filename | src/pvr2/glrender.c |
changeset | 1257:e1314ad3e7cc |
prev | 1256:a9d29fe74bf3 |
next | 1275:83b15705cdde |
author | nkeynes |
date | Sun Mar 04 21:28:48 2012 +1000 (12 years ago) |
permissions | -rw-r--r-- |
last change | Fix have_shaders in glrender.c Set negative fog for lut when using shaders |
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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"
27 #include "pvr2/shaders.h"
29 #ifdef APPLE_BUILD
30 #include "OpenGL/CGLCurrent.h"
31 #include "OpenGL/CGLMacro.h"
33 static CGLContextObj CGL_MACRO_CONTEXT;
34 #endif
36 #define IS_NONEMPTY_TILE_LIST(p) (IS_TILE_PTR(p) && ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) != 0x0F))
38 int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL,
39 GL_GREATER, GL_NOTEQUAL, GL_GEQUAL,
40 GL_ALWAYS };
41 int pvr2_poly_srcblend[8] = {
42 GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR,
43 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
44 GL_ONE_MINUS_DST_ALPHA };
45 int pvr2_poly_dstblend[8] = {
46 GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
47 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA,
48 GL_ONE_MINUS_DST_ALPHA };
50 static gboolean have_shaders = FALSE;
51 static int currentTexId = -1;
53 static inline void bind_texture(int texid)
54 {
55 if( currentTexId != texid ) {
56 currentTexId = texid;
57 glBindTexture(GL_TEXTURE_2D, texid);
58 }
59 }
61 /**
62 * Clip the tile bounds to the clipping plane.
63 * @return TRUE if the tile was not clipped completely.
64 */
65 static gboolean clip_tile_bounds( uint32_t *tile, uint32_t *clip )
66 {
67 if( tile[0] < clip[0] ) tile[0] = clip[0];
68 if( tile[1] > clip[1] ) tile[1] = clip[1];
69 if( tile[2] < clip[2] ) tile[2] = clip[2];
70 if( tile[3] > clip[3] ) tile[3] = clip[3];
71 return tile[0] < tile[1] && tile[2] < tile[3];
72 }
74 static void drawrect2d( uint32_t tile_bounds[], float z )
75 {
76 /* FIXME: Find a non-fixed-func way to do this */
77 #ifdef HAVE_OPENGL_FIXEDFUNC
78 glBegin( GL_TRIANGLE_STRIP );
79 glVertex3f( tile_bounds[0], tile_bounds[2], z );
80 glVertex3f( tile_bounds[1], tile_bounds[2], z );
81 glVertex3f( tile_bounds[0], tile_bounds[3], z );
82 glVertex3f( tile_bounds[1], tile_bounds[3], z );
83 glEnd();
84 #endif
85 }
87 static void pvr2_scene_load_textures()
88 {
89 int i;
91 texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
92 (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
94 for( i=0; i < pvr2_scene.poly_count; i++ ) {
95 struct polygon_struct *poly = &pvr2_scene.poly_array[i];
96 if( POLY1_TEXTURED(poly->context[0]) ) {
97 poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
98 if( poly->mod_vertex_index != -1 ) {
99 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
100 poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
101 } else {
102 poly->mod_tex_id = poly->tex_id;
103 }
104 }
105 } else {
106 poly->tex_id = 0;
107 poly->mod_tex_id = 0;
108 }
109 }
110 }
113 /**
114 * Once-off call to setup the OpenGL context.
