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@1156 | 28 | #ifdef APPLE_BUILD
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nkeynes@1156 | 29 | #include "OpenGL/CGLCurrent.h"
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nkeynes@1156 | 30 | #include "OpenGL/CGLMacro.h"
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nkeynes@1156 | 31 |
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nkeynes@1156 | 32 | static CGLContextObj CGL_MACRO_CONTEXT;
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nkeynes@1156 | 33 | #endif
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nkeynes@1156 | 34 |
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nkeynes@934 | 35 | #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
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nkeynes@639 | 36 |
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nkeynes@645 | 37 | int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
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nkeynes@736 | 38 | GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
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nkeynes@736 | 39 | GL_ALWAYS };
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nkeynes@645 | 40 | int pvr2_poly_srcblend[8] = {
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nkeynes@736 | 41 | GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
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nkeynes@736 | 42 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 43 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 44 | int pvr2_poly_dstblend[8] = {
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nkeynes@736 | 45 | GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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nkeynes@736 | 46 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
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nkeynes@736 | 47 | GL_ONE_MINUS_DST_ALPHA };
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nkeynes@645 | 48 | int pvr2_poly_texblend[4] = {
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nkeynes@736 | 49 | GL_REPLACE,
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nkeynes@736 | 50 | GL_MODULATE,
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nkeynes@736 | 51 | GL_DECAL,
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nkeynes@736 | 52 | GL_MODULATE
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nkeynes@645 | 53 | };
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nkeynes@645 | 54 |
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nkeynes@1140 | 55 | static gboolean have_shaders = FALSE;
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nkeynes@1154 | 56 | static int currentTexId = -1;
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nkeynes@1154 | 57 |
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nkeynes@1154 | 58 | static inline void bind_texture(int texid)
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nkeynes@1154 | 59 | {
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nkeynes@1154 | 60 | if( currentTexId != texid ) {
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nkeynes@1154 | 61 | currentTexId = texid;
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nkeynes@1154 | 62 | glBindTexture(GL_TEXTURE_2D, texid);
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nkeynes@1154 | 63 | }
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nkeynes@1154 | 64 | }
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nkeynes@1140 | 65 |
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nkeynes@639 | 66 | /**
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nkeynes@639 | 67 | * Clip the tile bounds to the clipping plane.
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nkeynes@639 | 68 | * @return TRUE if the tile was not clipped completely.
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nkeynes@639 | 69 | */
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nkeynes@639 | 70 | static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
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nkeynes@639 | 71 | {
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nkeynes@639 | 72 | if( tile[0] < clip[0] ) tile[0] = clip[0];
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nkeynes@639 | 73 | if( tile[1] > clip[1] ) tile[1] = clip[1];
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nkeynes@639 | 74 | if( tile[2] < clip[2] ) tile[2] = clip[2];
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nkeynes@639 | 75 | if( tile[3] > clip[3] ) tile[3] = clip[3];
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nkeynes@639 | 76 | return tile[0] < tile[1] && tile[2] < tile[3];
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nkeynes@639 | 77 | }
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nkeynes@639 | 78 |
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nkeynes@1145 | 79 | static void drawrect2d( uint32_t tile_bounds[], float z )
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nkeynes@1145 | 80 | {
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nkeynes@1145 | 81 | glBegin( GL_QUADS );
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nkeynes@1145 | 82 | glVertex3f( tile_bounds[0], tile_bounds[2], z );
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nkeynes@1145 | 83 | glVertex3f( tile_bounds[1], tile_bounds[2], z );
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nkeynes@1145 | 84 | glVertex3f( tile_bounds[1], tile_bounds[3], z );
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nkeynes@1145 | 85 | glVertex3f( tile_bounds[0], tile_bounds[3], z );
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nkeynes@1145 | 86 | glEnd();
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nkeynes@1145 | 87 | }
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nkeynes@1145 | 88 |
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nkeynes@1154 | 89 | static void pvr2_scene_load_textures()
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nkeynes@645 | 90 | {
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nkeynes@645 | 91 | int i;
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nkeynes@886 | 92 |
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nkeynes@1135 | 93 | texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
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nkeynes@886 | 94 | (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
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nkeynes@886 | 95 |
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nkeynes@645 | 96 | for( i=0; i < pvr2_scene.poly_count; i++ ) {
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nkeynes@736 | 97 | struct polygon_struct *poly = &pvr2_scene.poly_array[i];
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nkeynes@736 | 98 | if( POLY1_TEXTURED(poly->context[0]) ) {
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nkeynes@1135 | 99 | poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
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nkeynes@736 | 100 | if( poly->mod_vertex_index != -1 ) {
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nkeynes@863 | 101 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@1135 | 102 | poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
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nkeynes@863 | 103 | } else {
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nkeynes@863 | 104 | poly->mod_tex_id = poly->tex_id;
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nkeynes@863 | 105 | }
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nkeynes@736 | 106 | }
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nkeynes@736 | 107 | } else {
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nkeynes@1138 | 108 | poly->tex_id = 0;
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nkeynes@1138 | 109 | poly->mod_tex_id = 0;
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nkeynes@736 | 110 | }
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nkeynes@645 | 111 | }
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nkeynes@645 | 112 | }
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nkeynes@645 | 113 |
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nkeynes@645 | 114 |
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nkeynes@639 | 115 | /**
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nkeynes@639 | 116 | * Once-off call to setup the OpenGL context.
