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@1207 | 27 | #include "pvr2/shaders.h"
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nkeynes@653 | 28 |
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nkeynes@1156 | 29 | #ifdef APPLE_BUILD
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nkeynes@1156 | 30 | #include "OpenGL/CGLCurrent.h"
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nkeynes@1156 | 31 | #include "OpenGL/CGLMacro.h"
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nkeynes@1156 | 32 |
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nkeynes@1156 | 33 | static CGLContextObj CGL_MACRO_CONTEXT;
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nkeynes@1156 | 34 | #endif
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nkeynes@1156 | 35 |
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nkeynes@1232 | 36 | #define IS_NONEMPTY_TILE_LIST(p) (IS_TILE_PTR(p) && ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) != 0x0F))
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nkeynes@639 | 37 |
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nkeynes@645 | 38 | int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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nkeynes@736 | 39 | GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
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nkeynes@736 | 40 | GL_ALWAYS };
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nkeynes@645 | 41 | int pvr2_poly_srcblend[8] = {
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nkeynes@736 | 42 | GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
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nkeynes@736 | 43 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 44 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 45 | int pvr2_poly_dstblend[8] = {
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nkeynes@736 | 46 | GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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nkeynes@736 | 47 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 48 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 49 |
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nkeynes@1140 | 50 | static gboolean have_shaders = FALSE;
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nkeynes@1154 | 51 | static int currentTexId = -1;
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nkeynes@1154 | 52 |
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nkeynes@1154 | 53 | static inline void bind_texture(int texid)
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nkeynes@1154 | 54 | {
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nkeynes@1154 | 55 | if( currentTexId != texid ) {
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nkeynes@1154 | 56 | currentTexId = texid;
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nkeynes@1154 | 57 | glBindTexture(GL_TEXTURE_2D, texid);
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nkeynes@1154 | 58 | }
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nkeynes@1154 | 59 | }
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nkeynes@1140 | 60 |
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nkeynes@639 | 61 | /**
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nkeynes@639 | 62 | * Clip the tile bounds to the clipping plane.
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nkeynes@639 | 63 | * @return TRUE if the tile was not clipped completely.
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nkeynes@639 | 64 | */
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nkeynes@1232 | 65 | static gboolean clip_tile_bounds( uint32_t *tile, uint32_t *clip )
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nkeynes@639 | 66 | {
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nkeynes@639 | 67 | if( tile[0] < clip[0] ) tile[0] = clip[0];
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nkeynes@639 | 68 | if( tile[1] > clip[1] ) tile[1] = clip[1];
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nkeynes@639 | 69 | if( tile[2] < clip[2] ) tile[2] = clip[2];
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nkeynes@639 | 70 | if( tile[3] > clip[3] ) tile[3] = clip[3];
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nkeynes@639 | 71 | return tile[0] < tile[1] && tile[2] < tile[3];
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nkeynes@639 | 72 | }
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nkeynes@639 | 73 |
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nkeynes@1145 | 74 | static void drawrect2d( uint32_t tile_bounds[], float z )
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nkeynes@1145 | 75 | {
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nkeynes@1232 | 76 | glBegin( GL_TRIANGLE_STRIP );
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nkeynes@1145 | 77 | glVertex3f( tile_bounds[0], tile_bounds[2], z );
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nkeynes@1145 | 78 | glVertex3f( tile_bounds[1], tile_bounds[2], z );
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nkeynes@1232 | 79 | glVertex3f( tile_bounds[0], tile_bounds[3], z );
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nkeynes@1145 | 80 | glVertex3f( tile_bounds[1], tile_bounds[3], z );
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nkeynes@1145 | 81 | glEnd();
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nkeynes@1145 | 82 | }
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nkeynes@1145 | 83 |
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nkeynes@1154 | 84 | static void pvr2_scene_load_textures()
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nkeynes@645 | 85 | {
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nkeynes@645 | 86 | int i;
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nkeynes@886 | 87 |
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nkeynes@1135 | 88 | texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
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nkeynes@886 | 89 | (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
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nkeynes@886 | 90 |
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nkeynes@645 | 91 | for( i=0; i < pvr2_scene.poly_count; i++ ) {
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nkeynes@736 | 92 | struct polygon_struct *poly = &pvr2_scene.poly_array[i];
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nkeynes@736 | 93 | if( POLY1_TEXTURED(poly->context[0]) ) {
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nkeynes@1135 | 94 | poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
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nkeynes@736 | 95 | if( poly->mod_vertex_index != -1 ) {
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nkeynes@863 | 96 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@1135 | 97 | poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
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nkeynes@863 | 98 | } else {
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nkeynes@863 | 99 | poly->mod_tex_id = poly->tex_id;
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nkeynes@863 | 100 | }
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nkeynes@736 | 101 | }
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nkeynes@736 | 102 | } else {
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nkeynes@1138 | 103 | poly->tex_id = 0;
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nkeynes@1138 | 104 | poly->mod_tex_id = 0;
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nkeynes@736 | 105 | }
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nkeynes@645 | 106 | }
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nkeynes@645 | 107 | }
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nkeynes@645 | 108 |
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nkeynes@645 | 109 |
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nkeynes@639 | 110 | /**
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nkeynes@639 | 111 | * Once-off call to setup the OpenGL context.
