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lxdream.org :: lxdream/src/pvr2/scene.h
lxdream 0.9.1
released Jun 29
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filename src/pvr2/scene.h
changeset 1133:f3da7d810d5c
prev1066:ddffe9d2b332
next1140:7dc1c71ece76
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
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/**
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 * $Id$
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 *
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 * PVR2 scene description structure (pvr2-private)
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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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#ifndef lxdream_scene_H
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#define lxdream_scene_H 1
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#ifdef __cplusplus
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extern "C" {
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#endif
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/************************* Intermediate vertex buffer ************************/
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typedef enum { 
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    SORT_NEVER = 0, 
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    SORT_TILEFLAG = 1, /* In this mode, sorting is controlled by the per-segment flag */
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    SORT_ALWAYS = 2 
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} tile_sort_mode_t;
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typedef enum { SHADOW_NONE=0, SHADOW_CHEAP=1, SHADOW_FULL=2 } shadow_mode_t;
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struct vertex_struct {
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    float u,v;
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    float x,y,z;
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    float rgba[4];
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    float offset_rgba[4];
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};
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struct polygon_struct {
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    uint32_t *context;
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    uint32_t vertex_count; // number of vertexes in polygon
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    uint32_t tex_id;
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    int32_t vertex_index; // index of first vertex in vertex buffer
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    uint32_t mod_tex_id;
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    int32_t mod_vertex_index; // index of first modified vertex in vertex buffer
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    struct polygon_struct *next; // chain for tri/quad arrays
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    struct polygon_struct *sub_next; // chain for internal sub-polygons
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};
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void pvr2_scene_init(void);
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void pvr2_scene_read(void);
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void pvr2_scene_shutdown();
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uint32_t pvr2_scene_buffer_width();
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uint32_t pvr2_scene_buffer_height();
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extern unsigned char *video_base;
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/**
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 * Maximum possible size of the vertex buffer. This is figured as follows:
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 * PVR2 polygon buffer is limited to 4MB. The tightest polygon format 
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 * is 3 vertexes in 48 bytes = 16 bytes/vertex, (shadow triangle) 
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 * (the next tightest is 8 vertex in 140 bytes (6-strip colour-only)).
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 * giving a theoretical maximum of 262144 vertexes.
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 * The expanded structure is 44 bytes/vertex, giving 
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 * 11534336 bytes...
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 */
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#define MAX_VERTEXES 262144
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#define MAX_VERTEX_BUFFER_SIZE (MAX_VERTEXES*sizeof(struct vertex_struct))
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/**
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 * Maximum polygons - smallest is 1 polygon in 48 bytes, giving
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 * 87381, plus 1 for the background. Allow the same amount again
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 * for split polygons (worst case)
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 * 
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 */
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#define MAX_POLYGONS (87382*2)
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#define MAX_POLY_BUFFER_SIZE (MAX_POLYGONS*sizeof(struct polygon_struct))
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#define BUF_POLY_MAP_SIZE (4 MB)
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/*************************************************************************/
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/* Scene data - this structure holds all the intermediate data used during
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 * the rendering process. 
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 *
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 * Special note: if vbo_supported == FALSE, then vertex_array points to a
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 * malloced chunk of system RAM. Otherwise, vertex_array will be either NULL
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 * (if the VBO is unmapped), or a pointer into a chunk of GL managed RAM
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 * (possibly direct-mapped VRAM).
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 */
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struct pvr2_scene_struct {
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    /** GL ID of the VBO used by the scene (or 0 if VBOs are not in use). */
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    GLuint vbo_id;
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    /** Pointer to the vertex array data, or NULL for unmapped VBOs */
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    struct vertex_struct *vertex_array;
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    /** Current allocated size (in bytes) of the vertex array */
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    uint32_t vertex_array_size;
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    /** Total number of vertexes in the scene (note modified vertexes
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     * count for 2 vertexes */
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    uint32_t vertex_count;
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    /** Pointer to the polygon data for the scene (main ram). 
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     * This will always have room for at least MAX_POLYGONS */
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    struct polygon_struct *poly_array;
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    /** Pointer to the background polygon. This is always a quad, and
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     * normally the last member of poly_array */
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    struct polygon_struct *bkgnd_poly;
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    /** Total number of polygons in the scene */
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    uint32_t poly_count;
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    /** Image bounds in 3D - x1,x2,y1,y2,z1,z2 
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     * x and y values are determined by the clip planes, while z values are
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     * determined from the vertex data itself.
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     */
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    float bounds[6];
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    /* Total size of the image buffer, determined by the tile map used to
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     * render the scene */
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    uint32_t buffer_width, buffer_height;
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    /** Specifies the translucency auto-sort mode for the scene */
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    tile_sort_mode_t sort_mode;
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    shadow_mode_t shadow_mode;
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    float fog_lut_colour[4];
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    float fog_vert_colour[4];
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    /** Pointer to the start of the tile segment list in PVR2 VRAM (32-bit) */
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    struct tile_segment *segment_list;
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    /** Map from PVR2 polygon address to an element of poly_array. */
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    struct polygon_struct **buf_to_poly_map;
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    /** Pointer to the start of the raw polygon buffer in PVR2 VRAM (32-bit).
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     * Also only used during parsing */
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    uint32_t *pvr2_pbuf;
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    /** Current vertex index during parsing */
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    uint32_t vertex_index;
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};
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/**
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 * Current scene structure. Note this should only be written to by vertex bufer
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 * functions
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 */
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extern struct pvr2_scene_struct pvr2_scene;
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#ifdef __cplusplus
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}
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#endif
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#endif /* !lxdream_scene_H */
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