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nkeynes@639 | 117 | */
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nkeynes@639 | 118 | void pvr2_setup_gl_context()
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nkeynes@639 | 119 | {
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nkeynes@665 | 120 |
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nkeynes@1140 | 121 | if( glsl_is_supported() && isGLMultitextureSupported() ) {
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nkeynes@1130 | 122 | if( !glsl_load_shaders( ) ) {
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nkeynes@665 | 123 | WARN( "Unable to load GL shaders" );
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nkeynes@1140 | 124 | } else {
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nkeynes@1140 | 125 | have_shaders = TRUE;
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nkeynes@665 | 126 | }
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nkeynes@665 | 127 | }
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nkeynes@736 | 128 |
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nkeynes@1156 | 129 | #ifdef APPLE_BUILD
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nkeynes@1156 | 130 | CGL_MACRO_CONTEXT = CGLGetCurrentContext();
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nkeynes@1156 | 131 | #endif
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nkeynes@639 | 132 | texcache_gl_init(); // Allocate texture IDs
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nkeynes@1133 | 133 | glDisable( GL_CULL_FACE );
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nkeynes@639 | 134 | glEnable( GL_BLEND );
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nkeynes@649 | 135 | glEnable( GL_DEPTH_TEST );
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nkeynes@639 | 136 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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nkeynes@639 | 137 | glMatrixMode(GL_MODELVIEW);
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nkeynes@639 | 138 | glLoadIdentity();
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nkeynes@639 | 139 |
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nkeynes@687 | 140 | #ifdef HAVE_OPENGL_CLAMP_COLOR
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nkeynes@687 | 141 | if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
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nkeynes@687 | 142 | glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 143 | glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
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nkeynes@687 | 144 | }
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nkeynes@687 | 145 | #endif
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nkeynes@653 | 146 |
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nkeynes@639 | 147 | glEnableClientState( GL_COLOR_ARRAY );
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nkeynes@639 | 148 | glEnableClientState( GL_VERTEX_ARRAY );
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nkeynes@639 | 149 | glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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nkeynes@639 | 150 | glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
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nkeynes@847 | 151 | glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
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nkeynes@639 | 152 |
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nkeynes@639 | 153 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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nkeynes@639 | 154 | glClearDepth(0);
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nkeynes@639 | 155 | glClearStencil(0);
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nkeynes@1132 | 156 |
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nkeynes@1132 | 157 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
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nkeynes@1132 | 158 | glFogi(GL_FOG_MODE, GL_LINEAR);
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nkeynes@1132 | 159 | glFogf(GL_FOG_START, 0.0);
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nkeynes@1132 | 160 | glFogf(GL_FOG_END, 1.0);
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nkeynes@1140 | 161 |
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nkeynes@1140 | 162 | if( have_shaders ) {
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nkeynes@1140 | 163 | glsl_set_shader(DEFAULT_PROGRAM);
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nkeynes@1140 | 164 | glsl_set_uniform_int(DEFAULT_PROGRAM, "primary_texture", 0);
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nkeynes@1140 | 165 | glsl_set_uniform_int(DEFAULT_PROGRAM, "palette_texture", 1);
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nkeynes@1140 | 166 | glsl_clear_shader();
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nkeynes@1140 | 167 | }
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nkeynes@639 | 168 | }