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nkeynes@639 | 112 | */
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nkeynes@639 | 113 | void pvr2_setup_gl_context()
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nkeynes@639 | 114 | {
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nkeynes@1140 | 115 | if( glsl_is_supported() && isGLMultitextureSupported() ) {
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nkeynes@1130 | 116 | if( !glsl_load_shaders( ) ) {
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nkeynes@665 | 117 | WARN( "Unable to load GL shaders" );
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nkeynes@1140 | 118 | } else {
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nkeynes@1140 | 119 | have_shaders = TRUE;
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nkeynes@665 | 120 | }
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nkeynes@665 | 121 | }
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nkeynes@736 | 122 |
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nkeynes@1156 | 123 | #ifdef APPLE_BUILD
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nkeynes@1156 | 124 | CGL_MACRO_CONTEXT = CGLGetCurrentContext();
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nkeynes@1156 | 125 | #endif
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nkeynes@1233 | 126 | texcache_gl_init(have_shaders); // Allocate texture IDs
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nkeynes@1236 | 127 |
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nkeynes@1236 | 128 | /* Global settings */
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nkeynes@1133 | 129 | glDisable( GL_CULL_FACE );
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nkeynes@639 | 130 | glEnable( GL_BLEND );
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nkeynes@1236 | 131 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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nkeynes@639 | 132 |
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nkeynes@687 | 133 | #ifdef HAVE_OPENGL_CLAMP_COLOR
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nkeynes@687 | 134 | if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
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nkeynes@687 | 135 | glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 136 | glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 137 | }
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nkeynes@687 | 138 | #endif
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nkeynes@653 | 139 |
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nkeynes@1242 | 140 | #ifdef HAVE_OPENGL_FIXEDFUNC
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nkeynes@1236 | 141 | /* Setup defaults for perspective correction + matrices */
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nkeynes@1236 | 142 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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nkeynes@1236 | 143 | glMatrixMode(GL_MODELVIEW);
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nkeynes@1236 | 144 | glLoadIdentity();
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nkeynes@1236 | 145 | glMatrixMode(GL_PROJECTION);
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nkeynes@1236 | 146 | #endif
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nkeynes@1236 | 147 |
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nkeynes@639 | 148 |
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nkeynes@1232 | 149 | #ifdef HAVE_OPENGL_CLEAR_DEPTHF
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nkeynes@1232 | 150 | glClearDepthf(0);
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nkeynes@1232 | 151 | #else
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nkeynes@639 | 152 | glClearDepth(0);
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nkeynes@1232 | 153 | #endif
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nkeynes@639 | 154 | glClearStencil(0);
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nkeynes@639 | 155 | }
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nkeynes@639 | 156 |
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nkeynes@864 | 157 | /**
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nkeynes@864 | 158 | * Setup the basic context that's shared between normal and modified modes -
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nkeynes@864 | 159 | * depth, culling
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nkeynes@864 | 160 | */
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nkeynes@1137 | 161 | static void render_set_base_context( uint32_t poly1, gboolean set_depth )
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nkeynes@864 | 162 | {
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nkeynes@1137 | 163 | if( set_depth ) {
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nkeynes@865 | 164 | glDepthFunc( POLY1_DEPTH_MODE(poly1) );
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nkeynes@865 | 165 | }
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nkeynes@865 | 166 |
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nkeynes@864 | 167 | glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
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nkeynes@865 | 168 | }
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nkeynes@864 | 169 |
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nkeynes@865 | 170 | /**
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nkeynes@865 | 171 | * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
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nkeynes@865 | 172 | */
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nkeynes@1154 | 173 | static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
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nkeynes@865 | 174 | {
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nkeynes@863 | 175 | glShadeModel( POLY1_SHADE_MODEL(poly1) );
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nkeynes@1140 | 176 |
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nkeynes@1232 | 177 | #ifdef HAVE_OPENGL_FIXEDFUNC
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nkeynes@1219 | 178 | if( !have_shaders ) {
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nkeynes@1219 | 179 | if( POLY1_TEXTURED(poly1) ) {
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nkeynes@1219 | 180 | if( POLY2_TEX_BLEND(poly2) == 2 )
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nkeynes@1219 | 181 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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nkeynes@1219 | 182 | else
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nkeynes@1219 | 183 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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nkeynes@1232 | 184 |
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nkeynes@1232 | 185 | }
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nkeynes@1140 | 186 |
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nkeynes@1232 | 187 | switch( POLY2_FOG_MODE(poly2) ) {
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nkeynes@1232 | 188 | case PVR2_POLY_FOG_LOOKUP:
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nkeynes@1232 | 189 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
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nkeynes@1232 | 190 | break;
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nkeynes@1232 | 191 | case PVR2_POLY_FOG_VERTEX:
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nkeynes@1232 | 192 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
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nkeynes@1232 | 193 | break;
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nkeynes@1232 | 194 | }
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nkeynes@863 | 195 | }
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nkeynes@1232 | 196 | #endif
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nkeynes@653 | 197 |
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nkeynes@863 | 198 | int srcblend = POLY2_SRC_BLEND(poly2);
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nkeynes@863 | 199 | int destblend = POLY2_DEST_BLEND(poly2);
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nkeynes@863 | 200 | glBlendFunc( srcblend, destblend );
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nkeynes@863 | 201 |
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nkeynes@863 | 202 | if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
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nkeynes@863 | 203 | WARN( "Accumulation buffer not supported" );
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nkeynes@863 | 204 | }
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nkeynes@863 | 205 | }
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nkeynes@863 | 206 |
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nkeynes@645 | 207 | /**
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nkeynes@645 | 208 | * Setup the GL context for the supplied polygon context.
