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lxdream.org :: lxdream/src/pvr2/glrender.c
lxdream 0.9.1
released Jun 29
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filename src/pvr2/glrender.c
changeset 687:6bdc2b7032ea
prev684:95f2068235ef
next736:a02d1475ccfd
author nkeynes
date Sat Jun 14 11:54:15 2008 +0000 (13 years ago)
permissions -rw-r--r--
last change Change colour params to float
Convert background processing over to scene structure (fixes some depth issues as well)
Add color unclamp when supported
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     1 /**
     2  * $Id$
     3  *
     4  * Standard OpenGL rendering engine. 
     5  *
     6  * Copyright (c) 2005 Nathan Keynes.
     7  *
     8  * This program is free software; you can redistribute it and/or modify
     9  * it under the terms of the GNU General Public License as published by
    10  * the Free Software Foundation; either version 2 of the License, or
    11  * (at your option) any later version.
    12  *
    13  * This program is distributed in the hope that it will be useful,
    14  * but WITHOUT ANY WARRANTY; without even the implied warranty of
    15  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    16  * GNU General Public License for more details.
    17  */
    19 #include <assert.h>
    20 #include <sys/time.h>
    21 #include "display.h"
    22 #include "pvr2/pvr2.h"
    23 #include "pvr2/pvr2mmio.h"
    24 #include "pvr2/scene.h"
    25 #include "pvr2/glutil.h"
    27 int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
    28 				      GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, 
    29 				      GL_ALWAYS };
    30 int pvr2_poly_srcblend[8] = { 
    31     GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
    32     GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, 
    33     GL_ONE_MINUS_DST_ALPHA };
    34 int pvr2_poly_dstblend[8] = {
    35     GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
    36     GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
    37     GL_ONE_MINUS_DST_ALPHA };
    38 int pvr2_poly_texblend[4] = {
    39     GL_REPLACE, 
    40     GL_MODULATE,  
    41     GL_DECAL, 
    42     GL_MODULATE 
    43 };
    44 int pvr2_render_colour_format[8] = {
    45     COLFMT_BGRA1555, COLFMT_RGB565, COLFMT_BGRA4444, COLFMT_BGRA1555,
    46     COLFMT_BGR888, COLFMT_BGRA8888, COLFMT_BGRA8888, COLFMT_BGRA4444 };
    49 /**
    50  * Clip the tile bounds to the clipping plane. 
    51  * @return TRUE if the tile was not clipped completely.
    52  */
    53 static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
    54 {
    55     if( tile[0] < clip[0] ) tile[0] = clip[0];
    56     if( tile[1] > clip[1] ) tile[1] = clip[1];
    57     if( tile[2] < clip[2] ) tile[2] = clip[2];
    58     if( tile[3] > clip[3] ) tile[3] = clip[3];
    59     return tile[0] < tile[1] && tile[2] < tile[3];
    60 }
    62 void pvr2_scene_load_textures()
    63 {
    64     int i;
    65     for( i=0; i < pvr2_scene.poly_count; i++ ) {
    66 	struct polygon_struct *poly = &pvr2_scene.poly_array[i];
    67 	if( POLY1_TEXTURED(poly->context[0]) ) {
    68 	    poly->tex_id = texcache_get_texture( poly->context[2],
    69 						 POLY2_TEX_WIDTH(poly->context[1]),
    70 						 POLY2_TEX_HEIGHT(poly->context[1]) );
    71 	    if( poly->mod_vertex_index != -1 ) {
    72 		poly->mod_tex_id = texcache_get_texture( poly->context[4],
    73 							 POLY2_TEX_WIDTH(poly->context[3]),
    74 							 POLY2_TEX_HEIGHT(poly->context[3]) );
    75 	    }
    76 	} else {
    77 	    poly->tex_id = -1;
    78 	    poly->mod_tex_id = -1;
    79 	}
    80     }
    81 }
    85 /**
    86  * Once-off call to setup the OpenGL context.