115 */
116 void pvr2_setup_gl_context()
117 {
118 have_shaders = display_driver->capabilities.has_sl;
119 #ifdef APPLE_BUILD
120 CGL_MACRO_CONTEXT = CGLGetCurrentContext();
121 #endif
122 texcache_gl_init(); // Allocate texture IDs
124 /* Global settings */
125 glDisable( GL_CULL_FACE );
126 glEnable( GL_BLEND );
127 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
129 #ifdef HAVE_OPENGL_CLAMP_COLOR
130 if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
131 glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
132 glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
133 }
134 #endif
136 #ifdef HAVE_OPENGL_FIXEDFUNC
137 /* Setup defaults for perspective correction + matrices */
138 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
139 glMatrixMode(GL_MODELVIEW);
140 glLoadIdentity();
141 glMatrixMode(GL_PROJECTION);
142 #endif
145 #ifdef HAVE_OPENGL_CLEAR_DEPTHF
146 glClearDepthf(0);
147 #else
148 glClearDepth(0);
149 #endif
150 glClearStencil(0);
151 }
153 /**
154 * Setup the basic context that's shared between normal and modified modes -
155 * depth, culling
156 */
157 static void render_set_base_context( uint32_t poly1, gboolean set_depth )
158 {
159 if( set_depth ) {
160 glDepthFunc( POLY1_DEPTH_MODE(poly1) );
161 }
163 glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
164 }
166 /**
167 * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
168 */
169 static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
170 {
171 #ifdef HAVE_OPENGL_FIXEDFUNC
172 glShadeModel( POLY1_SHADE_MODEL(poly1) );
174 if( !have_shaders ) {
175 if( POLY1_TEXTURED(poly1) ) {
176 if( POLY2_TEX_BLEND(poly2) == 2 )
177 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
178 else
179 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
181 }
183 switch( POLY2_FOG_MODE(poly2) ) {
184 case PVR2_POLY_FOG_LOOKUP:
185 glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
186 break;
187 case PVR2_POLY_FOG_VERTEX:
188 glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
189 break;
190 }
191 }
192 #endif
194 int srcblend = POLY2_SRC_BLEND(poly2);
195 int destblend = POLY2_DEST_BLEND(poly2);
196 glBlendFunc( srcblend, destblend );
198 if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
199 WARN( "Accumulation buffer not supported" );
200 }
201 }
203 /**
204 * Setup the GL context for the supplied polygon context.
205 * @param context pointer to 3 or 5 words of polygon context
206 * @param depth_mode force depth mode, or 0 to use the polygon's
207 * depth mode.
208 */
209 static void render_set_context( uint32_t *context, gboolean set_depth )
210 {
211 render_set_base_context(context[0], set_depth);
212 render_set_tsp_context(context[0],context[1]);
213 }
215 static inline void gl_draw_vertexes( struct polygon_struct *poly )
216 {
217 do {
218 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
219 poly = poly->sub_next;
220 } while( poly != NULL );
221 }
223 static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
224 {
225 do {
226 glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
227 poly = poly->sub_next;
228 } while( poly != NULL );
229 }
231 static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
232 {
233 if( poly->vertex_count == 0 )
234 return; /* Culled */
236 bind_texture(poly->tex_id);
237 if( poly->mod_vertex_index == -1 ) {
238 render_set_context( poly->context, set_depth );
239 gl_draw_vertexes(poly);
240 } else {
241 glEnable( GL_STENCIL_TEST );
242 render_set_base_context( poly->context[0], set_depth );
243 render_set_tsp_context( poly->context[0], poly->context[1] );
244 glStencilFunc(GL_EQUAL, 0, 2);
245 gl_draw_vertexes(poly);
247 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
248 bind_texture(poly->mod_tex_id);
249 render_set_tsp_context( poly->context[0], poly->context[3] );
250 }
251 glStencilFunc(GL_EQUAL, 2, 2);
252 gl_draw_mod_vertexes(poly);
253 glDisable( GL_STENCIL_TEST );
254 }
255 }
258 static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
259 {
260 /* A bit of explanation:
261 * In theory it works like this: generate a 1-bit stencil for each polygon
262 * volume, and then AND or OR it against the overall 1-bit tile stencil at
263 * the end of the volume.
264 *
265 * The implementation here uses a 2-bit stencil buffer, where each volume
266 * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
267 * to update bit 1 accordingly and clear bit 0.
