filename | src/pvr2/glrender.c |
changeset | 1133:f3da7d810d5c |
prev | 1132:1e074a98317c |
next | 1135:68daed8f38af |
author | nkeynes |
date | Wed Oct 20 17:56:59 2010 +1000 (13 years ago) |
permissions | -rw-r--r-- |
last change | Perform backface culling in scene preparation rather than leaving it to the GL - this is a huge performance win, at least on the 9400M - changing cull state appears to be very expensive, whereas the CPU needed to do the same job is only just barely measurable. |
file | annotate | diff | log | raw |
nkeynes@639 | 1 | /** |
nkeynes@639 | 2 | * $Id$ |
nkeynes@639 | 3 | * |
nkeynes@639 | 4 | * Standard OpenGL rendering engine. |
nkeynes@639 | 5 | * |
nkeynes@639 | 6 | * Copyright (c) 2005 Nathan Keynes. |
nkeynes@639 | 7 | * |
nkeynes@639 | 8 | * This program is free software; you can redistribute it and/or modify |
nkeynes@639 | 9 | * it under the terms of the GNU General Public License as published by |
nkeynes@639 | 10 | * the Free Software Foundation; either version 2 of the License, or |
nkeynes@639 | 11 | * (at your option) any later version. |
nkeynes@639 | 12 | * |
nkeynes@639 | 13 | * This program is distributed in the hope that it will be useful, |
nkeynes@639 | 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
nkeynes@639 | 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
nkeynes@639 | 16 | * GNU General Public License for more details. |
nkeynes@639 | 17 | */ |
nkeynes@639 | 18 | |
nkeynes@645 | 19 | #include <assert.h> |
nkeynes@669 | 20 | #include <sys/time.h> |
nkeynes@639 | 21 | #include "display.h" |
nkeynes@639 | 22 | #include "pvr2/pvr2.h" |
nkeynes@677 | 23 | #include "pvr2/pvr2mmio.h" |
nkeynes@639 | 24 | #include "pvr2/scene.h" |
nkeynes@665 | 25 | #include "pvr2/glutil.h" |
nkeynes@653 | 26 | |
nkeynes@934 | 27 | #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F) |
nkeynes@639 | 28 | |
nkeynes@645 | 29 | int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, |
nkeynes@736 | 30 | GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, |
nkeynes@736 | 31 | GL_ALWAYS }; |
nkeynes@645 | 32 | int pvr2_poly_srcblend[8] = { |
nkeynes@736 | 33 | GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, |
nkeynes@736 | 34 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, |
nkeynes@736 | 35 | GL_ONE_MINUS_DST_ALPHA }; |
nkeynes@645 | 36 | int pvr2_poly_dstblend[8] = { |
nkeynes@736 | 37 | GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, |
nkeynes@736 | 38 | GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, |
nkeynes@736 | 39 | GL_ONE_MINUS_DST_ALPHA }; |
nkeynes@645 | 40 | int pvr2_poly_texblend[4] = { |
nkeynes@736 | 41 | GL_REPLACE, |
nkeynes@736 | 42 | GL_MODULATE, |
nkeynes@736 | 43 | GL_DECAL, |
nkeynes@736 | 44 | GL_MODULATE |
nkeynes@645 | 45 | }; |
nkeynes@645 | 46 | |
nkeynes@639 | 47 | /** |
nkeynes@639 | 48 | * Clip the tile bounds to the clipping plane. |
nkeynes@639 | 49 | * @return TRUE if the tile was not clipped completely. |
nkeynes@639 | 50 | */ |
nkeynes@639 | 51 | static gboolean clip_tile_bounds( uint32_t *tile, float *clip ) |
nkeynes@639 | 52 | { |
nkeynes@639 | 53 | if( tile[0] < clip[0] ) tile[0] = clip[0]; |
nkeynes@639 | 54 | if( tile[1] > clip[1] ) tile[1] = clip[1]; |
nkeynes@639 | 55 | if( tile[2] < clip[2] ) tile[2] = clip[2]; |
nkeynes@639 | 56 | if( tile[3] > clip[3] ) tile[3] = clip[3]; |
nkeynes@639 | 57 | return tile[0] < tile[1] && tile[2] < tile[3]; |
nkeynes@639 | 58 | } |
nkeynes@639 | 59 | |
nkeynes@645 | 60 | void pvr2_scene_load_textures() |
nkeynes@645 | 61 | { |
nkeynes@645 | 62 | int i; |