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nkeynes@639 | 169 |
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nkeynes@864 | 170 | /**
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nkeynes@864 | 171 | * Setup the basic context that's shared between normal and modified modes -
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nkeynes@864 | 172 | * depth, culling
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nkeynes@864 | 173 | */
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nkeynes@1137 | 174 | static void render_set_base_context( uint32_t poly1, gboolean set_depth )
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nkeynes@864 | 175 | {
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nkeynes@1137 | 176 | if( set_depth ) {
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nkeynes@865 | 177 | glDepthFunc( POLY1_DEPTH_MODE(poly1) );
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nkeynes@865 | 178 | }
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nkeynes@865 | 179 |
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nkeynes@864 | 180 | glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
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nkeynes@865 | 181 | }
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nkeynes@864 | 182 |
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nkeynes@865 | 183 | /**
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nkeynes@865 | 184 | * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
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nkeynes@865 | 185 | */
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nkeynes@1154 | 186 | static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
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nkeynes@865 | 187 | {
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nkeynes@863 | 188 | glShadeModel( POLY1_SHADE_MODEL(poly1) );
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nkeynes@1140 | 189 |
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nkeynes@1140 | 190 | if( POLY1_TEXTURED(poly1) && !have_shaders ) {
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nkeynes@1139 | 191 | if( POLY2_TEX_BLEND(poly2) == 2 )
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nkeynes@1139 | 192 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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nkeynes@1139 | 193 | else
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nkeynes@1139 | 194 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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nkeynes@1140 | 195 |
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nkeynes@863 | 196 | }
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nkeynes@1132 | 197 |
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nkeynes@863 | 198 | switch( POLY2_FOG_MODE(poly2) ) {
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nkeynes@863 | 199 | case PVR2_POLY_FOG_LOOKUP:
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nkeynes@863 | 200 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
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nkeynes@863 | 201 | break;
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nkeynes@863 | 202 | case PVR2_POLY_FOG_VERTEX:
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nkeynes@1132 | 203 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
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nkeynes@1132 | 204 | break;
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nkeynes@863 | 205 | }
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nkeynes@653 | 206 |
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nkeynes@863 | 207 | int srcblend = POLY2_SRC_BLEND(poly2);
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nkeynes@863 | 208 | int destblend = POLY2_DEST_BLEND(poly2);
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nkeynes@863 | 209 | glBlendFunc( srcblend, destblend );
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nkeynes@863 | 210 |
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nkeynes@863 | 211 | if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
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nkeynes@863 | 212 | WARN( "Accumulation buffer not supported" );
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nkeynes@863 | 213 | }
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nkeynes@863 | 214 | }
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nkeynes@863 | 215 |
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nkeynes@645 | 216 | /**
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nkeynes@645 | 217 | * Setup the GL context for the supplied polygon context.
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nkeynes@645 | 218 | * @param context pointer to 3 or 5 words of polygon context
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nkeynes@865 | 219 | * @param depth_mode force depth mode, or 0 to use the polygon's
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nkeynes@865 | 220 | * depth mode.
