filename | src/pvr2/scene.h |
changeset | 1140:7dc1c71ece76 |
prev | 1133:f3da7d810d5c |
next | 1151:e1848ca9b5b1 |
author | nkeynes |
date | Tue Oct 26 08:39:02 2010 +1000 (13 years ago) |
permissions | -rw-r--r-- |
last change | Implement fragment shader to support palette textures 'directly', and therefore avoid having to reload all palette textures whenever the palette changes. |
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1 /**
2 * $Id$
3 *
4 * PVR2 scene description structure (pvr2-private)
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 #ifndef lxdream_scene_H
20 #define lxdream_scene_H 1
22 #ifdef __cplusplus
23 extern "C" {
24 #endif
26 /************************* Intermediate vertex buffer ************************/
28 typedef enum {
29 SORT_NEVER = 0,
30 SORT_TILEFLAG = 1, /* In this mode, sorting is controlled by the per-segment flag */
31 SORT_ALWAYS = 2
32 } tile_sort_mode_t;
34 typedef enum { SHADOW_NONE=0, SHADOW_CHEAP=1, SHADOW_FULL=2 } shadow_mode_t;
37 struct vertex_struct {
38 float u,v,r,tex_mode; /* tex-coord quad */
39 float x,y,z;
40 float rgba[4];
41 float offset_rgba[4];
42 };
44 struct polygon_struct {
45 uint32_t *context;
46 uint32_t vertex_count; // number of vertexes in polygon
47 uint32_t tex_id;
48 int32_t vertex_index; // index of first vertex in vertex buffer
49 uint32_t mod_tex_id;
50 int32_t mod_vertex_index; // index of first modified vertex in vertex buffer
51 struct polygon_struct *next; // chain for tri/quad arrays
52 struct polygon_struct *sub_next; // chain for internal sub-polygons
53 };
55 void pvr2_scene_init(void);
56 void pvr2_scene_read(void);
57 void pvr2_scene_shutdown();
59 uint32_t pvr2_scene_buffer_width();
60 uint32_t pvr2_scene_buffer_height();
62 extern unsigned char *video_base;
64 /**
65 * Maximum possible size of the vertex buffer. This is figured as follows:
66 * PVR2 polygon buffer is limited to 4MB. The tightest polygon format
67 * is 3 vertexes in 48 bytes = 16 bytes/vertex, (shadow triangle)
68 * (the next tightest is 8 vertex in 140 bytes (6-strip colour-only)).
69 * giving a theoretical maximum of 262144 vertexes.
70 * The expanded structure is 44 bytes/vertex, giving
71 * 11534336 bytes...
72 */
73 #define MAX_VERTEXES 262144
74 #define MAX_VERTEX_BUFFER_SIZE (MAX_VERTEXES*sizeof(struct vertex_struct))
76 /**
77 * Maximum polygons - smallest is 1 polygon in 48 bytes, giving
78 * 87381, plus 1 for the background. Allow the same amount again
79 * for split polygons (worst case)
80 *
81 */
82 #define MAX_POLYGONS (87382*2)
83 #define MAX_POLY_BUFFER_SIZE (MAX_POLYGONS*sizeof(struct polygon_struct))
84 #define BUF_POLY_MAP_SIZE (4 MB)
86 /*************************************************************************/
88 /* Scene data - this structure holds all the intermediate data used during
89 * the rendering process.
90 *
91 * Special note: if vbo_supported == FALSE, then vertex_array points to a
92 * malloced chunk of system RAM. Otherwise, vertex_array will be either NULL
93 * (if the VBO is unmapped), or a pointer into a chunk of GL managed RAM
94 * (possibly direct-mapped VRAM).
95 */
96 struct pvr2_scene_struct {
97 /** GL ID of the VBO used by the scene (or 0 if VBOs are not in use). */
98 GLuint vbo_id;
99 /** Pointer to the vertex array data, or NULL for unmapped VBOs */
100 struct vertex_struct *vertex_array;
101 /** Current allocated size (in bytes) of the vertex array */
102 uint32_t vertex_array_size;
103 /** Total number of vertexes in the scene (note modified vertexes
104 * count for 2 vertexes */
105 uint32_t vertex_count;
107 /** Pointer to the polygon data for the scene (main ram).
108 * This will always have room for at least MAX_POLYGONS */
109 struct polygon_struct *poly_array;
110 /** Pointer to the background polygon. This is always a quad, and
111 * normally the last member of poly_array */
112 struct polygon_struct *bkgnd_poly;
113 /** Total number of polygons in the scene */
114 uint32_t poly_count;
116 /** Image bounds in 3D - x1,x2,y1,y2,z1,z2
117 * x and y values are determined by the clip planes, while z values are
118 * determined from the vertex data itself.
119 */
120 float bounds[6];
122 /* Total size of the image buffer, determined by the tile map used to
123 * render the scene */
124 uint32_t buffer_width, buffer_height;
126 /** Specifies the translucency auto-sort mode for the scene */
127 tile_sort_mode_t sort_mode;
129 shadow_mode_t shadow_mode;
131 float fog_lut_colour[4];
132 float fog_vert_colour[4];
134 /** Pointer to the start of the tile segment list in PVR2 VRAM (32-bit) */
135 struct tile_segment *segment_list;
136 /** Map from PVR2 polygon address to an element of poly_array. */
137 struct polygon_struct **buf_to_poly_map;
138 /** Pointer to the start of the raw polygon buffer in PVR2 VRAM (32-bit).
139 * Also only used during parsing */
140 uint32_t *pvr2_pbuf;
141 /** Current vertex index during parsing */
142 uint32_t vertex_index;
143 };
145 /**
146 * Current scene structure. Note this should only be written to by vertex bufer
147 * functions
148 */
149 extern struct pvr2_scene_struct pvr2_scene;
151 #ifdef __cplusplus
152 }
153 #endif
155 #endif /* !lxdream_scene_H */
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