filename | src/pvr2/glrender.c |
changeset | 1205:a486ac64f34b |
prev | 1159:580436b01b6c |
next | 1207:f7ca985659c6 |
author | nkeynes |
date | Mon Jan 30 20:11:08 2012 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | Replace wordexp() with a hand-coded env-var substitution. More portable, and avoids bugs with some wordexp() implementations |
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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/glutil.h"
25 #include "pvr2/scene.h"
26 #include "pvr2/tileiter.h"
28 #ifdef APPLE_BUILD
29 #include "OpenGL/CGLCurrent.h"
30 #include "OpenGL/CGLMacro.h"
32 static CGLContextObj CGL_MACRO_CONTEXT;
33 #endif
35 #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) == 0x0F)
37 int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
38 GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
39 GL_ALWAYS };
40 int pvr2_poly_srcblend[8] = {
41 GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
42 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
43 GL_ONE_MINUS_DST_ALPHA };
44 int pvr2_poly_dstblend[8] = {
45 GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
46 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
47 GL_ONE_MINUS_DST_ALPHA };
48 int pvr2_poly_texblend[4] = {
49 GL_REPLACE,
50 GL_MODULATE,
51 GL_DECAL,
52 GL_MODULATE
53 };
55 static gboolean have_shaders = FALSE;
56 static int currentTexId = -1;
58 static inline void bind_texture(int texid)
59 {
60 if( currentTexId != texid ) {
61 currentTexId = texid;
62 glBindTexture(GL_TEXTURE_2D, texid);
63 }
64 }
66 /**
67 * Clip the tile bounds to the clipping plane.
68 * @return TRUE if the tile was not clipped completely.
69 */
70 static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
71 {
72 if( tile[0] < clip[0] ) tile[0] = clip[0];
73 if( tile[1] > clip[1] ) tile[1] = clip[1];
74 if( tile[2] < clip[2] ) tile[2] = clip[2];
75 if( tile[3] > clip[3] ) tile[3] = clip[3];
76 return tile[0] < tile[1] && tile[2] < tile[3];
77 }
79 static void drawrect2d( uint32_t tile_bounds[], float z )
80 {
81 glBegin( GL_QUADS );
82 glVertex3f( tile_bounds[0], tile_bounds[2], z );
83 glVertex3f( tile_bounds[1], tile_bounds[2], z );
84 glVertex3f( tile_bounds[1], tile_bounds[3], z );
85 glVertex3f( tile_bounds[0], tile_bounds[3], z );
86 glEnd();
87 }
89 static void pvr2_scene_load_textures()
90 {
91 int i;
93 texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
94 (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
96 for( i=0; i < pvr2_scene.poly_count; i++ ) {
97 struct polygon_struct *poly = &pvr2_scene.poly_array[i];
98 if( POLY1_TEXTURED(poly->context[0]) ) {
99 poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
100 if( poly->mod_vertex_index != -1 ) {
101 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
102 poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
103 } else {
104 poly->mod_tex_id = poly->tex_id;
105 }
106 }
107 } else {
108 poly->tex_id = 0;
109 poly->mod_tex_id = 0;
110 }
111 }
112 }
115 /**
116 * Once-off call to setup the OpenGL context.