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nkeynes@645 | 209 | * @param context pointer to 3 or 5 words of polygon context
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nkeynes@865 | 210 | * @param depth_mode force depth mode, or 0 to use the polygon's
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nkeynes@865 | 211 | * depth mode.
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nkeynes@645 | 212 | */
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nkeynes@1154 | 213 | static void render_set_context( uint32_t *context, gboolean set_depth )
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nkeynes@645 | 214 | {
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nkeynes@1137 | 215 | render_set_base_context(context[0], set_depth);
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nkeynes@1137 | 216 | render_set_tsp_context(context[0],context[1]);
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nkeynes@645 | 217 | }
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nkeynes@645 | 218 |
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nkeynes@1133 | 219 | static inline void gl_draw_vertexes( struct polygon_struct *poly )
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nkeynes@1133 | 220 | {
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nkeynes@1133 | 221 | do {
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nkeynes@1133 | 222 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
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nkeynes@1133 | 223 | poly = poly->sub_next;
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nkeynes@1133 | 224 | } while( poly != NULL );
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nkeynes@1133 | 225 | }
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nkeynes@1133 | 226 |
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nkeynes@1133 | 227 | static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
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nkeynes@1133 | 228 | {
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nkeynes@1133 | 229 | do {
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nkeynes@1133 | 230 | glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
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nkeynes@1133 | 231 | poly = poly->sub_next;
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nkeynes@1133 | 232 | } while( poly != NULL );
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nkeynes@1133 | 233 | }
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nkeynes@645 | 234 |
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nkeynes@1153 | 235 | static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
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nkeynes@639 | 236 | {
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nkeynes@1133 | 237 | if( poly->vertex_count == 0 )
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nkeynes@1133 | 238 | return; /* Culled */
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nkeynes@1133 | 239 |
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nkeynes@1154 | 240 | bind_texture(poly->tex_id);
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nkeynes@863 | 241 | if( poly->mod_vertex_index == -1 ) {
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nkeynes@1137 | 242 | render_set_context( poly->context, set_depth );
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nkeynes@1133 | 243 | gl_draw_vertexes(poly);
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nkeynes@864 | 244 | } else {
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nkeynes@864 | 245 | glEnable( GL_STENCIL_TEST );
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nkeynes@1137 | 246 | render_set_base_context( poly->context[0], set_depth );
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nkeynes@1137 | 247 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@864 | 248 | glStencilFunc(GL_EQUAL, 0, 2);
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nkeynes@1133 | 249 | gl_draw_vertexes(poly);
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nkeynes@863 | 250 |
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nkeynes@863 | 251 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@1154 | 252 | bind_texture(poly->mod_tex_id);
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nkeynes@1137 | 253 | render_set_tsp_context( poly->context[0], poly->context[3] );
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nkeynes@863 | 254 | }
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nkeynes@864 | 255 | glStencilFunc(GL_EQUAL, 2, 2);
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nkeynes@1133 | 256 | gl_draw_mod_vertexes(poly);
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nkeynes@1136 | 257 | glDisable( GL_STENCIL_TEST );
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nkeynes@863 | 258 | }
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nkeynes@639 | 259 | }
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nkeynes@639 | 260 |
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nkeynes@687 | 261 |
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nkeynes@1145 | 262 | static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
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nkeynes@864 | 263 | {
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nkeynes@864 | 264 | /* A bit of explanation:
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nkeynes@864 | 265 | * In theory it works like this: generate a 1-bit stencil for each polygon
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nkeynes@864 | 266 | * volume, and then AND or OR it against the overall 1-bit tile stencil at
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nkeynes@864 | 267 | * the end of the volume.