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nkeynes@645 | 221 | */
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nkeynes@1154 | 222 | static void render_set_context( uint32_t *context, gboolean set_depth )
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nkeynes@645 | 223 | {
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nkeynes@1137 | 224 | render_set_base_context(context[0], set_depth);
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nkeynes@1137 | 225 | render_set_tsp_context(context[0],context[1]);
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nkeynes@645 | 226 | }
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nkeynes@645 | 227 |
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nkeynes@1133 | 228 | static inline void gl_draw_vertexes( struct polygon_struct *poly )
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nkeynes@1133 | 229 | {
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nkeynes@1133 | 230 | do {
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nkeynes@1133 | 231 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
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nkeynes@1133 | 232 | poly = poly->sub_next;
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nkeynes@1133 | 233 | } while( poly != NULL );
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nkeynes@1133 | 234 | }
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nkeynes@1133 | 235 |
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nkeynes@1133 | 236 | static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
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nkeynes@1133 | 237 | {
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nkeynes@1133 | 238 | do {
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nkeynes@1133 | 239 | glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
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nkeynes@1133 | 240 | poly = poly->sub_next;
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nkeynes@1133 | 241 | } while( poly != NULL );
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nkeynes@1133 | 242 | }
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nkeynes@645 | 243 |
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nkeynes@1153 | 244 | static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
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nkeynes@639 | 245 | {
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nkeynes@1133 | 246 | if( poly->vertex_count == 0 )
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nkeynes@1133 | 247 | return; /* Culled */
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nkeynes@1133 | 248 |
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nkeynes@1154 | 249 | bind_texture(poly->tex_id);
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nkeynes@863 | 250 | if( poly->mod_vertex_index == -1 ) {
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nkeynes@1137 | 251 | render_set_context( poly->context, set_depth );
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nkeynes@1133 | 252 | gl_draw_vertexes(poly);
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nkeynes@864 | 253 | } else {
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nkeynes@864 | 254 | glEnable( GL_STENCIL_TEST );
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nkeynes@1137 | 255 | render_set_base_context( poly->context[0], set_depth );
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nkeynes@1137 | 256 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@864 | 257 | glStencilFunc(GL_EQUAL, 0, 2);
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nkeynes@1133 | 258 | gl_draw_vertexes(poly);
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nkeynes@863 | 259 |
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nkeynes@863 | 260 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
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nkeynes@1154 | 261 | bind_texture(poly->mod_tex_id);
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nkeynes@1137 | 262 | render_set_tsp_context( poly->context[0], poly->context[3] );
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nkeynes@863 | 263 | }
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nkeynes@864 | 264 | glStencilFunc(GL_EQUAL, 2, 2);
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nkeynes@1133 | 265 | gl_draw_mod_vertexes(poly);
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nkeynes@1136 | 266 | glDisable( GL_STENCIL_TEST );
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nkeynes@863 | 267 | }
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nkeynes@639 | 268 | }
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nkeynes@639 | 269 |
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nkeynes@687 | 270 |
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nkeynes@1145 | 271 | static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
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nkeynes@864 | 272 | {
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nkeynes@864 | 273 | /* A bit of explanation:
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nkeynes@864 | 274 | * In theory it works like this: generate a 1-bit stencil for each polygon
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nkeynes@864 | 275 | * volume, and then AND or OR it against the overall 1-bit tile stencil at
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nkeynes@864 | 276 | * the end of the volume.
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nkeynes@864 | 277 | *
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nkeynes@864 | 278 | * The implementation here uses a 2-bit stencil buffer, where each volume
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nkeynes@864 | 279 | * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
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nkeynes@864 | 280 | * to update bit 1 accordingly and clear bit 0.
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nkeynes@864 | 281 | *
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nkeynes@864 | 282 | * This could probably be more efficient, but at least it works correctly
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nkeynes@864 | 283 | * now :)
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nkeynes@864 | 284 | */
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nkeynes@864 | 285 |
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nkeynes@1133 | 286 | if( poly->vertex_count == 0 )
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nkeynes@1133 | 287 | return; /* Culled */
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nkeynes@1133 | 288 |
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nkeynes@1133 | 289 | gl_draw_vertexes(poly);
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nkeynes@1133 | 290 |
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nkeynes@1133 | 291 |
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nkeynes@864 | 292 |
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nkeynes@864 | 293 | int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
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nkeynes@864 | 294 | if( poly_type == PVR2_VOLUME_REGION0 ) {
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nkeynes@864 | 295 | /* 00 => 00
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nkeynes@864 | 296 | * 01 => 00