nkeynes@886 | 63 | |
nkeynes@886 | 64 | texcache_set_config( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03, |
nkeynes@886 | 65 | (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 ); |
nkeynes@886 | 66 | |
nkeynes@645 | 67 | for( i=0; i < pvr2_scene.poly_count; i++ ) { |
nkeynes@736 | 68 | struct polygon_struct *poly = &pvr2_scene.poly_array[i]; |
nkeynes@736 | 69 | if( POLY1_TEXTURED(poly->context[0]) ) { |
nkeynes@736 | 70 | poly->tex_id = texcache_get_texture( poly->context[2], |
nkeynes@736 | 71 | POLY2_TEX_WIDTH(poly->context[1]), |
nkeynes@736 | 72 | POLY2_TEX_HEIGHT(poly->context[1]) ); |
nkeynes@736 | 73 | if( poly->mod_vertex_index != -1 ) { |
nkeynes@863 | 74 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) { |
nkeynes@863 | 75 | poly->mod_tex_id = texcache_get_texture( poly->context[4], |
nkeynes@863 | 76 | POLY2_TEX_WIDTH(poly->context[3]), |
nkeynes@863 | 77 | POLY2_TEX_HEIGHT(poly->context[3]) ); |
nkeynes@863 | 78 | } else { |
nkeynes@863 | 79 | poly->mod_tex_id = poly->tex_id; |
nkeynes@863 | 80 | } |
nkeynes@736 | 81 | } |
nkeynes@736 | 82 | } else { |
nkeynes@736 | 83 | poly->tex_id = -1; |
nkeynes@736 | 84 | poly->mod_tex_id = -1; |
nkeynes@736 | 85 | } |
nkeynes@645 | 86 | } |
nkeynes@645 | 87 | } |
nkeynes@645 | 88 | |
nkeynes@645 | 89 | |
nkeynes@645 | 90 | |
nkeynes@639 | 91 | /** |
nkeynes@639 | 92 | * Once-off call to setup the OpenGL context. |
nkeynes@639 | 93 | */ |
nkeynes@639 | 94 | void pvr2_setup_gl_context() |
nkeynes@639 | 95 | { |
nkeynes@665 | 96 | |
nkeynes@665 | 97 | if( glsl_is_supported() ) { |
nkeynes@1130 | 98 | if( !glsl_load_shaders( ) ) { |
nkeynes@665 | 99 | WARN( "Unable to load GL shaders" ); |
nkeynes@665 | 100 | } |
nkeynes@665 | 101 | } |
nkeynes@736 | 102 | |
nkeynes@639 | 103 | texcache_gl_init(); // Allocate texture IDs |
nkeynes@1133 | 104 | glDisable( GL_CULL_FACE ); |
nkeynes@639 | 105 | glEnable( GL_BLEND ); |
nkeynes@649 | 106 | glEnable( GL_DEPTH_TEST ); |
nkeynes@639 | 107 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
nkeynes@639 | 108 | glMatrixMode(GL_MODELVIEW); |
nkeynes@639 | 109 | glLoadIdentity(); |
nkeynes@639 | 110 | |
nkeynes@687 | 111 | #ifdef HAVE_OPENGL_CLAMP_COLOR |
nkeynes@687 | 112 | if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) { |
nkeynes@687 | 113 | glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE ); |
nkeynes@687 | 114 | glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE ); |
nkeynes@687 | 115 | } |
nkeynes@687 | 116 | #endif |
nkeynes@653 | 117 | |
nkeynes@639 | 118 | glEnableClientState( GL_COLOR_ARRAY ); |
nkeynes@639 | 119 | glEnableClientState( GL_VERTEX_ARRAY ); |
nkeynes@639 | 120 | glEnableClientState( GL_TEXTURE_COORD_ARRAY ); |
nkeynes@639 | 121 | glEnableClientState( GL_SECONDARY_COLOR_ARRAY ); |
nkeynes@847 | 122 | glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT ); |
nkeynes@639 | 123 | |
nkeynes@639 | 124 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f); |
nkeynes@639 | 125 | glClearDepth(0); |
nkeynes@639 | 126 | glClearStencil(0); |
nkeynes@1132 | 127 | |
nkeynes@1132 | 128 | glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); |
nkeynes@1132 | 129 | glFogi(GL_FOG_MODE, GL_LINEAR); |
nkeynes@1132 | 130 | glFogf(GL_FOG_START, 0.0); |
nkeynes@1132 | 131 | glFogf(GL_FOG_END, 1.0); |
nkeynes@639 | 132 | } |
nkeynes@639 | 133 | |
nkeynes@864 | 134 | /** |
nkeynes@864 | 135 | * Setup the basic context that's shared between normal and modified modes - |
nkeynes@864 | 136 | * depth, culling |
nkeynes@864 | 137 | */ |