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nkeynes@864 | 268 | *
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nkeynes@864 | 269 | * The implementation here uses a 2-bit stencil buffer, where each volume
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nkeynes@864 | 270 | * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
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nkeynes@864 | 271 | * to update bit 1 accordingly and clear bit 0.
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nkeynes@864 | 272 | *
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nkeynes@864 | 273 | * This could probably be more efficient, but at least it works correctly
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nkeynes@864 | 274 | * now :)
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nkeynes@864 | 275 | */
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nkeynes@864 | 276 |
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nkeynes@1133 | 277 | if( poly->vertex_count == 0 )
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nkeynes@1133 | 278 | return; /* Culled */
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nkeynes@1133 | 279 |
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nkeynes@1133 | 280 | gl_draw_vertexes(poly);
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nkeynes@1133 | 281 |
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nkeynes@1133 | 282 |
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nkeynes@864 | 283 |
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nkeynes@864 | 284 | int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
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nkeynes@864 | 285 | if( poly_type == PVR2_VOLUME_REGION0 ) {
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nkeynes@864 | 286 | /* 00 => 00
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nkeynes@864 | 287 | * 01 => 00
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nkeynes@864 | 288 | * 10 => 10
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nkeynes@864 | 289 | * 11 => 00
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nkeynes@864 | 290 | */
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nkeynes@864 | 291 | glStencilMask( 0x03 );
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nkeynes@864 | 292 | glStencilFunc(GL_EQUAL, 0x02, 0x03);
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nkeynes@864 | 293 | glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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nkeynes@864 | 294 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 295 |
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nkeynes@864 | 296 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 297 |
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nkeynes@864 | 298 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 299 | glStencilMask( 0x01 );
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nkeynes@864 | 300 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 301 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 302 | } else if( poly_type == PVR2_VOLUME_REGION1 ) {
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nkeynes@864 | 303 | /* This is harder with the standard stencil ops - do it in two passes
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nkeynes@864 | 304 | * 00 => 00 | 00 => 10
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nkeynes@864 | 305 | * 01 => 10 | 01 => 10
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nkeynes@864 | 306 | * 10 => 10 | 10 => 00
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nkeynes@864 | 307 | * 11 => 10 | 11 => 10
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nkeynes@864 | 308 | */
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nkeynes@864 | 309 | glStencilMask( 0x02 );
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nkeynes@864 | 310 | glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
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nkeynes@864 | 311 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 312 |
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nkeynes@864 | 313 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 314 |
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nkeynes@864 | 315 | glStencilMask( 0x03 );
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nkeynes@864 | 316 | glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
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nkeynes@864 | 317 | glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
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nkeynes@864 | 318 |
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nkeynes@864 | 319 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 320 |
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nkeynes@864 | 321 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 322 | glStencilMask( 0x01 );
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nkeynes@864 | 323 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 324 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 325 | }
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nkeynes@864 | 326 | }
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nkeynes@864 | 327 |
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nkeynes@1145 | 328 | static void gl_render_bkgnd( struct polygon_struct *poly )
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nkeynes@863 | 329 | {
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nkeynes@1154 | 330 | bind_texture(poly->tex_id);
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nkeynes@1145 | 331 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@1145 | 332 | glDisable( GL_DEPTH_TEST );
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nkeynes@1145 | 333 | glBlendFunc( GL_ONE, GL_ZERO );
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nkeynes@1145 | 334 | gl_draw_vertexes(poly);
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nkeynes@1145 | 335 | glEnable( GL_DEPTH_TEST );
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nkeynes@1145 | 336 | }
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nkeynes@1145 | 337 |
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nkeynes@1154 | 338 | void gl_render_triangle( struct polygon_struct *poly, int index )
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nkeynes@1154 | 339 | {
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nkeynes@1154 | 340 | bind_texture(poly->tex_id);
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nkeynes@1154 | 341 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@1154 | 342 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 );
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nkeynes@1154 | 343 |
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nkeynes@1154 | 344 | }
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nkeynes@1154 | 345 |
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nkeynes@1145 | 346 | void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
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nkeynes@1145 | 347 | {
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nkeynes@1145 | 348 | tileentryiter list;
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nkeynes@1145 | 349 |
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nkeynes@1145 | 350 | FOREACH_TILEENTRY(list, tile_entry) {
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nkeynes@1145 | 351 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 352 | if( poly != NULL ) {
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nkeynes@1145 | 353 | do {
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nkeynes@1145 | 354 | gl_render_poly(poly, set_depth);
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nkeynes@1145 | 355 | poly = poly->next;
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nkeynes@1145 | 356 | } while( list.strip_count-- > 0 );
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nkeynes@1145 | 357 | }
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nkeynes@1145 | 358 | }
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nkeynes@1145 | 359 | }
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nkeynes@1145 | 360 |
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nkeynes@1145 | 361 | /**
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nkeynes@1145 | 362 | * Render the tilelist with depthbuffer updates only.