268 *
269 * This could probably be more efficient, but at least it works correctly
270 * now :)
271 */
273 if( poly->vertex_count == 0 )
274 return; /* Culled */
276 gl_draw_vertexes(poly);
280 int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
281 if( poly_type == PVR2_VOLUME_REGION0 ) {
282 /* 00 => 00
283 * 01 => 00
284 * 10 => 10
285 * 11 => 00
286 */
287 glStencilMask( 0x03 );
288 glStencilFunc(GL_EQUAL, 0x02, 0x03);
289 glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
290 glDisable( GL_DEPTH_TEST );
292 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
294 glEnable( GL_DEPTH_TEST );
295 glStencilMask( 0x01 );
296 glStencilFunc( GL_ALWAYS, 0, 1 );
297 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
298 } else if( poly_type == PVR2_VOLUME_REGION1 ) {
299 /* This is harder with the standard stencil ops - do it in two passes
300 * 00 => 00 | 00 => 10
301 * 01 => 10 | 01 => 10
302 * 10 => 10 | 10 => 00
303 * 11 => 10 | 11 => 10
304 */
305 glStencilMask( 0x02 );
306 glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
307 glDisable( GL_DEPTH_TEST );
309 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
311 glStencilMask( 0x03 );
312 glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
313 glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
315 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
317 glEnable( GL_DEPTH_TEST );
318 glStencilMask( 0x01 );
319 glStencilFunc( GL_ALWAYS, 0, 1 );
320 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
321 }
322 }
324 static void gl_render_bkgnd( struct polygon_struct *poly )
325 {
326 bind_texture(poly->tex_id);
327 render_set_tsp_context( poly->context[0], poly->context[1] );
328 glDisable( GL_DEPTH_TEST );
329 glBlendFunc( GL_ONE, GL_ZERO );
330 gl_draw_vertexes(poly);
331 glEnable( GL_DEPTH_TEST );
332 }
334 void gl_render_triangle( struct polygon_struct *poly, int index )
335 {
336 bind_texture(poly->tex_id);
337 render_set_tsp_context( poly->context[0], poly->context[1] );
338 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 );
340 }
342 void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
343 {
344 tileentryiter list;
346 FOREACH_TILEENTRY(list, tile_entry) {
347 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
348 if( poly != NULL ) {
349 do {
350 gl_render_poly(poly, set_depth);
351 poly = poly->next;
352 } while( list.strip_count-- > 0 );
353 }
354 }
355 }
357 /**
358 * Render the tilelist with depthbuffer updates only.
359 */
360 static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
361 {
362 tileentryiter list;
364 FOREACH_TILEENTRY(list, tile_entry) {
365 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
366 if( poly != NULL ) {
367 do {
368 render_set_base_context(poly->context[0],TRUE);
369 gl_draw_vertexes(poly);
370 poly = poly->next;
371 } while( list.strip_count-- > 0 );
372 }
373 }
374 }
376 static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
377 {
378 tileentryiter list;
380 FOREACH_TILEENTRY(list, tile_entry ) {
381 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
382 if( poly != NULL ) {
383 do {
384 gl_render_modifier_polygon( poly, tile_bounds );
385 poly = poly->next;
386 } while( list.strip_count-- > 0 );
387 }
388 }
389 }
392 #ifdef HAVE_OPENGL_FIXEDFUNC
393 void pvr2_scene_setup_fixed( GLfloat *viewMatrix )
394 {
395 glLoadMatrixf(viewMatrix);
396 glEnable( GL_DEPTH_TEST );
398 glEnable( GL_FOG );
399 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
400 glFogi(GL_FOG_MODE, GL_LINEAR);
401 glFogf(GL_FOG_START, 0.0);
