoordPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
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nkeynes@687 | 434 | glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
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nkeynes@847 | 435 | glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
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nkeynes@669 | 436 | /* Turn on the shaders (if available) */
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nkeynes@1130 | 437 | glsl_set_shader(DEFAULT_PROGRAM);
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nkeynes@639 | 438 |
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nkeynes@687 | 439 | /* Render the background */
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nkeynes@687 | 440 | gl_render_bkgnd( pvr2_scene.bkgnd_poly );
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nkeynes@736 | 441 |
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nkeynes@639 | 442 | glEnable( GL_SCISSOR_TEST );
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nkeynes@1132 | 443 | glEnable( GL_COLOR_SUM );
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nkeynes@1132 | 444 | glEnable( GL_FOG );
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nkeynes@1138 | 445 | glEnable( GL_TEXTURE_2D );
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nkeynes@639 | 446 |
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nkeynes@639 | 447 | /* Process the segment list */
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nkeynes@639 | 448 | struct tile_segment *segment = pvr2_scene.segment_list;
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nkeynes@639 | 449 | do {
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nkeynes@736 | 450 | int tilex = SEGMENT_X(segment->control);
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nkeynes@736 | 451 | int tiley = SEGMENT_Y(segment->control);
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nkeynes@639 | 452 |
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nkeynes@736 | 453 | uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
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nkeynes@736 | 454 | if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
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nkeynes@736 | 455 | continue; // fully clipped, skip tile
|
nkeynes@736 | 456 | }
|
nkeynes@736 | 457 |
|
nkeynes@736 | 458 | /* Clip to the visible part of the tile */
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nkeynes@736 | 459 | glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3],
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nkeynes@736 | 460 | tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
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nkeynes@864 | 461 | if( display_driver->capabilities.stencil_bits >= 2 &&
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nkeynes@863 | 462 | IS_TILE_PTR(segment->opaquemod_ptr) &&
|
nkeynes@863 | 463 | !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
|
nkeynes@863 | 464 | /* Don't do this unless there's actually some shadow polygons */
|
nkeynes@863 | 465 |
|
nkeynes@863 | 466 | /* Use colormask instead of drawbuffer for simplicity */
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nkeynes@863 | 467 | glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
nkeynes@863 | 468 | gl_render_tilelist_depthonly(segment->opaque_ptr);
|
nkeynes@864 | 469 | gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
|
nkeynes@863 | 470 | glClear( GL_DEPTH_BUFFER_BIT );
|
nkeynes@863 | 471 | glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
nkeynes@736 | 472 | }
|
nkeynes@1137 | 473 | gl_render_tilelist(segment->opaque_ptr,TRUE);
|
nkeynes@863 | 474 | if( IS_TILE_PTR(segment->punchout_ptr) ) {
|
nkeynes@863 | 475 | glEnable(GL_ALPHA_TEST );
|
nkeynes@1137 | 476 | glDepthFunc(GL_GEQUAL);
|
nkeynes@1137 | 477 | gl_render_tilelist(segment->punchout_ptr, FALSE );
|
nkeynes@863 | 478 | glDisable(GL_ALPHA_TEST );
|
nkeynes@863 | 479 | }
|
nkeynes@1133 | 480 |
|
nkeynes@736 | 481 | if( IS_TILE_PTR(segment->trans_ptr) ) {
|
nkeynes@736 | 482 | if( pvr2_scene.sort_mode == SORT_NEVER ||
|
nkeynes@736 | 483 | (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
|
nkeynes@1137 | 484 | gl_render_tilelist(segment->trans_ptr, TRUE);
|
nkeynes@736 | 485 | } else {
|
nkeynes@736 | 486 | render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
|
nkeynes@736 | 487 | }
|
nkeynes@736 | 488 | }
|
nkeynes@639 | 489 | } while( !IS_LAST_SEGMENT(segment++) );
|
nkeynes@639 | 490 | glDisable( GL_SCISSOR_TEST );
|
nkeynes@1132 | 491 | glDisable( GL_COLOR_SUM );
|
nkeynes@1132 | 492 | glDisable( GL_FOG );
|
nkeynes@1130 | 493 | glsl_clear_shader();
|
nkeynes@669 | 494 |
|
nkeynes@645 | 495 | gettimeofday( &end_tv, NULL );
|
nkeynes@645 | 496 | ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
|
nkeynes@736 | 497 | (end_tv.tv_usec - tex_tv.tv_usec)/1000;
|
nkeynes@645 | 498 | DEBUG( "Scene render in %dms", ms );
|
nkeynes@639 | 499 | }
|