nkeynes@865 | 138 | static void render_set_base_context( uint32_t poly1, GLint depth_mode ) |
nkeynes@864 | 139 | { |
nkeynes@865 | 140 | if( depth_mode == 0 ) { |
nkeynes@865 | 141 | glDepthFunc( POLY1_DEPTH_MODE(poly1) ); |
nkeynes@865 | 142 | } else { |
nkeynes@865 | 143 | glDepthFunc(depth_mode); |
nkeynes@865 | 144 | } |
nkeynes@865 | 145 | |
nkeynes@864 | 146 | glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE ); |
nkeynes@865 | 147 | } |
nkeynes@864 | 148 | |
nkeynes@865 | 149 | /** |
nkeynes@865 | 150 | * Setup the texture/shading settings (TSP) which vary between mod/unmod modes. |
nkeynes@865 | 151 | */ |
nkeynes@865 | 152 | static void render_set_tsp_context( uint32_t poly1, uint32_t poly2, uint32_t texture ) |
nkeynes@865 | 153 | { |
nkeynes@863 | 154 | glShadeModel( POLY1_SHADE_MODEL(poly1) ); |
nkeynes@863 | 155 | if( POLY1_TEXTURED(poly1) ) { |
nkeynes@863 | 156 | glEnable(GL_TEXTURE_2D); |
nkeynes@863 | 157 | glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] ); |
nkeynes@1132 | 158 | |
nkeynes@863 | 159 | if( POLY2_TEX_CLAMP_U(poly2) ) { |
nkeynes@863 | 160 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); |
nkeynes@863 | 161 | } else if( POLY2_TEX_MIRROR_U(poly2) ) { |
nkeynes@863 | 162 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT_ARB ); |
nkeynes@863 | 163 | } else { |
nkeynes@863 | 164 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); |
nkeynes@863 | 165 | } |
nkeynes@863 | 166 | if( POLY2_TEX_CLAMP_V(poly2) ) { |
nkeynes@863 | 167 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); |
nkeynes@863 | 168 | } else if( POLY2_TEX_MIRROR_V(poly2) ) { |
nkeynes@863 | 169 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT_ARB ); |
nkeynes@863 | 170 | } else { |
nkeynes@863 | 171 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); |
nkeynes@863 | 172 | } |
nkeynes@863 | 173 | } else { |
nkeynes@863 | 174 | glDisable( GL_TEXTURE_2D ); |
nkeynes@863 | 175 | } |
nkeynes@1132 | 176 | |
nkeynes@863 | 177 | switch( POLY2_FOG_MODE(poly2) ) { |
nkeynes@863 | 178 | case PVR2_POLY_FOG_LOOKUP: |
nkeynes@863 | 179 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour ); |
nkeynes@863 | 180 | break; |
nkeynes@863 | 181 | case PVR2_POLY_FOG_VERTEX: |
nkeynes@1132 | 182 | glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour ); |
nkeynes@1132 | 183 | break; |
nkeynes@863 | 184 | } |
nkeynes@653 | 185 | |
nkeynes@863 | 186 | int srcblend = POLY2_SRC_BLEND(poly2); |
nkeynes@863 | 187 | int destblend = POLY2_DEST_BLEND(poly2); |
nkeynes@863 | 188 | glBlendFunc( srcblend, destblend ); |
nkeynes@863 | 189 | |
nkeynes@863 | 190 | if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) { |
nkeynes@863 | 191 | WARN( "Accumulation buffer not supported" ); |
nkeynes@863 | 192 | } |
nkeynes@863 | 193 | } |
nkeynes@863 | 194 | |
nkeynes@645 | 195 | /** |
nkeynes@645 | 196 | * Setup the GL context for the supplied polygon context. |
nkeynes@645 | 197 | * @param context pointer to 3 or 5 words of polygon context |
nkeynes@865 | 198 | * @param depth_mode force depth mode, or 0 to use the polygon's |
nkeynes@865 | 199 | * depth mode. |
nkeynes@645 | 200 | */ |
nkeynes@865 | 201 | void render_set_context( uint32_t *context, GLint depth_mode ) |
nkeynes@645 | 202 | { |
nkeynes@865 | 203 | render_set_base_context(context[0], depth_mode); |
nkeynes@865 | 204 | render_set_tsp_context(context[0],context[1],context[2]); |
nkeynes@645 | 205 | } |
nkeynes@645 | 206 | |
nkeynes@1133 | 207 | static inline void gl_draw_vertexes( struct polygon_struct *poly ) |
nkeynes@1133 | 208 | { |
nkeynes@1133 | 209 | do { |
