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lxdream.org :: lxdream/src/pvr2/glrender.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/glrender.c
changeset 1139:9af81878480b
prev1138:3bcb705a7ebc
next1140:7dc1c71ece76
author nkeynes
date Sun Oct 24 15:22:59 2010 +1000 (11 years ago)
permissions -rw-r--r--
last change Eliminate GL_REPLACE tex mode in favour of GL_MODULATE (by setting colour
values to 1.0) - one less case for shaders to care about later
file annotate diff log raw
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/**
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 * $Id$
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 *
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 * Standard OpenGL rendering engine. 
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 *
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 * Copyright (c) 2005 Nathan Keynes.
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 */
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#include <assert.h>
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#include <sys/time.h>
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#include "display.h"
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#include "pvr2/pvr2.h"
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#include "pvr2/pvr2mmio.h"
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#include "pvr2/scene.h"
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#include "pvr2/glutil.h"
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#define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
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int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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        GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, 
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        GL_ALWAYS };
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int pvr2_poly_srcblend[8] = { 
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        GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
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        GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, 
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        GL_ONE_MINUS_DST_ALPHA };
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int pvr2_poly_dstblend[8] = {
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        GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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        GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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        GL_ONE_MINUS_DST_ALPHA };
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int pvr2_poly_texblend[4] = {
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        GL_REPLACE, 
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        GL_MODULATE,  
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        GL_DECAL, 
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        GL_MODULATE 
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};
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/**
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 * Clip the tile bounds to the clipping plane. 
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 * @return TRUE if the tile was not clipped completely.
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 */
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static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
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{
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    if( tile[0] < clip[0] ) tile[0] = clip[0];
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    if( tile[1] > clip[1] ) tile[1] = clip[1];
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    if( tile[2] < clip[2] ) tile[2] = clip[2];
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    if( tile[3] > clip[3] ) tile[3] = clip[3];
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    return tile[0] < tile[1] && tile[2] < tile[3];
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}
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void pvr2_scene_load_textures()
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{
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    int i;
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    texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
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                         (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
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    for( i=0; i < pvr2_scene.poly_count; i++ ) {
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        struct polygon_struct *poly = &pvr2_scene.poly_array[i];
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        if( POLY1_TEXTURED(poly->context[0]) ) {
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            poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
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            if( poly->mod_vertex_index != -1 ) {
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                if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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                    poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
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                } else {
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                    poly->mod_tex_id = poly->tex_id;
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                }
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            }
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        } else {
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            poly->tex_id = 0;
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            poly->mod_tex_id = 0;
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        }
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    }
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}
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/**
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 * Once-off call to setup the OpenGL context.
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 */
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void pvr2_setup_gl_context()
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{
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    if( glsl_is_supported() ) {
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        if( !glsl_load_shaders( ) ) {
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            WARN( "Unable to load GL shaders" );
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        }
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    }
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    texcache_gl_init(); // Allocate texture IDs
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    glDisable( GL_CULL_FACE );
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    glEnable( GL_BLEND );
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    glEnable( GL_DEPTH_TEST );
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    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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    glMatrixMode(GL_MODELVIEW);
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    glLoadIdentity();
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#ifdef HAVE_OPENGL_CLAMP_COLOR
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    if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
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        glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
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        glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
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    }
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#endif
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    glEnableClientState( GL_COLOR_ARRAY );
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    glEnableClientState( GL_VERTEX_ARRAY );
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    glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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    glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
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    glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
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    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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    glClearDepth(0);
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    glClearStencil(0);
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    glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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    glFogi(GL_FOG_MODE, GL_LINEAR);
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    glFogf(GL_FOG_START, 0.0);
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    glFogf(GL_FOG_END, 1.0);
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}
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/**
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 * Setup the basic context that's shared between normal and modified modes -
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 * depth, culling
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 */
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static void render_set_base_context( uint32_t poly1, gboolean set_depth )
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{
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    if( set_depth ) {
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        glDepthFunc( POLY1_DEPTH_MODE(poly1) );
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    }
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    glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
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}
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/**
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 * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
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 */
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void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
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{
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    glShadeModel( POLY1_SHADE_MODEL(poly1) );
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    if( POLY1_TEXTURED(poly1) ) {
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        if( POLY2_TEX_BLEND(poly2) == 2 )
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            glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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        else
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            glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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     }
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     switch( POLY2_FOG_MODE(poly2) ) {
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     case PVR2_POLY_FOG_LOOKUP:
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         glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
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         break;
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     case PVR2_POLY_FOG_VERTEX:
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         glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
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         break;
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     }
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     int srcblend = POLY2_SRC_BLEND(poly2);
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     int destblend = POLY2_DEST_BLEND(poly2);
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     glBlendFunc( srcblend, destblend );
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     if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
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         WARN( "Accumulation buffer not supported" );
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     }   
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}
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/**
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 * Setup the GL context for the supplied polygon context.
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 * @param context pointer to 3 or 5 words of polygon context
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 * @param depth_mode force depth mode, or 0 to use the polygon's
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 * depth mode.
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 */
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void render_set_context( uint32_t *context, gboolean set_depth )
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{
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    render_set_base_context(context[0], set_depth);
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    render_set_tsp_context(context[0],context[1]);
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}
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static inline void gl_draw_vertexes( struct polygon_struct *poly )
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{
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    do {
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        glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
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        poly = poly->sub_next;
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    } while( poly != NULL );
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}
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static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
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{
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    do {
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        glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
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        poly = poly->sub_next;
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    } while( poly != NULL );
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}
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static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
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{
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    if( poly->vertex_count == 0 )
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        return; /* Culled */
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    glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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    if( poly->mod_vertex_index == -1 ) {
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        render_set_context( poly->context, set_depth );
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        gl_draw_vertexes(poly);
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    }  else {
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        glEnable( GL_STENCIL_TEST );
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        render_set_base_context( poly->context[0], set_depth );
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        render_set_tsp_context( poly->context[0], poly->context[1] );
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        glStencilFunc(GL_EQUAL, 0, 2);
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        gl_draw_vertexes(poly);
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        if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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            if( poly->mod_tex_id != poly->tex_id ) {
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                glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
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            }
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            render_set_tsp_context( poly->context[0], poly->context[3] );
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        }
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        glStencilFunc(GL_EQUAL, 2, 2);
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        gl_draw_mod_vertexes(poly);
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        glDisable( GL_STENCIL_TEST );
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    }
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}
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static void gl_render_bkgnd( struct polygon_struct *poly )
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{
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    glBindTexture(GL_TEXTURE_2D, poly->tex_id);
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    render_set_tsp_context( poly->context[0], poly->context[1] );
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    glDisable( GL_DEPTH_TEST );
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    glBlendFunc( GL_ONE, GL_ZERO );
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    gl_draw_vertexes(poly);
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    glEnable( GL_DEPTH_TEST );
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}
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void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
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{
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    uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
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    int strip_count;
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    struct polygon_struct *poly;
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    if( !IS_TILE_PTR(tile_entry) )
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        return;
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    while(1) {
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        uint32_t entry = *tile_list++;
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        switch( entry >> 28 ) {
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        case 0x0F:
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            return; // End-of-list
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        case 0x0E:
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            tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
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            break;
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        case 0x08: case 0x09: case 0x0A: case 0x0B:
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            strip_count = ((entry >> 25) & 0x0F)+1;
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            poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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            while( strip_count > 0 ) {
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                assert( poly != NULL );
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                gl_render_poly( poly, set_depth );
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                poly = poly->next;
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                strip_count--;
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            }
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            break;
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        default:
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            if( entry & 0x7E000000 ) {
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                poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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                gl_render_poly( poly, set_depth );
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            }
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        }
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    }       
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}
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/**
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 * Render the tilelist with depthbuffer updates only. 
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 */
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void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
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{
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    uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
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    int strip_count;
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   283
    struct polygon_struct *poly;
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   284
    