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nkeynes@864 | 297 | * 10 => 10
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nkeynes@864 | 298 | * 11 => 00
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nkeynes@864 | 299 | */
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nkeynes@864 | 300 | glStencilMask( 0x03 );
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nkeynes@864 | 301 | glStencilFunc(GL_EQUAL, 0x02, 0x03);
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nkeynes@864 | 302 | glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
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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 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 308 | glStencilMask( 0x01 );
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nkeynes@864 | 309 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 310 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 311 | } else if( poly_type == PVR2_VOLUME_REGION1 ) {
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nkeynes@864 | 312 | /* This is harder with the standard stencil ops - do it in two passes
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nkeynes@864 | 313 | * 00 => 00 | 00 => 10
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nkeynes@864 | 314 | * 01 => 10 | 01 => 10
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nkeynes@864 | 315 | * 10 => 10 | 10 => 00
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nkeynes@864 | 316 | * 11 => 10 | 11 => 10
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nkeynes@864 | 317 | */
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nkeynes@864 | 318 | glStencilMask( 0x02 );
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nkeynes@864 | 319 | glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
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nkeynes@864 | 320 | glDisable( GL_DEPTH_TEST );
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nkeynes@864 | 321 |
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nkeynes@864 | 322 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 323 |
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nkeynes@864 | 324 | glStencilMask( 0x03 );
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nkeynes@864 | 325 | glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
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nkeynes@864 | 326 | glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
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nkeynes@864 | 327 |
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nkeynes@864 | 328 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
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nkeynes@864 | 329 |
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nkeynes@864 | 330 | glEnable( GL_DEPTH_TEST );
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nkeynes@864 | 331 | glStencilMask( 0x01 );
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nkeynes@864 | 332 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@864 | 333 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 334 | }
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nkeynes@864 | 335 | }
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nkeynes@864 | 336 |
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nkeynes@1145 | 337 | static void gl_render_bkgnd( struct polygon_struct *poly )
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nkeynes@863 | 338 | {
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nkeynes@1154 | 339 | bind_texture(poly->tex_id);
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nkeynes@1145 | 340 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@1145 | 341 | glDisable( GL_DEPTH_TEST );
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nkeynes@1145 | 342 | glBlendFunc( GL_ONE, GL_ZERO );
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nkeynes@1145 | 343 | gl_draw_vertexes(poly);
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nkeynes@1145 | 344 | glEnable( GL_DEPTH_TEST );
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nkeynes@1145 | 345 | }
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nkeynes@1145 | 346 |
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nkeynes@1154 | 347 | void gl_render_triangle( struct polygon_struct *poly, int index )
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nkeynes@1154 | 348 | {
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nkeynes@1154 | 349 | bind_texture(poly->tex_id);
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nkeynes@1154 | 350 | render_set_tsp_context( poly->context[0], poly->context[1] );
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nkeynes@1154 | 351 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 );
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nkeynes@1154 | 352 |
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nkeynes@1154 | 353 | }
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nkeynes@1154 | 354 |
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nkeynes@1145 | 355 | void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
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nkeynes@1145 | 356 | {
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nkeynes@1145 | 357 | tileentryiter list;
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nkeynes@1145 | 358 |
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nkeynes@1145 | 359 | FOREACH_TILEENTRY(list, tile_entry) {
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nkeynes@1145 | 360 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 361 | if( poly != NULL ) {
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nkeynes@1145 | 362 | do {
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nkeynes@1145 | 363 | gl_render_poly(poly, set_depth);
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nkeynes@1145 | 364 | poly = poly->next;
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nkeynes@1145 | 365 | } while( list.strip_count-- > 0 );
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nkeynes@1145 | 366 | }
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nkeynes@1145 | 367 | }
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nkeynes@1145 | 368 | }
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nkeynes@1145 | 369 |
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nkeynes@1145 | 370 | /**
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nkeynes@1145 | 371 | * Render the tilelist with depthbuffer updates only.
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nkeynes@1145 | 372 | */
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nkeynes@1145 | 373 | static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
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nkeynes@1145 | 374 | {
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nkeynes@1145 | 375 | tileentryiter list;
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nkeynes@1145 | 376 |
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nkeynes@1145 | 377 | FOREACH_TILEENTRY(list, tile_entry) {
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nkeynes@1145 | 378 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 379 | if( poly != NULL ) {
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nkeynes@1145 | 380 | do {