nkeynes@1133 | 210 | glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count); |
nkeynes@1133 | 211 | poly = poly->sub_next; |
nkeynes@1133 | 212 | } while( poly != NULL ); |
nkeynes@1133 | 213 | } |
nkeynes@1133 | 214 | |
nkeynes@1133 | 215 | static inline void gl_draw_mod_vertexes( struct polygon_struct *poly ) |
nkeynes@1133 | 216 | { |
nkeynes@1133 | 217 | do { |
nkeynes@1133 | 218 | glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count); |
nkeynes@1133 | 219 | poly = poly->sub_next; |
nkeynes@1133 | 220 | } while( poly != NULL ); |
nkeynes@1133 | 221 | } |
nkeynes@645 | 222 | |
nkeynes@865 | 223 | static void gl_render_poly( struct polygon_struct *poly, GLint depth_mode ) |
nkeynes@639 | 224 | { |
nkeynes@1133 | 225 | if( poly->vertex_count == 0 ) |
nkeynes@1133 | 226 | return; /* Culled */ |
nkeynes@1133 | 227 | |
nkeynes@645 | 228 | if( poly->tex_id != -1 ) { |
nkeynes@736 | 229 | glBindTexture(GL_TEXTURE_2D, poly->tex_id); |
nkeynes@645 | 230 | } |
nkeynes@863 | 231 | if( poly->mod_vertex_index == -1 ) { |
nkeynes@864 | 232 | glDisable( GL_STENCIL_TEST ); |
nkeynes@865 | 233 | render_set_context( poly->context, depth_mode ); |
nkeynes@1133 | 234 | gl_draw_vertexes(poly); |
nkeynes@864 | 235 | } else { |
nkeynes@864 | 236 | glEnable( GL_STENCIL_TEST ); |
nkeynes@865 | 237 | render_set_base_context( poly->context[0], depth_mode ); |
nkeynes@863 | 238 | render_set_tsp_context( poly->context[0], poly->context[1], poly->context[2] ); |
nkeynes@864 | 239 | glStencilFunc(GL_EQUAL, 0, 2); |
nkeynes@1133 | 240 | gl_draw_vertexes(poly); |
nkeynes@863 | 241 | |
nkeynes@863 | 242 | if( pvr2_scene.shadow_mode == SHADOW_FULL ) { |
nkeynes@863 | 243 | if( poly->mod_tex_id != -1 ) { |
nkeynes@863 | 244 | glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id); |
nkeynes@863 | 245 | } |
nkeynes@863 | 246 | render_set_tsp_context( poly->context[0], poly->context[3], poly->context[4] ); |
nkeynes@863 | 247 | } |
nkeynes@864 | 248 | glStencilFunc(GL_EQUAL, 2, 2); |
nkeynes@1133 | 249 | gl_draw_mod_vertexes(poly); |
nkeynes@863 | 250 | } |
nkeynes@639 | 251 | } |
nkeynes@639 | 252 | |
nkeynes@687 | 253 | static void gl_render_bkgnd( struct polygon_struct *poly ) |
nkeynes@639 | 254 | { |
nkeynes@687 | 255 | if( poly->tex_id != -1 ) { |
nkeynes@687 | 256 | glBindTexture(GL_TEXTURE_2D, poly->tex_id); |
nkeynes@687 | 257 | } |
nkeynes@865 | 258 | render_set_context( poly->context, 0 ); |
nkeynes@687 | 259 | glDisable( GL_DEPTH_TEST ); |
nkeynes@687 | 260 | glBlendFunc( GL_ONE, GL_ZERO ); |
nkeynes@1133 | 261 | gl_draw_vertexes(poly); |
nkeynes@687 | 262 | glEnable( GL_DEPTH_TEST ); |
nkeynes@687 | 263 | } |
nkeynes@687 | 264 | |
nkeynes@865 | 265 | void gl_render_tilelist( pvraddr_t tile_entry, GLint depth_mode ) |
nkeynes@653 | 266 | { |
nkeynes@934 | 267 | uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry); |
nkeynes@639 | 268 | int strip_count; |
nkeynes@639 | 269 | struct polygon_struct *poly; |
nkeynes@639 | 270 | |
nkeynes@863 | 271 | if( !IS_TILE_PTR(tile_entry) ) |
nkeynes@863 | 272 | return; |
nkeynes@863 | 273 | |
nkeynes@639 | 274 | while(1) { |
nkeynes@736 | 275 | uint32_t entry = *tile_list++; |
nkeynes@736 | 276 | switch( entry >> 28 ) { |
nkeynes@736 | 277 | case 0x0F: |
nkeynes@736 | 278 | return; // End-of-list |
nkeynes@736 | 279 | case 0x0E: |
nkeynes@934 | 280 | tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF)); |
nkeynes@736 | 281 | break; |
nkeynes@736 | 282 | case 0x08: case 0x09: case 0x0A: case 0x0B: |
nkeynes@736 | 283 | strip_count = ((entry >> 25) & 0x0F)+1; |