117 */
118 void pvr2_setup_gl_context()
119 {
121 if( glsl_is_supported() && isGLMultitextureSupported() ) {
122 if( !glsl_load_shaders( ) ) {
123 WARN( "Unable to load GL shaders" );
124 } else {
125 have_shaders = TRUE;
126 }
127 }
129 #ifdef APPLE_BUILD
130 CGL_MACRO_CONTEXT = CGLGetCurrentContext();
131 #endif
132 texcache_gl_init(); // Allocate texture IDs
133 glDisable( GL_CULL_FACE );
134 glEnable( GL_BLEND );
135 glEnable( GL_DEPTH_TEST );
136 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
137 glMatrixMode(GL_MODELVIEW);
138 glLoadIdentity();
140 #ifdef HAVE_OPENGL_CLAMP_COLOR
141 if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
142 glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
143 glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
144 }
145 #endif
147 glEnableClientState( GL_COLOR_ARRAY );
148 glEnableClientState( GL_VERTEX_ARRAY );
149 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
150 glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
151 glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
153 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
154 glClearDepth(0);
155 glClearStencil(0);
157 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
158 glFogi(GL_FOG_MODE, GL_LINEAR);
159 glFogf(GL_FOG_START, 0.0);
160 glFogf(GL_FOG_END, 1.0);
162 if( have_shaders ) {
163 glsl_set_shader(DEFAULT_PROGRAM);
164 glsl_set_uniform_int(DEFAULT_PROGRAM, "primary_texture", 0);
165 glsl_set_uniform_int(DEFAULT_PROGRAM, "palette_texture", 1);
166 glsl_clear_shader();
167 }
168 }
170 /**
171 * Setup the basic context that's shared between normal and modified modes -
172 * depth, culling
173 */
174 static void render_set_base_context( uint32_t poly1, gboolean set_depth )
175 {
176 if( set_depth ) {
177 glDepthFunc( POLY1_DEPTH_MODE(poly1) );
178 }
180 glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
181 }
183 /**
184 * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
185 */
186 static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
187 {
188 glShadeModel( POLY1_SHADE_MODEL(poly1) );
190 if( POLY1_TEXTURED(poly1) && !have_shaders ) {
191 if( POLY2_TEX_BLEND(poly2) == 2 )
192 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
193 else
194 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
196 }
198 switch( POLY2_FOG_MODE(poly2) ) {
199 case PVR2_POLY_FOG_LOOKUP:
200 glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
201 break;
202 case PVR2_POLY_FOG_VERTEX:
203 glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
204 break;
205 }
207 int srcblend = POLY2_SRC_BLEND(poly2);
208 int destblend = POLY2_DEST_BLEND(poly2);
209 glBlendFunc( srcblend, destblend );
211 if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
212 WARN( "Accumulation buffer not supported" );
213 }
214 }
216 /**
217 * Setup the GL context for the supplied polygon context.
218 * @param context pointer to 3 or 5 words of polygon context
219 * @param depth_mode force depth mode, or 0 to use the polygon's
220 * depth mode.
221 */
222 static void render_set_context( uint32_t *context, gboolean set_depth )
223 {
224 render_set_base_context(context[0], set_depth);
225 render_set_tsp_context(context[0],context[1]);
226 }
228 static inline void gl_draw_vertexes( struct polygon_struct *poly )
229 {
230 do {
231 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
232 poly = poly->sub_next;
233 } while( poly != NULL );
234 }
236 static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
237 {
238 do {
239 glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
240 poly = poly->sub_next;
241 } while( poly != NULL );
242 }
244 static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
245 {
246 if( poly->vertex_count == 0 )
247 return; /* Culled */
249 bind_texture(poly->tex_id);
250 if( poly->mod_vertex_index == -1 ) {
251 render_set_context( poly->context, set_depth );
252 gl_draw_vertexes(poly);
253 } else {
254 glEnable( GL_STENCIL_TEST );
255 render_set_base_context( poly->context[0], set_depth );
256 render_set_tsp_context( poly->context[0], poly->context[1] );
257 glStencilFunc(GL_EQUAL, 0, 2);
258 gl_draw_vertexes(poly);
260 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
261 bind_texture(poly->mod_tex_id);
262 render_set_tsp_context( poly->context[0], poly->context[3] );
263 }
264 glStencilFunc(GL_EQUAL, 2, 2);
265 gl_draw_mod_vertexes(poly);
266 glDisable( GL_STENCIL_TEST );
267 }
268 }
271 static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
272 {
273 /* A bit of explanation:
274 * In theory it works like this: generate a 1-bit stencil for each polygon
275 * volume, and then AND or OR it against the overall 1-bit tile stencil at
276 * the end of the volume.