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nkeynes@1145 | 381 | render_set_base_context(poly->context[0],TRUE);
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nkeynes@1145 | 382 | gl_draw_vertexes(poly);
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nkeynes@1145 | 383 | poly = poly->next;
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nkeynes@1145 | 384 | } while( list.strip_count-- > 0 );
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nkeynes@1145 | 385 | }
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nkeynes@1145 | 386 | }
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nkeynes@1145 | 387 | }
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nkeynes@1145 | 388 |
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nkeynes@1145 | 389 | static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
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nkeynes@1145 | 390 | {
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nkeynes@1145 | 391 | tileentryiter list;
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nkeynes@863 | 392 |
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nkeynes@863 | 393 | if( !IS_TILE_PTR(tile_entry) )
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nkeynes@863 | 394 | return;
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nkeynes@863 | 395 |
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nkeynes@863 | 396 | glEnable( GL_STENCIL_TEST );
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nkeynes@863 | 397 | glEnable( GL_DEPTH_TEST );
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nkeynes@863 | 398 | glStencilFunc( GL_ALWAYS, 0, 1 );
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nkeynes@863 | 399 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
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nkeynes@864 | 400 | glStencilMask( 0x01 );
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nkeynes@1145 | 401 | glDepthFunc( GL_LEQUAL );
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nkeynes@863 | 402 | glDepthMask( GL_FALSE );
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nkeynes@863 | 403 |
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nkeynes@1145 | 404 | FOREACH_TILEENTRY(list, tile_entry ) {
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nkeynes@1145 | 405 | struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
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nkeynes@1145 | 406 | if( poly != NULL ) {
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nkeynes@1145 | 407 | do {
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nkeynes@864 | 408 | gl_render_modifier_polygon( poly, tile_bounds );
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nkeynes@863 | 409 | poly = poly->next;
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nkeynes@1145 | 410 | } while( list.strip_count-- > 0 );
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nkeynes@863 | 411 | }
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nkeynes@863 | 412 | }
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nkeynes@1145 | 413 | glDepthMask( GL_TRUE );
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nkeynes@1145 | 414 | glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
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nkeynes@1145 | 415 | glDisable( GL_STENCIL_TEST );
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nkeynes@639 | 416 | }
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nkeynes@639 | 417 |
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nkeynes@639 | 418 | /**
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nkeynes@639 | 419 | * Render the currently defined scene in pvr2_scene
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nkeynes@639 | 420 | */
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nkeynes@639 | 421 | void pvr2_scene_render( render_buffer_t buffer )
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nkeynes@639 | 422 | {
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nkeynes@639 | 423 | /* Scene setup */
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nkeynes@645 | 424 | struct timeval start_tv, tex_tv, end_tv;
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nkeynes@645 | 425 |
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nkeynes@645 | 426 | gettimeofday(&start_tv, NULL);
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nkeynes@639 | 427 | display_driver->set_render_target(buffer);
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nkeynes@639 | 428 | pvr2_check_palette_changed();
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nkeynes@645 | 429 | pvr2_scene_load_textures();
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nkeynes@1154 | 430 | currentTexId = -1;
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nkeynes@736 | 431 |
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nkeynes@645 | 432 | gettimeofday( &tex_tv, NULL );
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nkeynes@645 | 433 | uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
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nkeynes@736 | 434 | (tex_tv.tv_usec - start_tv.tv_usec)/1000;
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nkeynes@645 | 435 | DEBUG( "Scene setup in %dms", ms );
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nkeynes@639 | 436 |
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nkeynes@639 | 437 | /* Setup view projection matrix */
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nkeynes@639 | 438 | glMatrixMode(GL_PROJECTION);
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nkeynes@639 | 439 | glLoadIdentity();
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nkeynes@639 | 440 | float nearz = pvr2_scene.bounds[4];
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nkeynes@639 | 441 | float farz = pvr2_scene.bounds[5];
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nkeynes@639 | 442 | if( nearz == farz ) {
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nkeynes@687 | 443 | farz*= 4.0;
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nkeynes@639 | 444 | }
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nkeynes@639 | 445 | glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0,
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nkeynes@736 | 446 | -farz, -nearz );
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nkeynes@649 | 447 | float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
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nkeynes@649 | 448 | glAlphaFunc( GL_GEQUAL, alphaRef );
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nkeynes@639 | 449 |
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nkeynes@639 | 450 | /* Clear the buffer (FIXME: May not want always want to do this) */
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nkeynes@639 | 451 | glDisable( GL_SCISSOR_TEST );
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nkeynes@651 | 452 | glDepthMask( GL_TRUE );
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nkeynes@864 | 453 | glStencilMask( 0x03 );
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nkeynes@639 | 454 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
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nkeynes@639 | 455 |
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nkeynes@639 | 456 | /* Setup vertex array pointers */
