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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 863:a5e5310061e2
prev856:02ac5f37bfc9
next864:a90f3d5e57e1
author nkeynes
date Sun Sep 28 01:09:51 2008 +0000 (15 years ago)
permissions -rw-r--r--
last change Initial shadow volume implementation for opaque polygons (stencil isn't quite
right, but we get some kind of shadows now)
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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 #define IS_EMPTY_TILE_LIST(p) ((*((uint32_t *)(video_base+(p))) >> 28) == 0x0F)
    29 int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
    30         GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, 
    31         GL_ALWAYS };
    32 int pvr2_poly_srcblend[8] = { 
    33         GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
    34         GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, 
    35         GL_ONE_MINUS_DST_ALPHA };
    36 int pvr2_poly_dstblend[8] = {
    37         GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
    38         GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
    39         GL_ONE_MINUS_DST_ALPHA };
    40 int pvr2_poly_texblend[4] = {
    41         GL_REPLACE, 
    42         GL_MODULATE,  
    43         GL_DECAL, 
    44         GL_MODULATE 
    45 };
    47 /**
    48  * Clip the tile bounds to the clipping plane. 
    49  * @return TRUE if the tile was not clipped completely.
    50  */
    51 static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
    52 {
    53     if( tile[0] < clip[0] ) tile[0] = clip[0];
    54     if( tile[1] > clip[1] ) tile[1] = clip[1];
    55     if( tile[2] < clip[2] ) tile[2] = clip[2];
    56     if( tile[3] > clip[3] ) tile[3] = clip[3];
    57     return tile[0] < tile[1] && tile[2] < tile[3];
    58 }
    60 void pvr2_scene_load_textures()
    61 {
    62     int i;
    63     for( i=0; i < pvr2_scene.poly_count; i++ ) {
    64         struct polygon_struct *poly = &pvr2_scene.poly_array[i];
    65         if( POLY1_TEXTURED(poly->context[0]) ) {
    66             poly->tex_id = texcache_get_texture( poly->context[2],
    67                     POLY2_TEX_WIDTH(poly->context[1]),
    68                     POLY2_TEX_HEIGHT(poly->context[1]) );
    69             if( poly->mod_vertex_index != -1 ) {
    70                 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
    71                     poly->mod_tex_id = texcache_get_texture( poly->context[4],
    72                             POLY2_TEX_WIDTH(poly->context[3]),
    73                             POLY2_TEX_HEIGHT(poly->context[3]) );
    74                 } else {
    75                     poly->mod_tex_id = poly->tex_id;
    76                 }
    77             }
    78         } else {
    79             poly->tex_id = -1;
    80             poly->mod_tex_id = -1;
    81         }
    82     }
    83 }
    87 /**
    88  * Once-off call to setup the OpenGL context.
    89  */
    90 void pvr2_setup_gl_context()
    91 {
    93     if( glsl_is_supported() ) {
    94         if( !glsl_load_shaders( glsl_vertex_shader_src, NULL ) ) {
    95             WARN( "Unable to load GL shaders" );
    96         }
    97     }
    99     texcache_gl_init(); // Allocate texture IDs
   100     glCullFace( GL_BACK );
   101     glEnable( GL_BLEND );
   102     glEnable( GL_DEPTH_TEST );
   103     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
   104     glMatrixMode(GL_MODELVIEW);
   105     glLoadIdentity();
   107 #ifdef HAVE_OPENGL_CLAMP_COLOR
   108     if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
   109         glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
   110         glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
   111     }
   112 #endif
   114     glEnableClientState( GL_COLOR_ARRAY );
   115     glEnableClientState( GL_VERTEX_ARRAY );
   116     glEnableClientState( GL_TEXTURE_COORD_ARRAY );
   117     glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
   118     glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
   120     glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
   121     glClearDepth(0);
   122     glClearStencil(0);
   123 }
   125 /**
   126  * Setup the basic context that's shared between normal and modified modes -
   127  * depth, culling, shade model, and color sum
   128  */
   129 static void render_set_base_context( uint32_t poly1 )
   130 {
   131     glDepthFunc( POLY1_DEPTH_MODE(poly1) );
   132     glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
   134     switch( POLY1_CULL_MODE(poly1) ) {
   135     case CULL_NONE:
   136     case CULL_SMALL:
   137         glDisable( GL_CULL_FACE );
   138         break;
   139     case CULL_CCW:
   140         glEnable( GL_CULL_FACE );
   141         glFrontFace( GL_CW );
   142         break;
   143     case CULL_CW:
   144         glEnable( GL_CULL_FACE );
   145         glFrontFace( GL_CCW );
   146         break;
   147     }
   149     glShadeModel( POLY1_SHADE_MODEL(poly1) );
   151     if( POLY1_SPECULAR(poly1) ) {
   152         glEnable(GL_COLOR_SUM);
   153     } else {
   154         glDisable(GL_COLOR_SUM);
   155     }
   156 }
   158 /**
   159  * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
   160  */
   161 static void render_set_tsp_context( uint32_t poly1, uint32_t poly2, uint32_t texture )
   162 {
   163     if( POLY1_TEXTURED(poly1) ) {
   164          glEnable(GL_TEXTURE_2D);
   165          glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
   166          if( POLY2_TEX_CLAMP_U(poly2) ) {
   167              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
   168          } else if( POLY2_TEX_MIRROR_U(poly2) ) {
   169              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT_ARB );
   170          } else {
   171              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
   172          }       
   173          if( POLY2_TEX_CLAMP_V(poly2) ) {
   174              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
   175          } else if( POLY2_TEX_MIRROR_V(poly2) ) {
   176              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT_ARB );
   177          } else {
   178              glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
   179          }
   180      } else {
   181          glDisable( GL_TEXTURE_2D );
   182      }
   184      switch( POLY2_FOG_MODE(poly2) ) {
   185      case PVR2_POLY_FOG_LOOKUP:
   186          glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
   187          glEnable( GL_FOG );
   188          break;
   189      case PVR2_POLY_FOG_VERTEX:
   190          if( POLY1_SPECULAR(poly1) ) {
   191              glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
   192              glEnable( GL_FOG );
   193              break;
   194          } /* else fallthrough */
   195      default:
   196          glDisable( GL_FOG );
   197      }
   199      int srcblend = POLY2_SRC_BLEND(poly2);
   200      int destblend = POLY2_DEST_BLEND(poly2);
   201      glBlendFunc( srcblend, destblend );
   203      if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
   204          WARN( "Accumulation buffer not supported" );
   205      }   
   206 }
   208 /**
   209  * Setup the GL context for the supplied polygon context.
   210  * @param context pointer to 3 or 5 words of polygon context
   211  * @param modified boolean flag indicating that the modified
   212  *  version should be used, rather than the normal version.
   213  */
   214 void render_set_context( uint32_t *context, int render_mode )
   215 {
   216     uint32_t poly1 = context[0], poly2, texture;
   217     if( render_mode == RENDER_FULLMOD ) {
   218         poly2 = context[3];
   219         texture = context[4];
   220     } else {
   221         poly2 = context[1];
   222         texture = context[2];
   223     }
   225     render_set_base_context(poly1);
   226     render_set_tsp_context(poly1,poly2,texture);
   227 }
   230 static void gl_render_poly( struct polygon_struct *poly )
   231 {
   232     if( poly->tex_id != -1 ) {
   233         glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   234     }
   235     if( poly->mod_vertex_index == -1 ) {
   236         render_set_context( poly->context, RENDER_NORMAL );
   237         glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   238     } else {
   239         render_set_base_context( poly->context[0] );
   240         render_set_tsp_context( poly->context[0], poly->context[1], poly->context[2] );
   241         glStencilFunc(GL_EQUAL, 0, 1);
   242         glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   244         if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
   245             if( poly->mod_tex_id != -1 ) {
   246                 glBindTexture(GL_TEXTURE_2D, poly->mod_tex_id);
   247             }
   248             render_set_tsp_context( poly->context[0], poly->context[3], poly->context[4] );
   249         }
   250         glStencilFunc(GL_EQUAL, 1, 1);
   251         glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count );
   252     }
   253 }
   255 static void gl_render_bkgnd( struct polygon_struct *poly )
   256 {
   257     if( poly->tex_id != -1 ) {
   258         glBindTexture(GL_TEXTURE_2D, poly->tex_id);
   259     }
   260     render_set_context( poly->context, RENDER_NORMAL );
   261     glDisable( GL_DEPTH_TEST );
   262     glDisable( GL_CULL_FACE );
   263     glBlendFunc( GL_ONE, GL_ZERO );