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   285
    if( !IS_TILE_PTR(tile_entry) )
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        return;
nkeynes@863
   287
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   288
    while(1) {
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   289
        uint32_t entry = *tile_list++;
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   290
        switch( entry >> 28 ) {
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   291
        case 0x0F:
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            return; // End-of-list
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   293
        case 0x0E:
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            tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
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   295
            break;
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   296
        case 0x08: case 0x09: case 0x0A: case 0x0B:
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   297
            strip_count = ((entry >> 25) & 0x0F)+1;
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   298
            poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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   299
            while( strip_count > 0 ) {
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   300
                if( poly->vertex_count != 0 ) {
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   301
                    render_set_base_context(poly->context[0],TRUE);
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   302
                    gl_draw_vertexes(poly);
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   303
                }
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   304
                poly = poly->next;
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   305
                strip_count--;
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   306
            }
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   307
            break;
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   308
        default:
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   309
            if( entry & 0x7E000000 ) {
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   310
                poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
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   311
                if( poly->vertex_count != 0 ) {
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   312
                    render_set_base_context(poly->context[0],TRUE);
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   313
                    gl_draw_vertexes(poly);
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   314
                }
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   315
            }
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   316
        }
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   317
    }           
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   318
}
nkeynes@863
   319
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   320
static void drawrect2d( uint32_t tile_bounds[], float z )
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   321
{
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   322
    glBegin( GL_QUADS );
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   323
    glVertex3f( tile_bounds[0], tile_bounds[2], z );
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   324
    glVertex3f( tile_bounds[1], tile_bounds[2], z );
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   325
    glVertex3f( tile_bounds[1], tile_bounds[3], z );
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   326
    glVertex3f( tile_bounds[0], tile_bounds[3], z );
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   327
    glEnd();
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   328
}
nkeynes@864
   329
nkeynes@864
   330
void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
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   331
{
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   332
    /* A bit of explanation:
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   333
     * In theory it works like this: generate a 1-bit stencil for each polygon
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   334
     * volume, and then AND or OR it against the overall 1-bit tile stencil at 
nkeynes@864
   335
     * the end of the volume. 
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   336
     * 
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   337
     * The implementation here uses a 2-bit stencil buffer, where each volume
nkeynes@864
   338
     * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
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   339
     * to update bit 1 accordingly and clear bit 0.
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   340
     * 
nkeynes@864
   341
     * This could probably be more efficient, but at least it works correctly 
nkeynes@864
   342
     * now :)
nkeynes@864
   343
     */
nkeynes@864
   344
    