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nkeynes@1145 | 363 | */
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nkeynes@1145 | 364 | static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
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nkeynes@1145 | 365 | {
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nkeynes@1145 | 366 | tileentryiter list;
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nkeynes@1145 | 367 |
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nkeynes@1145 | 368 | FOREACH_TILEENTRY(list, tile_entry) {
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nkeynes@1145 | 369 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 370 | if( poly != NULL ) {
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nkeynes@1145 | 371 | do {
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nkeynes@1145 | 372 | render_set_base_context(poly->context[0],TRUE);
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nkeynes@1145 | 373 | gl_draw_vertexes(poly);
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nkeynes@1145 | 374 | poly = poly->next;
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nkeynes@1145 | 375 | } while( list.strip_count-- > 0 );
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nkeynes@1145 | 376 | }
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nkeynes@1145 | 377 | }
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nkeynes@1145 | 378 | }
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nkeynes@1145 | 379 |
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nkeynes@1145 | 380 | static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
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nkeynes@1145 | 381 | {
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nkeynes@1145 | 382 | tileentryiter list;
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nkeynes@863 | 383 |
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nkeynes@1145 | 384 | FOREACH_TILEENTRY(list, tile_entry ) {
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nkeynes@1145 | 385 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 386 | if( poly != NULL ) {
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nkeynes@1145 | 387 | do {
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nkeynes@864 | 388 | gl_render_modifier_polygon( poly, tile_bounds );
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nkeynes@863 | 389 | poly = poly->next;
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nkeynes@1145 | 390 | } while( list.strip_count-- > 0 );
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nkeynes@863 | 391 | }
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nkeynes@863 | 392 | }
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nkeynes@1232 | 393 | }
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nkeynes@1232 | 394 |
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nkeynes@1232 | 395 |
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nkeynes@1232 | 396 | #ifdef HAVE_OPENGL_FIXEDFUNC
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nkeynes@1232 | 397 | void pvr2_scene_setup_fixed( GLfloat *viewMatrix )
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nkeynes@1232 | 398 | {
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nkeynes@1232 | 399 | glLoadMatrixf(viewMatrix);
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nkeynes@1236 | 400 | glEnable( GL_DEPTH_TEST );
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nkeynes@1232 | 401 |
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nkeynes@1232 | 402 | glEnable( GL_FOG );
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nkeynes@1232 | 403 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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nkeynes@1232 | 404 | glFogi(GL_FOG_MODE, GL_LINEAR);
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nkeynes@1232 | 405 | glFogf(GL_FOG_START, 0.0);
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nkeynes@1232 | 406 | glFogf(GL_FOG_END, 1.0);
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nkeynes@1232 | 407 |