   264     glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   265     glEnable( GL_CULL_FACE );
   266     glEnable( GL_DEPTH_TEST );
   267 }
   269 void gl_render_tilelist( pvraddr_t tile_entry )
   270 {
   271     uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
   272     int strip_count;
   273     struct polygon_struct *poly;
   275     if( !IS_TILE_PTR(tile_entry) )
   276         return;
   278     while(1) {
   279         uint32_t entry = *tile_list++;
   280         switch( entry >> 28 ) {
   281         case 0x0F:
   282             return; // End-of-list
   283         case 0x0E:
   284             tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));
   285             break;
   286         case 0x08: case 0x09: case 0x0A: case 0x0B:
   287             strip_count = ((entry >> 25) & 0x0F)+1;
   288             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   289             while( strip_count > 0 ) {
   290                 assert( poly != NULL );
   291                 gl_render_poly( poly );
   292                 poly = poly->next;
   293                 strip_count--;
   294             }
   295             break;
   296         default:
   297             if( entry & 0x7E000000 ) {
   298                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   299                 gl_render_poly( poly );
   300             }
   301         }
   302     }       
   303 }
   305 /**
   306  * Render the tilelist with depthbuffer updates only. 
   307  */
   308 void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
   309 {
   310     uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
   311     int strip_count;
   312     struct polygon_struct *poly;
   314     if( !IS_TILE_PTR(tile_entry) )
   315         return;
   317     glDisable( GL_TEXTURE_2D );
   318     glDisable( GL_FOG );
   319     glDisable( GL_COLOR_SUM );
   321     while(1) {
   322         uint32_t entry = *tile_list++;
   323         switch( entry >> 28 ) {
   324         case 0x0F:
   325             return; // End-of-list
   326         case 0x0E:
   327             tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));
   328             break;
   329         case 0x08: case 0x09: case 0x0A: case 0x0B:
   330             strip_count = ((entry >> 25) & 0x0F)+1;
   331             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   332             while( strip_count > 0 ) {
   333                 render_set_base_context(poly->context[0]);
   334                 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   335                 poly = poly->next;
   336                 strip_count--;
   337             }
   338             break;
   339         default:
   340             if( entry & 0x7E000000 ) {
   341                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   342                 render_set_base_context(poly->context[0]);
   343                 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   344             }
   345         }
   346     }           
   347 }
   349 void gl_render_modifier_tilelist( pvraddr_t tile_entry )
   350 {
   351     uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
   352     int strip_count;
   353     struct polygon_struct *poly;
   355     if( !IS_TILE_PTR(tile_entry) )
   356         return;
   358     glDisable( GL_TEXTURE_2D );
   359     glDisable( GL_FOG );
   360     glDisable( GL_COLOR_SUM );
   361     glDisable( GL_CULL_FACE );
   362     glEnable( GL_STENCIL_TEST );
   363     glEnable( GL_DEPTH_TEST );
   364     glDepthFunc( GL_LEQUAL );
   366     glStencilFunc( GL_ALWAYS, 0, 1 );
   367     glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); 
   369     glDepthMask( GL_FALSE );
   371     while(1) {
   372         uint32_t entry = *tile_list++;
   373         switch( entry >> 28 ) {
   374         case 0x0F:
   375             glDepthMask( GL_TRUE );
   376             glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
   377             return; // End-of-list
   378         case 0x0E:
   379             tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF));
   380             break;
   381         case 0x08: case 0x09: case 0x0A: case 0x0B:
   382             strip_count = ((entry >> 25) & 0x0F)+1;
   383             poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   384             while( strip_count > 0 ) {
   385                 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   386                 poly = poly->next;
   387                 strip_count--;
   388             }
   389             break;
   390         default:
   391             if( entry & 0x7E000000 ) {
   392                 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