    87  */
    88 void pvr2_setup_gl_context()
    89 {
    91     if( glsl_is_supported() ) {
    92     	if( !glsl_load_shaders( glsl_vertex_shader_src, NULL ) ) {
    93             WARN( "Unable to load GL shaders" );
    94         }
    95     }
    97     texcache_gl_init(); // Allocate texture IDs
    98     glCullFace( GL_BACK );
    99     glEnable( GL_BLEND );
   100     glEnable( GL_DEPTH_TEST );
   101     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
   102     glMatrixMode(GL_MODELVIEW);
   103     glLoadIdentity();
   105 #ifdef HAVE_OPENGL_CLAMP_COLOR
   106     if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
   107         glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
   108         glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
   109     }
   110 #endif
   112     glEnableClientState( GL_COLOR_ARRAY );
   113     glEnableClientState( GL_VERTEX_ARRAY );
   114     glEnableClientState( GL_TEXTURE_COORD_ARRAY );
   115     glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
   117     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
   118     glClearDepth(0);
   119     glClearStencil(0);
   120 }
   122 /**
   123  * Setup the GL context for the supplied polygon context.
   124  * @param context pointer to 3 or 5 words of polygon context
   125  * @param modified boolean flag indicating that the modified
   126  *  version should be used, rather than the normal version.
   127  */
   128 void render_set_context( uint32_t *context, int render_mode )
   129 {
   130     uint32_t poly1 = context[0], poly2, texture;
   131     if( render_mode == RENDER_FULLMOD ) {
   132 	poly2 = context[3];
   133 	texture = context[4];
   134     } else {
   135 	poly2 = context[1];
   136 	texture = context[2];
   137     }
   139     glDepthFunc( POLY1_DEPTH_MODE(poly1) );
   140     glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
   142     switch( POLY1_CULL_MODE(poly1) ) {
   143     case CULL_NONE:
   144     case CULL_SMALL:
   145 	glDisable( GL_CULL_FACE );
   146 	break;
   147     case CULL_CCW:
   148 	glEnable( GL_CULL_FACE );
   149 	glFrontFace( GL_CW );
   150 	break;
   151     case CULL_CW:
   152 	glEnable( GL_CULL_FACE );
   153 	glFrontFace( GL_CCW );
   154 	break;
   155     }
   157     if( POLY1_SPECULAR(poly1) ) {
   158 	glEnable(GL_COLOR_SUM);
   159     } else {
   160 	glDisable(GL_COLOR_SUM);
   161     }
   164     if( POLY1_TEXTURED(poly1) ) {
   165 	glEnable(GL_TEXTURE_2D);
   166 	glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
   167 	if( POLY2_TEX_CLAMP_U(poly2) ) {
   168 	    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
   169 	} else if( POLY2_TEX_MIRROR_U(poly2) ) {
   170 	    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT_ARB );
   171 	} else {
   172 	    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
   173 	}	    
   174 	if( POLY2_TEX_CLAMP_V(poly2) ) {
   175 	    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
   176 	} else if( POLY2_TEX_MIRROR_V(poly2) ) {
   177 	    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT_ARB );
   178 	} else {
   179 	    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
   180 	}
   181     } else {
   182 	glDisable( GL_TEXTURE_2D );
   183     }
   185     glShadeModel( POLY1_SHADE_MODEL(poly1) );
   187     int srcblend = POLY2_SRC_BLEND(poly2);
   188     int destblend = POLY2_DEST_BLEND(poly2);
   189     glBlendFunc( srcblend, destblend );
   191     if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
   192 	ERROR( "Accumulation buffer not supported" );
   193     }
   195 }
   198 static void gl_render_poly( struct polygon_struct *poly )
   199 {
   200     if( poly->tex_id != -1 ) {
   201 	glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   202     }
   203     render_set_context( poly->context, RENDER_NORMAL );
   204     glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   205 }
   208 static void gl_render_bkgnd( struct polygon_struct *poly )
   209 {
   210     if( poly->tex_id != -1 ) {
   211         glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   212     }
   213     render_set_context( poly->context, RENDER_NORMAL );
   214     glDisable( GL_DEPTH_TEST );
   215     glDisable( GL_CULL_FACE );
   216     glBlendFunc( GL_ONE, GL_ZERO );
   217     glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   218     glEnable( GL_CULL_FACE );
   219     glEnable( GL_DEPTH_TEST );
   220 }