nkeynes@1133
   345
    if( poly->vertex_count == 0 )
nkeynes@1133
   346
        return; /* Culled */
nkeynes@1133
   347
nkeynes@1133
   348
    gl_draw_vertexes(poly);
nkeynes@1133
   349
nkeynes@1133
   350
nkeynes@864
   351
    
nkeynes@864
   352
    int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
nkeynes@864
   353
    if( poly_type == PVR2_VOLUME_REGION0 ) {
nkeynes@864
   354
        /* 00 => 00
nkeynes@864
   355
         * 01 => 00
nkeynes@864
   356
         * 10 => 10
nkeynes@864
   357
         * 11 => 00
nkeynes@864
   358
         */
nkeynes@864
   359
        glStencilMask( 0x03 );
nkeynes@864
   360
        glStencilFunc(GL_EQUAL, 0x02, 0x03);
nkeynes@864
   361
        glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
nkeynes@864
   362
        glDisable( GL_DEPTH_TEST );
nkeynes@864
   363
nkeynes@864
   364
        drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
nkeynes@864
   365
        
nkeynes@864
   366
        glEnable( GL_DEPTH_TEST );
nkeynes@864
   367
        glStencilMask( 0x01 );
nkeynes@864
   368
        glStencilFunc( GL_ALWAYS, 0, 1 );
nkeynes@864
   369
        glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
nkeynes@864
   370
    } else if( poly_type == PVR2_VOLUME_REGION1 ) {
nkeynes@864
   371
        /* This is harder with the standard stencil ops - do it in two passes
nkeynes@864
   372
         * 00 => 00 | 00 => 10
nkeynes@864
   373
         * 01 => 10 | 01 => 10
nkeynes@864
   374
         * 10 => 10 | 10 => 00
nkeynes@864
   375
         * 11 => 10 | 11 => 10
nkeynes@864
   376
         */
nkeynes@864
   377
        glStencilMask( 0x02 );
nkeynes@864
   378
        glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
nkeynes@864
   379
        glDisable( GL_DEPTH_TEST );
nkeynes@864
   380
        
nkeynes@864
   381
        drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
nkeynes@864
   382
        
nkeynes@864
   383
        glStencilMask( 0x03 );
nkeynes@864
   384
        glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
nkeynes@864
   385
        glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
nkeynes@864
   386
        
nkeynes@864
   387
        drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
nkeynes@864
   388
        