277 *
278 * The implementation here uses a 2-bit stencil buffer, where each volume
279 * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
280 * to update bit 1 accordingly and clear bit 0.
281 *
282 * This could probably be more efficient, but at least it works correctly
283 * now :)
284 */
286 if( poly->vertex_count == 0 )
287 return; /* Culled */
289 gl_draw_vertexes(poly);
293 int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
294 if( poly_type == PVR2_VOLUME_REGION0 ) {
295 /* 00 => 00
296 * 01 => 00
297 * 10 => 10
298 * 11 => 00
299 */
300 glStencilMask( 0x03 );
301 glStencilFunc(GL_EQUAL, 0x02, 0x03);
302 glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
303 glDisable( GL_DEPTH_TEST );
305 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
307 glEnable( GL_DEPTH_TEST );
308 glStencilMask( 0x01 );
309 glStencilFunc( GL_ALWAYS, 0, 1 );
310 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
311 } else if( poly_type == PVR2_VOLUME_REGION1 ) {
312 /* This is harder with the standard stencil ops - do it in two passes
313 * 00 => 00 | 00 => 10
314 * 01 => 10 | 01 => 10
315 * 10 => 10 | 10 => 00
316 * 11 => 10 | 11 => 10
317 */
318 glStencilMask( 0x02 );
319 glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
320 glDisable( GL_DEPTH_TEST );
322 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
324 glStencilMask( 0x03 );
325 glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
326 glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
328 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
330 glEnable( GL_DEPTH_TEST );
331 glStencilMask( 0x01 );
332 glStencilFunc( GL_ALWAYS, 0, 1 );
333 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
334 }
335 }
337 static void gl_render_bkgnd( struct polygon_struct *poly )
338 {
339 bind_texture(poly->tex_id);
340 render_set_tsp_context( poly->context[0], poly->context[1] );
341 glDisable( GL_DEPTH_TEST );
342 glBlendFunc( GL_ONE, GL_ZERO );
343 gl_draw_vertexes(poly);
344 glEnable( GL_DEPTH_TEST );
345 }
347 void gl_render_triangle( struct polygon_struct *poly, int index )
348 {
349 bind_texture(poly->tex_id);
350 render_set_tsp_context( poly->context[0], poly->context[1] );
351 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 );
353 }
355 void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
356 {
357 tileentryiter list;
359 FOREACH_TILEENTRY(list, tile_entry) {
360 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
361 if( poly != NULL ) {
362 do {
363 gl_render_poly(poly, set_depth);
364 poly = poly->next;
365 } while( list.strip_count-- > 0 );
366 }
367 }
368 }
370 /**
371 * Render the tilelist with depthbuffer updates only.