402 glFogf(GL_FOG_END, 1.0);
404 glEnable( GL_ALPHA_TEST );
405 glAlphaFunc( GL_GEQUAL, 0 );
407 glEnable( GL_COLOR_SUM );
409 glEnableClientState( GL_VERTEX_ARRAY );
410 glEnableClientState( GL_COLOR_ARRAY );
411 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
412 glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
413 glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
415 /* Vertex array pointers */
416 glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
417 glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
418 glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
419 glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
420 glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
421 }
423 void pvr2_scene_set_alpha_fixed( float alphaRef )
424 {
425 glAlphaFunc( GL_GEQUAL, alphaRef );
426 }
428 void pvr2_scene_cleanup_fixed()
429 {
430 glDisable( GL_COLOR_SUM );
431 glDisable( GL_FOG );
432 glDisable( GL_ALPHA_TEST );
433 glDisable( GL_DEPTH_TEST );
435 glDisableClientState( GL_VERTEX_ARRAY );
436 glDisableClientState( GL_COLOR_ARRAY );
437 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
438 glDisableClientState( GL_SECONDARY_COLOR_ARRAY );
439 glDisableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
441 }
442 #else
443 void pvr2_scene_setup_fixed( GLfloat *viewMatrix )
444 {
445 }
446 void pvr2_scene_set_alpha_fixed( float alphaRef )
447 {
448 }
449 void pvr2_scene_cleanup_fixed()
450 {
451 }
452 #endif
454 void pvr2_scene_setup_shader( GLfloat *viewMatrix )
455 {
456 glEnable( GL_DEPTH_TEST );
458 glsl_use_pvr2_shader();
459 glsl_set_pvr2_shader_view_matrix(viewMatrix);
460 glsl_set_pvr2_shader_fog_colour1(pvr2_scene.fog_vert_colour);
461 glsl_set_pvr2_shader_fog_colour2(pvr2_scene.fog_lut_colour);
462 glsl_set_pvr2_shader_in_vertex_vec3_pointer(&pvr2_scene.vertex_array[0].x, sizeof(struct vertex_struct));
463 glsl_set_pvr2_shader_in_colour_pointer(&pvr2_scene.vertex_array[0].rgba[0], sizeof(struct vertex_struct));
464 glsl_set_pvr2_shader_in_colour2_pointer(&pvr2_scene.vertex_array[0].offset_rgba[0], sizeof(struct vertex_struct));
465 glsl_set_pvr2_shader_in_texcoord_pointer(&pvr2_scene.vertex_array[0].u, sizeof(struct vertex_struct));
466 glsl_set_pvr2_shader_alpha_ref(0.0);
467 glsl_set_pvr2_shader_primary_texture(0);
468 glsl_set_pvr2_shader_palette_texture(1);
469 }
471 void pvr2_scene_cleanup_shader( )
472 {
473 glsl_clear_shader();
475 glDisable( GL_DEPTH_TEST );
476 }
478 void pvr2_scene_set_alpha_shader( float alphaRef )
479 {
480 glsl_set_pvr2_shader_alpha_ref(alphaRef);
481 }
483 /**
484 * Render the currently defined scene in pvr2_scene
485 */
486 void pvr2_scene_render( render_buffer_t buffer )
487 {
488 /* Scene setup */
489 struct timeval start_tv, tex_tv, end_tv;
490 int i;
491 GLfloat viewMatrix[16];
492 uint32_t clip_bounds[4];
495 gettimeofday(&start_tv, NULL);
496 display_driver->set_render_target(buffer);
497 pvr2_check_palette_changed();
498 pvr2_scene_load_textures();
499 currentTexId = -1;
501 gettimeofday( &tex_tv, NULL );
502 uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
503 (tex_tv.tv_usec - start_tv.tv_usec)/1000;
504 DEBUG( "Texture load in %dms", ms );
506 float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
507 float nearz = pvr2_scene.bounds[4];
508 float farz = pvr2_scene.bounds[5];
509 if( nearz == farz ) {
510 farz*= 4.0;
511 }
513 /* Generate integer clip boundaries */
514 for( i=0; i<4; i++ ) {
515 clip_bounds[i] = (uint32_t)pvr2_scene.bounds[i];
516 }