nkeynes@864
   389
        glEnable( GL_DEPTH_TEST );
nkeynes@864
   390
        glStencilMask( 0x01 );
nkeynes@864
   391
        glStencilFunc( GL_ALWAYS, 0, 1 );
nkeynes@864
   392
        glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );         
nkeynes@864
   393
    }
nkeynes@864
   394
}
nkeynes@864
   395
nkeynes@864
   396
void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
nkeynes@863
   397
{
nkeynes@934
   398
    uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry);
nkeynes@863
   399
    int strip_count;
nkeynes@863
   400
    struct polygon_struct *poly;
nkeynes@863
   401
nkeynes@863
   402
    if( !IS_TILE_PTR(tile_entry) )
nkeynes@863
   403
        return;
nkeynes@863
   404
nkeynes@863
   405
    glEnable( GL_STENCIL_TEST );
nkeynes@863
   406
    glEnable( GL_DEPTH_TEST );
nkeynes@863
   407
    glDepthFunc( GL_LEQUAL );
nkeynes@863
   408
    
nkeynes@863
   409
    glStencilFunc( GL_ALWAYS, 0, 1 );
nkeynes@863
   410
    glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
nkeynes@864
   411
    glStencilMask( 0x01 );
nkeynes@863
   412
    glDepthMask( GL_FALSE );
nkeynes@863
   413
    
nkeynes@863
   414
    while(1) {
nkeynes@863
   415
        uint32_t entry = *tile_list++;
nkeynes@863
   416
        switch( entry >> 28 ) {
nkeynes@863
   417
        case 0x0F:
nkeynes@863
   418
            glDepthMask( GL_TRUE );
nkeynes@863
   419
            glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
nkeynes@1136
   420
            glDisable( GL_STENCIL_TEST );
nkeynes@863
   421
            return; // End-of-list
nkeynes@863
   422
        case 0x0E:
nkeynes@934
   423
            tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF));
nkeynes@863
   424
            break;
nkeynes@863
   425
        case 0x08: case 0x09: case 0x0A: case 0x0B:
nkeynes@863
   426
            strip_count = ((entry >> 25) & 0x0F)+1;
nkeynes@863
   427
            poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@863
   428
            while( strip_count > 0 ) {
nkeynes@864
   429
                gl_render_modifier_polygon( poly, tile_bounds );
nkeynes@863
   430
                poly = poly->next;
nkeynes@863
   431
                strip_count--;
nkeynes@863
   432
            }
nkeynes@863
   433
            break;
nkeynes@863
   434
        default:
nkeynes@863
   435
            if( entry & 0x7E000000 ) {
nkeynes@863
   436
                poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
nkeynes@864
   437
                gl_render_modifier_polygon( poly, tile_bounds );
nkeynes@863
   438
            }
nkeynes@863
   439
        }
nkeynes@863
   440
    }
nkeynes@863
   441
    