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nkeynes@687 | 457 | glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
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nkeynes@687 | 458 | glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
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nkeynes@1140 | 459 | glTexCoordPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
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nkeynes@687 | 460 | glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
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nkeynes@847 | 461 | glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
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nkeynes@669 | 462 | /* Turn on the shaders (if available) */
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nkeynes@1130 | 463 | glsl_set_shader(DEFAULT_PROGRAM);
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nkeynes@639 | 464 |
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nkeynes@687 | 465 | /* Render the background */
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nkeynes@687 | 466 | gl_render_bkgnd( pvr2_scene.bkgnd_poly );
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nkeynes@736 | 467 |
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nkeynes@639 | 468 | glEnable( GL_SCISSOR_TEST );
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nkeynes@1132 | 469 | glEnable( GL_COLOR_SUM );
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nkeynes@1132 | 470 | glEnable( GL_FOG );
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nkeynes@1138 | 471 | glEnable( GL_TEXTURE_2D );
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nkeynes@639 | 472 |
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nkeynes@639 | 473 | /* Process the segment list */
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nkeynes@639 | 474 | struct tile_segment *segment = pvr2_scene.segment_list;
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nkeynes@639 | 475 | do {
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nkeynes@736 | 476 | int tilex = SEGMENT_X(segment->control);
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nkeynes@736 | 477 | int tiley = SEGMENT_Y(segment->control);
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nkeynes@639 | 478 |
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nkeynes@736 | 479 | uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
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nkeynes@736 | 480 | if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
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nkeynes@736 | 481 | continue; // fully clipped, skip tile
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nkeynes@736 | 482 | }
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nkeynes@736 | 483 |
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nkeynes@736 | 484 | /* Clip to the visible part of the tile */
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nkeynes@736 | 485 | glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3],
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nkeynes@736 | 486 | tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
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nkeynes@1153 | 487 | if( display_driver->capabilities.stencil_bits >= 2 &&
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nkeynes@1153 | 488 | IS_TILE_PTR(segment->opaquemod_ptr) &&
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nkeynes@1153 | 489 | !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
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nkeynes@1153 | 490 | /* Don't do this unless there's actually some shadow polygons */
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nkeynes@1153 | 491 |
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nkeynes@1153 | 492 | /* Use colormask instead of drawbuffer for simplicity */
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nkeynes@1153 | 493 | glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
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nkeynes@1153 | 494 | gl_render_tilelist_depthonly(segment->opaque_ptr);
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nkeynes@1153 | 495 | gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
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nkeynes@1153 | 496 | glClear( GL_DEPTH_BUFFER_BIT );
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nkeynes@1153 | 497 | glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
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nkeynes@1153 | 498 | }
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nkeynes@1153 | 499 | gl_render_tilelist(segment->opaque_ptr,TRUE);
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nkeynes@863 | 500 | if( IS_TILE_PTR(segment->punchout_ptr) ) {
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nkeynes@863 | 501 | glEnable(GL_ALPHA_TEST );
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nkeynes@1137 | 502 | glDepthFunc(GL_GEQUAL);
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nkeynes@1137 | 503 | gl_render_tilelist(segment->punchout_ptr, FALSE );
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nkeynes@863 | 504 | glDisable(GL_ALPHA_TEST );
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nkeynes@863 | 505 | }
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nkeynes@1133 | 506 |
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nkeynes@736 | 507 | if( IS_TILE_PTR(segment->trans_ptr) ) {
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nkeynes@736 | 508 | if( pvr2_scene.sort_mode == SORT_NEVER ||
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nkeynes@736 | 509 | (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
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nkeynes@1137 | 510 | gl_render_tilelist(segment->trans_ptr, TRUE);
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nkeynes@736 | 511 | } else {
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nkeynes@736 | 512 | render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
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nkeynes@736 | 513 | }
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nkeynes@736 | 514 | }
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nkeynes@639 | 515 | } while( !IS_LAST_SEGMENT(segment++) );
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nkeynes@639 | 516 | glDisable( GL_SCISSOR_TEST );
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nkeynes@1132 | 517 | glDisable( GL_COLOR_SUM );
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nkeynes@1132 | 518 | glDisable( GL_FOG );
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nkeynes@1130 | 519 | glsl_clear_shader();
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nkeynes@669 | 520 |
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nkeynes@645 | 521 | gettimeofday( &end_tv, NULL );
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nkeynes@645 | 522 | ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
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nkeynes@736 | 523 | (end_tv.tv_usec - tex_tv.tv_usec)/1000;
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nkeynes@645 | 524 | DEBUG( "Scene render in %dms", ms );
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nkeynes@639 | 525 | }
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