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nkeynes@1232 | 408 | glEnable( GL_ALPHA_TEST );
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nkeynes@1232 | 409 | glAlphaFunc( GL_GEQUAL, 0 );
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nkeynes@1232 | 410 |
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nkeynes@1232 | 411 | glEnable( GL_COLOR_SUM );
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nkeynes@1232 | 412 |
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nkeynes@1232 | 413 | glEnableClientState( GL_VERTEX_ARRAY );
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nkeynes@1232 | 414 | glEnableClientState( GL_COLOR_ARRAY );
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nkeynes@1232 | 415 | glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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nkeynes@1232 | 416 | glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
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nkeynes@1232 | 417 | glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
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nkeynes@1232 | 418 |
|
nkeynes@1232 | 419 | /* Vertex array pointers */
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nkeynes@1232 | 420 | glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
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nkeynes@1232 | 421 | glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
|
nkeynes@1233 | 422 | glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
|
nkeynes@1232 | 423 | glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
|
nkeynes@1232 | 424 | glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
|
nkeynes@1232 | 425 | }
|
nkeynes@1232 | 426 |
|
nkeynes@1232 | 427 | void pvr2_scene_set_alpha_fixed( float alphaRef )
|
nkeynes@1232 | 428 | {
|
nkeynes@1232 | 429 | glAlphaFunc( GL_GEQUAL, alphaRef );
|
nkeynes@1232 | 430 | }
|
nkeynes@1232 | 431 |
|
nkeynes@1232 | 432 | void pvr2_scene_cleanup_fixed()
|
nkeynes@1232 | 433 | {
|
nkeynes@1232 | 434 | glDisable( GL_COLOR_SUM );
|
nkeynes@1232 | 435 | glDisable( GL_FOG );
|
nkeynes@1232 | 436 | glDisable( GL_ALPHA_TEST );
|
nkeynes@1236 | 437 | glDisable( GL_DEPTH_TEST );
|
nkeynes@1232 | 438 |
|
nkeynes@1232 | 439 | glDisableClientState( GL_VERTEX_ARRAY );
|
nkeynes@1232 | 440 | glDisableClientState( GL_COLOR_ARRAY );
|
nkeynes@1232 | 441 | glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
nkeynes@1232 | 442 | glDisableClientState( GL_SECONDARY_COLOR_ARRAY );
|
nkeynes@1232 | 443 | glDisableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
|
nkeynes@1236 | 444 |
|
nkeynes@1232 | 445 | }
|
nkeynes@1232 | 446 | #else
|
nkeynes@1238 | 447 | void pvr2_scene_setup_fixed( GLfloat *viewMatrix )
|
nkeynes@1232 | 448 | {
|
nkeynes@1232 | 449 | }
|
nkeynes@1232 | 450 | void pvr2_scene_set_alpha_fixed( float alphaRef )
|
nkeynes@1232 | 451 | {
|
nkeynes@1232 | 452 | }
|
nkeynes@1232 | 453 | void pvr2_scene_cleanup_fixed()
|
nkeynes@1232 | 454 | {
|
nkeynes@1232 | 455 | }
|
nkeynes@1232 | 456 | #endif
|
nkeynes@1232 | 457 |
|
nkeynes@1232 | 458 | void pvr2_scene_setup_shader( GLfloat *viewMatrix )
|
nkeynes@1232 | 459 | {
|
nkeynes@1236 | 460 | glEnable( GL_DEPTH_TEST );
|
nkeynes@1236 | 461 |
|
nkeynes@1232 | 462 | glsl_use_pvr2_shader();
|
nkeynes@1232 | 463 | glsl_set_pvr2_shader_view_matrix(viewMatrix);
|
nkeynes@1232 | 464 | glsl_set_pvr2_shader_fog_colour1(pvr2_scene.fog_vert_colour);
|
nkeynes@1232 | 465 | glsl_set_pvr2_shader_fog_colour2(pvr2_scene.fog_lut_colour);
|
nkeynes@1232 | 466 | glsl_set_pvr2_shader_in_vertex_vec3_pointer(&pvr2_scene.vertex_array[0].x, sizeof(struct vertex_struct));
|
nkeynes@1232 | 467 | glsl_set_pvr2_shader_in_colour_pointer(&pvr2_scene.vertex_array[0].rgba[0], sizeof(struct vertex_struct));
|
nkeynes@1232 | 468 | glsl_set_pvr2_shader_in_colour2_pointer(&pvr2_scene.vertex_array[0].offset_rgba[0], sizeof(struct vertex_struct));
|
nkeynes@1232 | 469 | glsl_set_pvr2_shader_in_texcoord_pointer(&pvr2_scene.vertex_array[0].u, sizeof(struct vertex_struct));