nkeynes@639
   442
}
nkeynes@639
   443
nkeynes@639
   444
nkeynes@639
   445
/**
nkeynes@639
   446
 * Render the currently defined scene in pvr2_scene
nkeynes@639
   447
 */
nkeynes@639
   448
void pvr2_scene_render( render_buffer_t buffer )
nkeynes@639
   449
{
nkeynes@639
   450
    /* Scene setup */
nkeynes@645
   451
    struct timeval start_tv, tex_tv, end_tv;
nkeynes@645
   452
nkeynes@645
   453
    gettimeofday(&start_tv, NULL);
nkeynes@639
   454
    display_driver->set_render_target(buffer);
nkeynes@639
   455
    pvr2_check_palette_changed();
nkeynes@645
   456
    pvr2_scene_load_textures();
nkeynes@736
   457
nkeynes@645
   458
    gettimeofday( &tex_tv, NULL );
nkeynes@645
   459
    uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
nkeynes@736
   460
    (tex_tv.tv_usec - start_tv.tv_usec)/1000;
nkeynes@645
   461
    DEBUG( "Scene setup in %dms", ms );
nkeynes@639
   462
nkeynes@639
   463
    /* Setup view projection matrix */
nkeynes@639
   464
    glMatrixMode(GL_PROJECTION);
nkeynes@639
   465
    glLoadIdentity();
nkeynes@639
   466
    float nearz = pvr2_scene.bounds[4];
nkeynes@639
   467
    float farz = pvr2_scene.bounds[5];
nkeynes@639
   468
    if( nearz == farz ) {
nkeynes@687
   469
        farz*= 4.0;
nkeynes@639
   470
    }
nkeynes@639
   471
    glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
nkeynes@736
   472
             -farz, -nearz );
nkeynes@649
   473
    float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
nkeynes@649
   474
    glAlphaFunc( GL_GEQUAL, alphaRef );
nkeynes@639
   475
nkeynes@639
   476
    /* Clear the buffer (FIXME: May not want always want to do this) */
nkeynes@639
   477
    glDisable( GL_SCISSOR_TEST );
nkeynes@651
   478
    glDepthMask( GL_TRUE );
nkeynes@864
   479
    glStencilMask( 0x03 );
nkeynes@639
   480
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
nkeynes@639
   481
nkeynes@639
   482
    /* Setup vertex array pointers */
nkeynes@687
   483
    glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
nkeynes@687
   484
    glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
nkeynes@687
   485
    glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
nkeynes@687
   486
    glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
nkeynes@847
   487
    glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
nkeynes@669
   488
    /* Turn on the shaders (if available) */
nkeynes@1130
   489
    glsl_set_shader(DEFAULT_PROGRAM);
nkeynes@639
   490
nkeynes@687
   491
    /* Render the background */
nkeynes@687
   492
    gl_render_bkgnd( pvr2_scene.bkgnd_poly );
nkeynes@736
   493
nkeynes@639
   494
    glEnable( GL_SCISSOR_TEST );
nkeynes@1132
   495
    glEnable( GL_COLOR_SUM );
nkeynes@1132
   496
    glEnable( GL_FOG );
nkeynes@1138
   497
    glEnable( GL_TEXTURE_2D );
nkeynes@639
   498
nkeynes@639
   499
    /* Process the segment list */
nkeynes@639
   500
    struct tile_segment *segment = pvr2_scene.segment_list;
nkeynes@639
   501
    do {
nkeynes@736
   502
        int tilex = SEGMENT_X(segment->control);
nkeynes@736
   503
        int tiley = SEGMENT_Y(segment->control);
nkeynes@639
   504
nkeynes@736
   505
        uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
nkeynes@736
   506
        if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
nkeynes@736
   507
            continue; // fully clipped, skip tile
nkeynes@736
   508
        }
nkeynes@736
   509
nkeynes@736
   510
        /* Clip to the visible part of the tile */
nkeynes@736
   511
        glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
nkeynes@736
   512
                   tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
nkeynes@864
   513
        if( display_driver->capabilities.stencil_bits >= 2 && 
nkeynes@863
   514
                IS_TILE_PTR(segment->opaquemod_ptr) &&
nkeynes@863
   515
                !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
nkeynes@863
   516
            /* Don't do this unless there's actually some shadow polygons */
nkeynes@863
   517
nkeynes@863
   518
            /* Use colormask instead of drawbuffer for simplicity */
nkeynes@863
   519
            glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
nkeynes@863
   520
            gl_render_tilelist_depthonly(segment->opaque_ptr);
nkeynes@864
   521
            gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
nkeynes@863
   522
            glClear( GL_DEPTH_BUFFER_BIT );
nkeynes@863
   523
            glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
nkeynes@736
   524
        }
nkeynes@1137
   525
        gl_render_tilelist(segment->opaque_ptr,TRUE);
nkeynes@863
   526
        if( IS_TILE_PTR(segment->punchout_ptr) ) {
nkeynes@863
   527
            glEnable(GL_ALPHA_TEST );
nkeynes@1137
   528
            glDepthFunc(GL_GEQUAL);
nkeynes@1137
   529
            gl_render_tilelist(segment->punchout_ptr, FALSE );
nkeynes@863
   530
            glDisable(GL_ALPHA_TEST );
nkeynes@863
   531
        }
nkeynes@1133
   532
nkeynes@736
   533
        if( IS_TILE_PTR(segment->trans_ptr) ) {
nkeynes@736
   534
            if( pvr2_scene.sort_mode == SORT_NEVER || 
nkeynes@736
   535
                    (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
nkeynes@1137
   536
                gl_render_tilelist(segment->trans_ptr, TRUE);
nkeynes@736
   537
            } else {
nkeynes@736
   538
                render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
nkeynes@736
   539
            }
nkeynes@736
   540
        }
nkeynes@639
   541
    } while( !IS_LAST_SEGMENT(segment++) );
nkeynes@639
   542
    glDisable( GL_SCISSOR_TEST );
nkeynes@1132
   543
    glDisable( GL_COLOR_SUM );
nkeynes@1132
   544
    glDisable( GL_FOG );
nkeynes@1130
   545
    glsl_clear_shader();
nkeynes@669
   546
nkeynes@645
   547
    gettimeofday( &end_tv, NULL );
nkeynes@645
   548
    ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
nkeynes@736
   549
    (end_tv.tv_usec - tex_tv.tv_usec)/1000;
nkeynes@645
   550
    DEBUG( "Scene render in %dms", ms );
nkeynes@639
   551
}
.