nkeynes@736 | 284 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; |
nkeynes@736 | 285 | while( strip_count > 0 ) { |
nkeynes@736 | 286 | assert( poly != NULL ); |
nkeynes@865 | 287 | gl_render_poly( poly, depth_mode ); |
nkeynes@736 | 288 | poly = poly->next; |
nkeynes@736 | 289 | strip_count--; |
nkeynes@736 | 290 | } |
nkeynes@736 | 291 | break; |
nkeynes@736 | 292 | default: |
nkeynes@736 | 293 | if( entry & 0x7E000000 ) { |
nkeynes@736 | 294 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; |
nkeynes@865 | 295 | gl_render_poly( poly, depth_mode ); |
nkeynes@736 | 296 | } |
nkeynes@736 | 297 | } |
nkeynes@863 | 298 | } |
nkeynes@863 | 299 | } |
nkeynes@863 | 300 | |
nkeynes@863 | 301 | /** |
nkeynes@863 | 302 | * Render the tilelist with depthbuffer updates only. |
nkeynes@863 | 303 | */ |
nkeynes@863 | 304 | void gl_render_tilelist_depthonly( pvraddr_t tile_entry ) |
nkeynes@863 | 305 | { |
nkeynes@934 | 306 | uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry); |
nkeynes@863 | 307 | int strip_count; |
nkeynes@863 | 308 | struct polygon_struct *poly; |
nkeynes@863 | 309 | |
nkeynes@863 | 310 | if( !IS_TILE_PTR(tile_entry) ) |
nkeynes@863 | 311 | return; |
nkeynes@863 | 312 | |
nkeynes@863 | 313 | glDisable( GL_TEXTURE_2D ); |
nkeynes@863 | 314 | |
nkeynes@863 | 315 | while(1) { |
nkeynes@863 | 316 | uint32_t entry = *tile_list++; |
nkeynes@863 | 317 | switch( entry >> 28 ) { |
nkeynes@863 | 318 | case 0x0F: |
nkeynes@863 | 319 | return; // End-of-list |
nkeynes@863 | 320 | case 0x0E: |
nkeynes@934 | 321 | tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF)); |
nkeynes@863 | 322 | break; |
nkeynes@863 | 323 | case 0x08: case 0x09: case 0x0A: case 0x0B: |
nkeynes@863 | 324 | strip_count = ((entry >> 25) & 0x0F)+1; |
nkeynes@863 | 325 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; |
nkeynes@863 | 326 | while( strip_count > 0 ) { |
nkeynes@1133 | 327 | if( poly->vertex_count != 0 ) { |
nkeynes@1133 | 328 | render_set_base_context(poly->context[0],0); |
nkeynes@1133 | 329 | gl_draw_vertexes(poly); |
nkeynes@1133 | 330 | } |
nkeynes@863 | 331 | poly = poly->next; |
nkeynes@863 | 332 | strip_count--; |
nkeynes@863 | 333 | } |
nkeynes@863 | 334 | break; |
nkeynes@863 | 335 | default: |
nkeynes@863 | 336 | if( entry & 0x7E000000 ) { |
nkeynes@863 | 337 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; |
nkeynes@1133 | 338 | if( poly->vertex_count != 0 ) { |
nkeynes@1133 | 339 | render_set_base_context(poly->context[0],0); |
nkeynes@1133 | 340 | gl_draw_vertexes(poly); |
nkeynes@1133 | 341 | } |
nkeynes@863 | 342 | } |
nkeynes@863 | 343 | } |
nkeynes@863 | 344 | } |
nkeynes@863 | 345 | } |
nkeynes@863 | 346 | |
nkeynes@864 | 347 | static void drawrect2d( uint32_t tile_bounds[], float z ) |
nkeynes@864 | 348 | { |
nkeynes@864 | 349 | glBegin( GL_QUADS ); |
nkeynes@864 | 350 | glVertex3f( tile_bounds[0], tile_bounds[2], z ); |
nkeynes@864 | 351 | glVertex3f( tile_bounds[1], tile_bounds[2], z ); |
nkeynes@864 | 352 | glVertex3f( tile_bounds[1], tile_bounds[3], z ); |
nkeynes@864 | 353 | glVertex3f( tile_bounds[0], tile_bounds[3], z ); |
nkeynes@864 | 354 | glEnd(); |
nkeynes@864 | 355 | } |
nkeynes@864 | 356 | |
nkeynes@864 | 357 | void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] ) |
nkeynes@864 | 358 | { |
nkeynes@864 | 359 | /* A bit of explanation: |
nkeynes@864 | 360 | * In theory it works like this: generate a 1-bit stencil for each polygon |
nkeynes@864 | 361 | * volume, and then AND or OR it against the overall 1-bit tile stencil at |
nkeynes@864 | 362 | * the end of the volume. |