518 defineOrthoMatrix(viewMatrix, pvr2_scene.buffer_width, pvr2_scene.buffer_height, -farz, -nearz);
520 if( have_shaders ) {
521 pvr2_scene_setup_shader(viewMatrix);
522 } else {
523 pvr2_scene_setup_fixed(viewMatrix);
524 }
527 /* Clear the buffer (FIXME: May not want always want to do this) */
528 glDisable( GL_SCISSOR_TEST );
529 glDepthMask( GL_TRUE );
530 glStencilMask( 0x03 );
531 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
533 /* Render the background */
534 gl_render_bkgnd( pvr2_scene.bkgnd_poly );
536 glEnable( GL_SCISSOR_TEST );
537 glEnable( GL_TEXTURE_2D );
539 struct tile_segment *segment;
541 #define FOREACH_SEGMENT(segment) \
542 segment = pvr2_scene.segment_list; \
543 do { \
544 int tilex = SEGMENT_X(segment->control); \
545 int tiley = SEGMENT_Y(segment->control); \
546 \
547 uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 }; \
548 if( !clip_tile_bounds(tile_bounds, clip_bounds) ) { \
549 continue; \
550 }
551 #define END_FOREACH_SEGMENT() \
552 } while( !IS_LAST_SEGMENT(segment++) );
553 #define CLIP_TO_SEGMENT() \
554 glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] )
556 /* Build up the opaque stencil map */
557 if( display_driver->capabilities.stencil_bits >= 2 ) {
558 glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
559 FOREACH_SEGMENT(segment)
560 if( IS_NONEMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
561 CLIP_TO_SEGMENT();
562 gl_render_tilelist_depthonly(segment->opaque_ptr);
563 }
564 END_FOREACH_SEGMENT()
566 glEnable( GL_STENCIL_TEST );
567 glStencilFunc( GL_ALWAYS, 0, 1 );
568 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
569 glStencilMask( 0x01 );
570 glDepthFunc( GL_LEQUAL );
571 glDepthMask( GL_FALSE );
572 FOREACH_SEGMENT(segment)
573 if( IS_NONEMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
574 CLIP_TO_SEGMENT();
575 gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
576 }
577 END_FOREACH_SEGMENT()
578 glDepthMask( GL_TRUE );
579 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
580 glDisable( GL_SCISSOR_TEST );
581 glClear( GL_DEPTH_BUFFER_BIT );
582 glEnable( GL_SCISSOR_TEST );
583 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
584 }
586 /* Render the opaque polygons */
587 FOREACH_SEGMENT(segment)
588 CLIP_TO_SEGMENT();
589 gl_render_tilelist(segment->opaque_ptr,TRUE);
590 END_FOREACH_SEGMENT()
591 glDisable( GL_STENCIL_TEST );
593 /* Render the punch-out polygons */
594 if( have_shaders )
595 pvr2_scene_set_alpha_shader(alphaRef);
596 else
597 pvr2_scene_set_alpha_fixed(alphaRef);
598 glDepthFunc(GL_GEQUAL);
599 FOREACH_SEGMENT(segment)
600 CLIP_TO_SEGMENT();
601 gl_render_tilelist(segment->punchout_ptr, FALSE );
602 END_FOREACH_SEGMENT()
603 if( have_shaders )
604 pvr2_scene_set_alpha_shader(0.0);
605 else
606 pvr2_scene_set_alpha_fixed(0.0);
608 /* Render the translucent polygons */
609 FOREACH_SEGMENT(segment)
610 if( IS_NONEMPTY_TILE_LIST(segment->trans_ptr) ) {
611 CLIP_TO_SEGMENT();
612 if( pvr2_scene.sort_mode == SORT_NEVER ||
613 (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
614 gl_render_tilelist(segment->trans_ptr, TRUE);
615 } else {
616 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
617 }
618 }
619 END_FOREACH_SEGMENT()
621 glDisable( GL_SCISSOR_TEST );
623 if( have_shaders ) {
624 pvr2_scene_cleanup_shader();
625 } else {
626 pvr2_scene_cleanup_fixed();
627 }
629 pvr2_scene_finished();
631 gettimeofday( &end_tv, NULL );
632 ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
633 (end_tv.tv_usec - tex_tv.tv_usec)/1000;
634 DEBUG( "Scene render in %dms", ms );
635 }
.