|
nkeynes@1232 | 470 | glsl_set_pvr2_shader_alpha_ref(0.0);
|
nkeynes@1232 | 471 | glsl_set_pvr2_shader_primary_texture(0);
|
nkeynes@1232 | 472 | glsl_set_pvr2_shader_palette_texture(1);
|
nkeynes@1232 | 473 | }
|
nkeynes@1232 | 474 |
|
nkeynes@1232 | 475 | void pvr2_scene_cleanup_shader( )
|
nkeynes@1232 | 476 | {
|
nkeynes@1232 | 477 | glsl_clear_shader();
|
nkeynes@1236 | 478 |
|
nkeynes@1236 | 479 | glDisable( GL_DEPTH_TEST );
|
nkeynes@1232 | 480 | }
|
nkeynes@1232 | 481 |
|
nkeynes@1232 | 482 | void pvr2_scene_set_alpha_shader( float alphaRef )
|
nkeynes@1232 | 483 | {
|
nkeynes@1232 | 484 | glsl_set_pvr2_shader_alpha_ref(alphaRef);
|
nkeynes@639 | 485 | }
|
nkeynes@639 | 486 |
|
nkeynes@639 | 487 | /**
|
nkeynes@639 | 488 | * Render the currently defined scene in pvr2_scene
|
nkeynes@639 | 489 | */
|
nkeynes@639 | 490 | void pvr2_scene_render( render_buffer_t buffer )
|
nkeynes@639 | 491 | {
|
nkeynes@639 | 492 | /* Scene setup */
|
nkeynes@645 | 493 | struct timeval start_tv, tex_tv, end_tv;
|
nkeynes@1232 | 494 | int i;
|
nkeynes@1232 | 495 | GLfloat viewMatrix[16];
|
nkeynes@1232 | 496 | uint32_t clip_bounds[4];
|
nkeynes@1232 | 497 |
|
nkeynes@645 | 498 |
|
nkeynes@645 | 499 | gettimeofday(&start_tv, NULL);
|
nkeynes@639 | 500 | display_driver->set_render_target(buffer);
|
nkeynes@639 | 501 | pvr2_check_palette_changed();
|
nkeynes@645 | 502 | pvr2_scene_load_textures();
|
nkeynes@1154 | 503 | currentTexId = -1;
|
nkeynes@736 | 504 |
|
nkeynes@645 | 505 | gettimeofday( &tex_tv, NULL );
|
nkeynes@645 | 506 | uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
|
nkeynes@736 | 507 | (tex_tv.tv_usec - start_tv.tv_usec)/1000;
|
nkeynes@1232 | 508 | DEBUG( "Texture load in %dms", ms );
|
nkeynes@639 | 509 |
|
nkeynes@1232 | 510 | float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
|
nkeynes@639 | 511 | float nearz = pvr2_scene.bounds[4];
|
nkeynes@639 | 512 | float farz = pvr2_scene.bounds[5];
|
nkeynes@639 | 513 | if( nearz == farz ) {
|
nkeynes@687 | 514 | farz*= 4.0;
|
nkeynes@639 | 515 | }
|
nkeynes@1232 | 516 |
|
nkeynes@1232 | 517 | /* Generate integer clip boundaries */
|
nkeynes@1232 | 518 | for( i=0; i<4; i++ ) {
|
nkeynes@1232 | 519 | clip_bounds[i] = (uint32_t)pvr2_scene.bounds[i];
|
nkeynes@1232 | 520 | }
|
nkeynes@1232 | 521 |
|
nkeynes@1236 | 522 | defineOrthoMatrix(viewMatrix, pvr2_scene.buffer_width, pvr2_scene.buffer_height, -farz, -nearz);
|
nkeynes@1232 | 523 |
|
nkeynes@1232 | 524 | if( have_shaders ) {
|
nkeynes@1232 | 525 | pvr2_scene_setup_shader(viewMatrix);
|
nkeynes@1232 | 526 | } else {
|
nkeynes@1232 | 527 | pvr2_scene_setup_fixed(viewMatrix);
|
nkeynes@1232 | 528 | }
|
nkeynes@1232 | 529 |
|
nkeynes@639 | 530 |
|
nkeynes@639 | 531 | /* Clear the buffer (FIXME: May not want always want to do this) */
|
nkeynes@639 | 532 | glDisable( GL_SCISSOR_TEST );
|
nkeynes@651 | 533 | glDepthMask( GL_TRUE );
|
nkeynes@864 | 534 | glStencilMask( 0x03 );
|
nkeynes@639 | 535 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
|
nkeynes@639 | 536 |
|
nkeynes@687 | 537 | /* Render the background */
|
nkeynes@687 | 538 | gl_render_bkgnd( pvr2_scene.bkgnd_poly );
|
nkeynes@736 | 539 |
|
nkeynes@639 | 540 | glEnable( GL_SCISSOR_TEST );
|
nkeynes@1138 | 541 | glEnable( GL_TEXTURE_2D );
|
nkeynes@639 | 542 |
|
nkeynes@1232 | 543 | struct tile_segment *segment;
|
nkeynes@639 | 544 |
|
nkeynes@1232 | 545 | #define FOREACH_SEGMENT(segment) \
|
nkeynes@1232 | 546 | segment = pvr2_scene.segment_list; \
|
nkeynes@1232 | 547 | do { \
|
nkeynes@1232 | 548 | int tilex = SEGMENT_X(segment->control); \
|
nkeynes@1232 | 549 | int tiley = SEGMENT_Y(segment->control); \
|
nkeynes@1232 | 550 | \
|
nkeynes@1232 | 551 | uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 }; \
|
nkeynes@1232 | 552 | if( !clip_tile_bounds(tile_bounds, clip_bounds) ) { \
|
nkeynes@1232 | 553 | continue; \
|
nkeynes@736 | 554 | }
|
nkeynes@1232 | 555 | #define END_FOREACH_SEGMENT() \
|
nkeynes@1232 | 556 | } while( !IS_LAST_SEGMENT(segment++) );
|
nkeynes@1232 | 557 | #define CLIP_TO_SEGMENT() \
|