nkeynes@864 | 363 | * |
nkeynes@864 | 364 | * The implementation here uses a 2-bit stencil buffer, where each volume |
nkeynes@864 | 365 | * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn |
nkeynes@864 | 366 | * to update bit 1 accordingly and clear bit 0. |
nkeynes@864 | 367 | * |
nkeynes@864 | 368 | * This could probably be more efficient, but at least it works correctly |
nkeynes@864 | 369 | * now :) |
nkeynes@864 | 370 | */ |
nkeynes@864 | 371 | |
nkeynes@1133 | 372 | if( poly->vertex_count == 0 ) |
nkeynes@1133 | 373 | return; /* Culled */ |
nkeynes@1133 | 374 | |
nkeynes@1133 | 375 | gl_draw_vertexes(poly); |
nkeynes@1133 | 376 | |
nkeynes@1133 | 377 | |
nkeynes@864 | 378 | |
nkeynes@864 | 379 | int poly_type = POLY1_VOLUME_MODE(poly->context[0]); |
nkeynes@864 | 380 | if( poly_type == PVR2_VOLUME_REGION0 ) { |
nkeynes@864 | 381 | /* 00 => 00 |
nkeynes@864 | 382 | * 01 => 00 |
nkeynes@864 | 383 | * 10 => 10 |
nkeynes@864 | 384 | * 11 => 00 |
nkeynes@864 | 385 | */ |
nkeynes@864 | 386 | glStencilMask( 0x03 ); |
nkeynes@864 | 387 | glStencilFunc(GL_EQUAL, 0x02, 0x03); |
nkeynes@864 | 388 | glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP); |
nkeynes@864 | 389 | glDisable( GL_DEPTH_TEST ); |
nkeynes@864 | 390 | |
nkeynes@864 | 391 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] ); |
nkeynes@864 | 392 | |
nkeynes@864 | 393 | glEnable( GL_DEPTH_TEST ); |
nkeynes@864 | 394 | glStencilMask( 0x01 ); |
nkeynes@864 | 395 | glStencilFunc( GL_ALWAYS, 0, 1 ); |
nkeynes@864 | 396 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); |
nkeynes@864 | 397 | } else if( poly_type == PVR2_VOLUME_REGION1 ) { |
nkeynes@864 | 398 | /* This is harder with the standard stencil ops - do it in two passes |
nkeynes@864 | 399 | * 00 => 00 | 00 => 10 |
nkeynes@864 | 400 | * 01 => 10 | 01 => 10 |
nkeynes@864 | 401 | * 10 => 10 | 10 => 00 |
nkeynes@864 | 402 | * 11 => 10 | 11 => 10 |
nkeynes@864 | 403 | */ |
nkeynes@864 | 404 | glStencilMask( 0x02 ); |
nkeynes@864 | 405 | glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT ); |
nkeynes@864 | 406 | glDisable( GL_DEPTH_TEST ); |
nkeynes@864 | 407 | |
nkeynes@864 | 408 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] ); |
nkeynes@864 | 409 | |
nkeynes@864 | 410 | glStencilMask( 0x03 ); |
nkeynes@864 | 411 | glStencilFunc( GL_NOTEQUAL,0x02, 0x03); |
nkeynes@864 | 412 | glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE ); |
nkeynes@864 | 413 | |
nkeynes@864 | 414 | drawrect2d( tile_bounds, pvr2_scene.bounds[4] ); |
nkeynes@864 | 415 | |
nkeynes@864 | 416 | glEnable( GL_DEPTH_TEST ); |
nkeynes@864 | 417 | glStencilMask( 0x01 ); |
nkeynes@864 | 418 | glStencilFunc( GL_ALWAYS, 0, 1 ); |
nkeynes@864 | 419 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); |
nkeynes@864 | 420 | } |
nkeynes@864 | 421 | } |
nkeynes@864 | 422 | |
nkeynes@864 | 423 | void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] ) |
nkeynes@863 | 424 | { |
nkeynes@934 | 425 | uint32_t *tile_list = (uint32_t *)(pvr2_main_ram+tile_entry); |
nkeynes@863 | 426 | int strip_count; |
nkeynes@863 | 427 | struct polygon_struct *poly; |
nkeynes@863 | 428 | |
nkeynes@863 | 429 | if( !IS_TILE_PTR(tile_entry) ) |
nkeynes@863 | 430 | return; |
nkeynes@863 | 431 | |
nkeynes@863 | 432 | glDisable( GL_TEXTURE_2D ); |
nkeynes@863 | 433 | glEnable( GL_STENCIL_TEST ); |
nkeynes@863 | 434 | glEnable( GL_DEPTH_TEST ); |
nkeynes@863 | 435 | glDepthFunc( GL_LEQUAL ); |
nkeynes@863 | 436 | |
nkeynes@863 | 437 | glStencilFunc( GL_ALWAYS, 0, 1 ); |
nkeynes@863 | 438 | glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); |