   393                 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
   394             }
   395         }
   396     }
   398 }
   401 /**
   402  * Render the currently defined scene in pvr2_scene
   403  */
   404 void pvr2_scene_render( render_buffer_t buffer )
   405 {
   406     /* Scene setup */
   407     struct timeval start_tv, tex_tv, end_tv;
   409     gettimeofday(&start_tv, NULL);
   410     display_driver->set_render_target(buffer);
   411     pvr2_check_palette_changed();
   412     pvr2_scene_load_textures();
   414     gettimeofday( &tex_tv, NULL );
   415     uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
   416     (tex_tv.tv_usec - start_tv.tv_usec)/1000;
   417     DEBUG( "Scene setup in %dms", ms );
   419     /* Setup view projection matrix */
   420     glMatrixMode(GL_PROJECTION);
   421     glLoadIdentity();
   422     float nearz = pvr2_scene.bounds[4];
   423     float farz = pvr2_scene.bounds[5];
   424     if( nearz == farz ) {
   425         farz*= 4.0;
   426     }
   427     glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, 
   428              -farz, -nearz );
   429     float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
   430     glAlphaFunc( GL_GEQUAL, alphaRef );
   432     /* Clear the buffer (FIXME: May not want always want to do this) */
   433     glDisable( GL_SCISSOR_TEST );
   434     glDepthMask( GL_TRUE );
   435     glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
   437     /* Setup vertex array pointers */
   438     glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
   439     glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
   440     glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
   441     glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
   442     glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
   443     glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
   444     glFogi(GL_FOG_MODE, GL_LINEAR);
   445     glFogf(GL_FOG_START, 0.0);
   446     glFogf(GL_FOG_END, 1.0);
   447     /* Turn on the shaders (if available) */
   448     glsl_enable_shaders(TRUE);
   450     /* Render the background */
   451     gl_render_bkgnd( pvr2_scene.bkgnd_poly );
   453     glEnable( GL_SCISSOR_TEST );
   455     /* Process the segment list */
   456     struct tile_segment *segment = pvr2_scene.segment_list;
   457     do {
   458         int tilex = SEGMENT_X(segment->control);
   459         int tiley = SEGMENT_Y(segment->control);
   461         uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
   462         if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
   463             continue; // fully clipped, skip tile
   464         }
   466         /* Clip to the visible part of the tile */
   467         glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], 
   468                    tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
   469         if( display_driver->capabilities.stencil_bits != 0 && 
   470                 IS_TILE_PTR(segment->opaquemod_ptr) &&
   471                 !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
   472             /* Don't do this unless there's actually some shadow polygons */
   474             /* Use colormask instead of drawbuffer for simplicity */
   475             glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
   476             gl_render_tilelist_depthonly(segment->opaque_ptr);
   477             gl_render_modifier_tilelist(segment->opaquemod_ptr);
   478             glClear( GL_DEPTH_BUFFER_BIT );
   479             glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
   480         }
   481         gl_render_tilelist(segment->opaque_ptr);
   482         if( IS_TILE_PTR(segment->punchout_ptr) ) {
   483             glEnable(GL_ALPHA_TEST );
   484             render_autosort_tile(segment->punchout_ptr, RENDER_NORMAL );
   485             glDisable(GL_ALPHA_TEST );
   486         }
   487         glDisable( GL_STENCIL_TEST );
   489         if( IS_TILE_PTR(segment->trans_ptr) ) {
   490             if( pvr2_scene.sort_mode == SORT_NEVER || 
   491                     (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
   492                 gl_render_tilelist(segment->trans_ptr);
   493             } else {
   494                 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
   495             }
   496         }
   497     } while( !IS_LAST_SEGMENT(segment++) );
   498     glDisable( GL_SCISSOR_TEST );
   500     glsl_enable_shaders(FALSE);
   502     gettimeofday( &end_tv, NULL );
   503     ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
   504     (end_tv.tv_usec - tex_tv.tv_usec)/1000;
   505     DEBUG( "Scene render in %dms", ms );
   506 }
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