nkeynes@1232 | 558 | glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] )
|
nkeynes@736 | 559 |
|
nkeynes@1232 | 560 | /* Build up the opaque stencil map */
|
nkeynes@1232 | 561 | if( display_driver->capabilities.stencil_bits >= 2 ) {
|
nkeynes@1232 | 562 | glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
nkeynes@1232 | 563 | FOREACH_SEGMENT(segment)
|
nkeynes@1232 | 564 | if( IS_NONEMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
|
nkeynes@1232 | 565 | CLIP_TO_SEGMENT();
|
nkeynes@1232 | 566 | gl_render_tilelist_depthonly(segment->opaque_ptr);
|
nkeynes@1232 | 567 | }
|
nkeynes@1232 | 568 | END_FOREACH_SEGMENT()
|
nkeynes@1153 | 569 |
|
nkeynes@1232 | 570 | glEnable( GL_STENCIL_TEST );
|
nkeynes@1232 | 571 | glStencilFunc( GL_ALWAYS, 0, 1 );
|
nkeynes@1232 | 572 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
|
nkeynes@1232 | 573 | glStencilMask( 0x01 );
|
nkeynes@1232 | 574 | glDepthFunc( GL_LEQUAL );
|
nkeynes@1232 | 575 | glDepthMask( GL_FALSE );
|
nkeynes@1232 | 576 | FOREACH_SEGMENT(segment)
|
nkeynes@1232 | 577 | if( IS_NONEMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
|
nkeynes@1232 | 578 | CLIP_TO_SEGMENT();
|
nkeynes@1232 | 579 | gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
|
nkeynes@1232 | 580 | }
|
nkeynes@1232 | 581 | END_FOREACH_SEGMENT()
|
nkeynes@1232 | 582 | glDepthMask( GL_TRUE );
|
nkeynes@1232 | 583 | glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
|
nkeynes@1232 | 584 | glDisable( GL_SCISSOR_TEST );
|
nkeynes@1232 | 585 | glClear( GL_DEPTH_BUFFER_BIT );
|
nkeynes@1232 | 586 | glEnable( GL_SCISSOR_TEST );
|
nkeynes@1232 | 587 | glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
nkeynes@1232 | 588 | }
|
nkeynes@1232 | 589 |
|
nkeynes@1232 | 590 | /* Render the opaque polygons */
|
nkeynes@1232 | 591 | FOREACH_SEGMENT(segment)
|
nkeynes@1232 | 592 | CLIP_TO_SEGMENT();
|
nkeynes@1153 | 593 | gl_render_tilelist(segment->opaque_ptr,TRUE);
|
nkeynes@1232 | 594 | END_FOREACH_SEGMENT()
|
nkeynes@1236 | 595 | glDisable( GL_STENCIL_TEST );
|
nkeynes@1133 | 596 |
|
nkeynes@1232 | 597 | /* Render the punch-out polygons */
|
nkeynes@1232 | 598 | if( have_shaders )
|
nkeynes@1232 | 599 | pvr2_scene_set_alpha_shader(alphaRef);
|
nkeynes@1232 | 600 | else
|
nkeynes@1232 | 601 | pvr2_scene_set_alpha_fixed(alphaRef);
|
nkeynes@1232 | 602 | glDepthFunc(GL_GEQUAL);
|
nkeynes@1232 | 603 | FOREACH_SEGMENT(segment)
|
nkeynes@1232 | 604 | CLIP_TO_SEGMENT();
|
nkeynes@1232 | 605 | gl_render_tilelist(segment->punchout_ptr, FALSE );
|
nkeynes@1232 | 606 | END_FOREACH_SEGMENT()
|
nkeynes@1232 | 607 | if( have_shaders )
|
nkeynes@1232 | 608 | pvr2_scene_set_alpha_shader(0.0);
|
nkeynes@1232 | 609 | else
|
nkeynes@1232 | 610 | pvr2_scene_set_alpha_fixed(0.0);
|
nkeynes@1232 | 611 |
|
nkeynes@1232 | 612 | /* Render the translucent polygons */
|
nkeynes@1232 | 613 | FOREACH_SEGMENT(segment)
|
nkeynes@1232 | 614 | if( IS_NONEMPTY_TILE_LIST(segment->trans_ptr) ) {
|
nkeynes@1232 | 615 | CLIP_TO_SEGMENT();
|
nkeynes@736 | 616 | if( pvr2_scene.sort_mode == SORT_NEVER ||
|
nkeynes@736 | 617 | (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
|
nkeynes@1137 | 618 | gl_render_tilelist(segment->trans_ptr, TRUE);
|
nkeynes@736 | 619 | } else {
|
nkeynes@736 | 620 | render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
|
nkeynes@736 | 621 | }
|
nkeynes@736 | 622 | }
|
nkeynes@1232 | 623 | END_FOREACH_SEGMENT()
|
nkeynes@1232 | 624 |
|
nkeynes@639 | 625 | glDisable( GL_SCISSOR_TEST );
|
nkeynes@1232 | 626 |
|
nkeynes@1232 | 627 | if( have_shaders ) {
|
nkeynes@1232 | 628 | pvr2_scene_cleanup_shader();
|
nkeynes@1232 | 629 | } else {
|
nkeynes@1232 | 630 | pvr2_scene_cleanup_fixed();
|
nkeynes@1232 | 631 | }
|
nkeynes@669 | 632 |
|
nkeynes@1159 | 633 | pvr2_scene_finished();
|
nkeynes@1159 | 634 |
|
nkeynes@645 | 635 | gettimeofday( &end_tv, NULL );
|
nkeynes@645 | 636 | ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
|
nkeynes@736 | 637 | (end_tv.tv_usec - tex_tv.tv_usec)/1000;
|
nkeynes@645 | 638 | DEBUG( "Scene render in %dms", ms );
|
nkeynes@639 | 639 | }
|