nkeynes@864 | 439 | glStencilMask( 0x01 ); |
nkeynes@863 | 440 | glDepthMask( GL_FALSE ); |
nkeynes@863 | 441 | |
nkeynes@863 | 442 | while(1) { |
nkeynes@863 | 443 | uint32_t entry = *tile_list++; |
nkeynes@863 | 444 | switch( entry >> 28 ) { |
nkeynes@863 | 445 | case 0x0F: |
nkeynes@863 | 446 | glDepthMask( GL_TRUE ); |
nkeynes@863 | 447 | glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); |
nkeynes@863 | 448 | return; // End-of-list |
nkeynes@863 | 449 | case 0x0E: |
nkeynes@934 | 450 | tile_list = (uint32_t *)(pvr2_main_ram + (entry&0x007FFFFF)); |
nkeynes@863 | 451 | break; |
nkeynes@863 | 452 | case 0x08: case 0x09: case 0x0A: case 0x0B: |
nkeynes@863 | 453 | strip_count = ((entry >> 25) & 0x0F)+1; |
nkeynes@863 | 454 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; |
nkeynes@863 | 455 | while( strip_count > 0 ) { |
nkeynes@864 | 456 | gl_render_modifier_polygon( poly, tile_bounds ); |
nkeynes@863 | 457 | poly = poly->next; |
nkeynes@863 | 458 | strip_count--; |
nkeynes@863 | 459 | } |
nkeynes@863 | 460 | break; |
nkeynes@863 | 461 | default: |
nkeynes@863 | 462 | if( entry & 0x7E000000 ) { |
nkeynes@863 | 463 | poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; |
nkeynes@864 | 464 | gl_render_modifier_polygon( poly, tile_bounds ); |
nkeynes@863 | 465 | } |
nkeynes@863 | 466 | } |
nkeynes@863 | 467 | } |
nkeynes@863 | 468 | |
nkeynes@639 | 469 | } |
nkeynes@639 | 470 | |
nkeynes@639 | 471 | |
nkeynes@639 | 472 | /** |
nkeynes@639 | 473 | * Render the currently defined scene in pvr2_scene |
nkeynes@639 | 474 | */ |
nkeynes@639 | 475 | void pvr2_scene_render( render_buffer_t buffer ) |
nkeynes@639 | 476 | { |
nkeynes@639 | 477 | /* Scene setup */ |
nkeynes@645 | 478 | struct timeval start_tv, tex_tv, end_tv; |
nkeynes@645 | 479 | |
nkeynes@645 | 480 | gettimeofday(&start_tv, NULL); |
nkeynes@639 | 481 | display_driver->set_render_target(buffer); |
nkeynes@639 | 482 | pvr2_check_palette_changed(); |
nkeynes@645 | 483 | pvr2_scene_load_textures(); |
nkeynes@736 | 484 | |
nkeynes@645 | 485 | gettimeofday( &tex_tv, NULL ); |
nkeynes@645 | 486 | uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 + |
nkeynes@736 | 487 | (tex_tv.tv_usec - start_tv.tv_usec)/1000; |
nkeynes@645 | 488 | DEBUG( "Scene setup in %dms", ms ); |
nkeynes@639 | 489 | |
nkeynes@639 | 490 | /* Setup view projection matrix */ |
nkeynes@639 | 491 | glMatrixMode(GL_PROJECTION); |
nkeynes@639 | 492 | glLoadIdentity(); |
nkeynes@639 | 493 | float nearz = pvr2_scene.bounds[4]; |
nkeynes@639 | 494 | float farz = pvr2_scene.bounds[5]; |
nkeynes@639 | 495 | if( nearz == farz ) { |
nkeynes@687 | 496 | farz*= 4.0; |
nkeynes@639 | 497 | } |
nkeynes@639 | 498 | glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, |
nkeynes@736 | 499 | -farz, -nearz ); |
nkeynes@649 | 500 | float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0; |
nkeynes@649 | 501 | glAlphaFunc( GL_GEQUAL, alphaRef ); |
nkeynes@639 | 502 | |
nkeynes@639 | 503 | /* Clear the buffer (FIXME: May not want always want to do this) */ |
nkeynes@639 | 504 | glDisable( GL_SCISSOR_TEST ); |
nkeynes@651 | 505 | glDepthMask( GL_TRUE ); |
nkeynes@864 | 506 | glStencilMask( 0x03 ); |
nkeynes@639 | 507 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); |
nkeynes@639 | 508 | |
nkeynes@639 | 509 | /* Setup vertex array pointers */ |
nkeynes@687 | 510 | glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x); |
nkeynes@687 | 511 | glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]); |
nkeynes@687 | 512 | glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u); |