372 */
373 static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
374 {
375 tileentryiter list;
377 FOREACH_TILEENTRY(list, tile_entry) {
378 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
379 if( poly != NULL ) {
380 do {
381 render_set_base_context(poly->context[0],TRUE);
382 gl_draw_vertexes(poly);
383 poly = poly->next;
384 } while( list.strip_count-- > 0 );
385 }
386 }
387 }
389 static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
390 {
391 tileentryiter list;
393 if( !IS_TILE_PTR(tile_entry) )
394 return;
396 glEnable( GL_STENCIL_TEST );
397 glEnable( GL_DEPTH_TEST );
398 glStencilFunc( GL_ALWAYS, 0, 1 );
399 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
400 glStencilMask( 0x01 );
401 glDepthFunc( GL_LEQUAL );
402 glDepthMask( GL_FALSE );
404 FOREACH_TILEENTRY(list, tile_entry ) {
405 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
406 if( poly != NULL ) {
407 do {
408 gl_render_modifier_polygon( poly, tile_bounds );
409 poly = poly->next;
410 } while( list.strip_count-- > 0 );
411 }
412 }
413 glDepthMask( GL_TRUE );
414 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
415 glDisable( GL_STENCIL_TEST );
416 }
418 /**
419 * Render the currently defined scene in pvr2_scene
420 */
421 void pvr2_scene_render( render_buffer_t buffer )
422 {
423 /* Scene setup */
424 struct timeval start_tv, tex_tv, end_tv;
426 gettimeofday(&start_tv, NULL);
427 display_driver->set_render_target(buffer);
428 pvr2_check_palette_changed();
429 pvr2_scene_load_textures();
430 currentTexId = -1;
432 gettimeofday( &tex_tv, NULL );
433 uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
434 (tex_tv.tv_usec - start_tv.tv_usec)/1000;
435 DEBUG( "Scene setup in %dms", ms );
437 /* Setup view projection matrix */
438 glMatrixMode(GL_PROJECTION);
439 glLoadIdentity();
440 float nearz = pvr2_scene.bounds[4];
441 float farz = pvr2_scene.bounds[5];
442 if( nearz == farz ) {
443 farz*= 4.0;
444 }
445 glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0,
446 -farz, -nearz );
447 float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
448 glAlphaFunc( GL_GEQUAL, alphaRef );
450 /* Clear the buffer (FIXME: May not want always want to do this) */
451 glDisable( GL_SCISSOR_TEST );
452 glDepthMask( GL_TRUE );
453 glStencilMask( 0x03 );
454 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
456 /* Setup vertex array pointers */
457 glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
458 glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
459 glTexCoordPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
460 glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
461 glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
462 /* Turn on the shaders (if available) */
463 glsl_set_shader(DEFAULT_PROGRAM);
465 /* Render the background */
466 gl_render_bkgnd( pvr2_scene.bkgnd_poly );
468 glEnable( GL_SCISSOR_TEST );
469 glEnable( GL_COLOR_SUM );
470 glEnable( GL_FOG );
471 glEnable( GL_TEXTURE_2D );
473 /* Process the segment list */
474 struct tile_segment *segment = pvr2_scene.segment_list;
475 do {
476 int tilex = SEGMENT_X(segment->control);
477 int tiley = SEGMENT_Y(segment->control);
479 uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
480 if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
481 continue; // fully clipped, skip tile
482 }
484 /* Clip to the visible part of the tile */
485 glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3],
486 tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
487 if( display_driver->capabilities.stencil_bits >= 2 &&
488 IS_TILE_PTR(segment->opaquemod_ptr) &&
489 !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
490 /* Don't do this unless there's actually some shadow polygons */
492 /* Use colormask instead of drawbuffer for simplicity */
493 glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
494 gl_render_tilelist_depthonly(segment->opaque_ptr);
495 gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
496 glClear( GL_DEPTH_BUFFER_BIT );
497 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
498 }
499 gl_render_tilelist(segment->opaque_ptr,TRUE);
500 if( IS_TILE_PTR(segment->punchout_ptr) ) {
501 glEnable(GL_ALPHA_TEST );
502 glDepthFunc(GL_GEQUAL);
503 gl_render_tilelist(segment->punchout_ptr, FALSE );
504 glDisable(GL_ALPHA_TEST );
505 }
507 if( IS_TILE_PTR(segment->trans_ptr) ) {
508 if( pvr2_scene.sort_mode == SORT_NEVER ||
509 (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
510 gl_render_tilelist(segment->trans_ptr, TRUE);
511 } else {
512 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
513 }
514 }
515 } while( !IS_LAST_SEGMENT(segment++) );
516 glDisable( GL_SCISSOR_TEST );
517 glDisable( GL_COLOR_SUM );
518 glDisable( GL_FOG );
519 glsl_clear_shader();
521 pvr2_scene_finished();
523 gettimeofday( &end_tv, NULL );
524 ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
525 (end_tv.tv_usec - tex_tv.tv_usec)/1000;
526 DEBUG( "Scene render in %dms", ms );
527 }
.