   224 void gl_render_tilelist( pvraddr_t tile_entry )
   225 {
   226     uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
   227     int strip_count;
   228     struct polygon_struct *poly;
   230     while(1) {
   231 	uint32_t entry = *tile_list++;
   232 	switch( entry >> 28 ) {
   233 	case 0x0F:
   234 	    return; // End-of-list
   235 	case 0x0E:
   236 	    tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));
   237 	    break;
   238 	case 0x08: case 0x09: case 0x0A: case 0x0B:
   239 	    strip_count = ((entry >> 25) & 0x0F)+1;
   240 	    poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   241 	    while( strip_count > 0 ) {
   242 		assert( poly != NULL );
   243 		gl_render_poly( poly );
   244 		poly = poly->next;
   245 		strip_count--;
   246 	    }
   247 	    break;
   248 	default:
   249 	    if( entry & 0x7E000000 ) {
   250 		poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   251 		gl_render_poly( poly );
   252 	    }
   253 	}
   254     }	    
   255 }
   258 /**
   259  * Render the currently defined scene in pvr2_scene
   260  */
   261 void pvr2_scene_render( render_buffer_t buffer )
   262 {
   263     /* Scene setup */
   264     struct timeval start_tv, tex_tv, end_tv;
   266     gettimeofday(&start_tv, NULL);
   267     display_driver->set_render_target(buffer);
   268     pvr2_check_palette_changed();
   269     pvr2_scene_load_textures();
   271     gettimeofday( &tex_tv, NULL );
   272     uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
   273         (tex_tv.tv_usec - start_tv.tv_usec)/1000;
   274     DEBUG( "Scene setup in %dms", ms );
   276     /* Setup view projection matrix */
   277     glMatrixMode(GL_PROJECTION);
   278     glLoadIdentity();
   279     float nearz = pvr2_scene.bounds[4];
   280     float farz = pvr2_scene.bounds[5];
   281     if( nearz == farz ) {
   282         farz*= 4.0;
   283     }
   284     glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
   285     	     -farz, -nearz );
   286     float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
   287     glAlphaFunc( GL_GEQUAL, alphaRef );
   289     /* Clear the buffer (FIXME: May not want always want to do this) */
   290     glDisable( GL_SCISSOR_TEST );
   291     glDepthMask( GL_TRUE );
   292     glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
   294     /* Setup vertex array pointers */
   295     glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
   296     glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
   297     glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
   298     glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
   300     /* Turn on the shaders (if available) */
   301     glsl_enable_shaders(TRUE);
   303     /* Render the background */
   304     gl_render_bkgnd( pvr2_scene.bkgnd_poly );
   306     glEnable( GL_SCISSOR_TEST );
   308     /* Process the segment list */
   309     struct tile_segment *segment = pvr2_scene.segment_list;
   310     do {
   311 	int tilex = SEGMENT_X(segment->control);
   312 	int tiley = SEGMENT_Y(segment->control);
   314 	uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
   315 	if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
   316 	    continue; // fully clipped, skip tile
   317 	}
   319 	/* Clip to the visible part of the tile */
   320 	glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
   321 		   tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
   322 	if( IS_TILE_PTR(segment->opaque_ptr) ) {
   323 	    gl_render_tilelist(segment->opaque_ptr);
   324 	}
   325 	if( IS_TILE_PTR(segment->trans_ptr) ) {
   326 	    if( pvr2_scene.sort_mode == SORT_NEVER || 
   327 		(pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
   328 		gl_render_tilelist(segment->trans_ptr);
   329 	    } else {
   330 		render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
   331 	    }
   332 	}
   333 	if( IS_TILE_PTR(segment->punchout_ptr) ) {
   334 	    glEnable(GL_ALPHA_TEST );
   335 	    render_autosort_tile(segment->punchout_ptr, RENDER_NORMAL );
   336 	    glDisable(GL_ALPHA_TEST );
   337 	}
   338     } while( !IS_LAST_SEGMENT(segment++) );
   339     glDisable( GL_SCISSOR_TEST );
   341     glsl_enable_shaders(FALSE);
   343     gettimeofday( &end_tv, NULL );
   344     ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
   345         (end_tv.tv_usec - tex_tv.tv_usec)/1000;
   346     DEBUG( "Scene render in %dms", ms );
   347 }
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