nkeynes@687 | 513 | glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba ); |
nkeynes@847 | 514 | glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] ); |
nkeynes@669 | 515 | /* Turn on the shaders (if available) */ |
nkeynes@1130 | 516 | glsl_set_shader(DEFAULT_PROGRAM); |
nkeynes@639 | 517 | |
nkeynes@687 | 518 | /* Render the background */ |
nkeynes@687 | 519 | gl_render_bkgnd( pvr2_scene.bkgnd_poly ); |
nkeynes@736 | 520 | |
nkeynes@639 | 521 | glEnable( GL_SCISSOR_TEST ); |
nkeynes@1132 | 522 | glEnable( GL_COLOR_SUM ); |
nkeynes@1132 | 523 | glEnable( GL_FOG ); |
nkeynes@639 | 524 | |
nkeynes@639 | 525 | /* Process the segment list */ |
nkeynes@639 | 526 | struct tile_segment *segment = pvr2_scene.segment_list; |
nkeynes@639 | 527 | do { |
nkeynes@736 | 528 | int tilex = SEGMENT_X(segment->control); |
nkeynes@736 | 529 | int tiley = SEGMENT_Y(segment->control); |
nkeynes@639 | 530 | |
nkeynes@736 | 531 | uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 }; |
nkeynes@736 | 532 | if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) { |
nkeynes@736 | 533 | continue; // fully clipped, skip tile |
nkeynes@736 | 534 | } |
nkeynes@736 | 535 | |
nkeynes@736 | 536 | /* Clip to the visible part of the tile */ |
nkeynes@736 | 537 | glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], |
nkeynes@736 | 538 | tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] ); |
nkeynes@864 | 539 | if( display_driver->capabilities.stencil_bits >= 2 && |
nkeynes@863 | 540 | IS_TILE_PTR(segment->opaquemod_ptr) && |
nkeynes@863 | 541 | !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) { |
nkeynes@863 | 542 | /* Don't do this unless there's actually some shadow polygons */ |
nkeynes@863 | 543 | |
nkeynes@863 | 544 | /* Use colormask instead of drawbuffer for simplicity */ |
nkeynes@863 | 545 | glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); |
nkeynes@863 | 546 | gl_render_tilelist_depthonly(segment->opaque_ptr); |
nkeynes@864 | 547 | gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds); |
nkeynes@863 | 548 | glClear( GL_DEPTH_BUFFER_BIT ); |
nkeynes@863 | 549 | glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); |
nkeynes@736 | 550 | } |
nkeynes@865 | 551 | gl_render_tilelist(segment->opaque_ptr,0); |
nkeynes@863 | 552 | if( IS_TILE_PTR(segment->punchout_ptr) ) { |
nkeynes@863 | 553 | glEnable(GL_ALPHA_TEST ); |
nkeynes@865 | 554 | gl_render_tilelist(segment->punchout_ptr, GL_GEQUAL ); |
nkeynes@863 | 555 | glDisable(GL_ALPHA_TEST ); |
nkeynes@863 | 556 | } |
nkeynes@1133 | 557 | |
nkeynes@736 | 558 | if( IS_TILE_PTR(segment->trans_ptr) ) { |
nkeynes@736 | 559 | if( pvr2_scene.sort_mode == SORT_NEVER || |
nkeynes@736 | 560 | (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) { |
nkeynes@865 | 561 | gl_render_tilelist(segment->trans_ptr, 0); |
nkeynes@736 | 562 | } else { |
nkeynes@736 | 563 | render_autosort_tile(segment->trans_ptr, RENDER_NORMAL ); |
nkeynes@736 | 564 | } |
nkeynes@736 | 565 | } |
nkeynes@639 | 566 | } while( !IS_LAST_SEGMENT(segment++) ); |
nkeynes@639 | 567 | glDisable( GL_SCISSOR_TEST ); |
nkeynes@1132 | 568 | glDisable( GL_COLOR_SUM ); |
nkeynes@1132 | 569 | glDisable( GL_FOG ); |
nkeynes@1130 | 570 | glsl_clear_shader(); |
nkeynes@669 | 571 | |
nkeynes@645 | 572 | gettimeofday( &end_tv, NULL ); |
nkeynes@645 | 573 | ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 + |
nkeynes@736 | 574 | (end_tv.tv_usec - tex_tv.tv_usec)/1000; |
nkeynes@645 | 575 | DEBUG( "Scene render in %dms", ms ); |
nkeynes@639 | 576 | } |
.