4 * Standard OpenGL rendering engine.
6 * Copyright (c) 2005 Nathan Keynes.
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.
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.
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"
30 #include "OpenGL/CGLCurrent.h"
31 #include "OpenGL/CGLMacro.h"
33 static CGLContextObj CGL_MACRO_CONTEXT;
36 #define IS_EMPTY_TILE_LIST(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,
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 };
49 int pvr2_poly_texblend[4] = {
56 static gboolean have_shaders = FALSE;
57 static int currentTexId = -1;
59 static inline void bind_texture(int texid)
61 if( currentTexId != texid ) {
63 glBindTexture(GL_TEXTURE_2D, texid);
68 * Clip the tile bounds to the clipping plane.
69 * @return TRUE if the tile was not clipped completely.
71 static gboolean clip_tile_bounds( uint32_t *tile, float *clip )
73 if( tile[0] < clip[0] ) tile[0] = clip[0];
74 if( tile[1] > clip[1] ) tile[1] = clip[1];
75 if( tile[2] < clip[2] ) tile[2] = clip[2];
76 if( tile[3] > clip[3] ) tile[3] = clip[3];
77 return tile[0] < tile[1] && tile[2] < tile[3];
80 static void drawrect2d( uint32_t tile_bounds[], float z )
83 glVertex3f( tile_bounds[0], tile_bounds[2], z );
84 glVertex3f( tile_bounds[1], tile_bounds[2], z );
85 glVertex3f( tile_bounds[1], tile_bounds[3], z );
86 glVertex3f( tile_bounds[0], tile_bounds[3], z );
90 static void pvr2_scene_load_textures()
94 texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03,
95 (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 );
97 for( i=0; i < pvr2_scene.poly_count; i++ ) {
98 struct polygon_struct *poly = &pvr2_scene.poly_array[i];
99 if( POLY1_TEXTURED(poly->context[0]) ) {
100 poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] );
101 if( poly->mod_vertex_index != -1 ) {
102 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
103 poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] );
105 poly->mod_tex_id = poly->tex_id;
110 poly->mod_tex_id = 0;
117 * Once-off call to setup the OpenGL context.
119 void pvr2_setup_gl_context()
122 if( glsl_is_supported() && isGLMultitextureSupported() ) {
123 if( !glsl_load_shaders( ) ) {
124 WARN( "Unable to load GL shaders" );
131 CGL_MACRO_CONTEXT = CGLGetCurrentContext();
133 texcache_gl_init(); // Allocate texture IDs
134 glDisable( GL_CULL_FACE );
135 glEnable( GL_BLEND );
136 glEnable( GL_DEPTH_TEST );
137 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
138 glMatrixMode(GL_MODELVIEW);
141 #ifdef HAVE_OPENGL_CLAMP_COLOR
142 if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) {
143 glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE );
144 glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE );
148 glEnableClientState( GL_COLOR_ARRAY );
149 glEnableClientState( GL_VERTEX_ARRAY );
150 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
151 glEnableClientState( GL_SECONDARY_COLOR_ARRAY );
152 glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
154 glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
158 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
159 glFogi(GL_FOG_MODE, GL_LINEAR);
160 glFogf(GL_FOG_START, 0.0);
161 glFogf(GL_FOG_END, 1.0);
164 glsl_use_pvr2_shader();
165 glsl_set_pvr2_shader_primary_texture(0);
166 glsl_set_pvr2_shader_palette_texture(1);
172 * Setup the basic context that's shared between normal and modified modes -
175 static void render_set_base_context( uint32_t poly1, gboolean set_depth )
178 glDepthFunc( POLY1_DEPTH_MODE(poly1) );
181 glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
185 * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
187 static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 )
189 glShadeModel( POLY1_SHADE_MODEL(poly1) );
191 if( POLY1_TEXTURED(poly1) && !have_shaders ) {
192 if( POLY2_TEX_BLEND(poly2) == 2 )
193 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
195 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
199 switch( POLY2_FOG_MODE(poly2) ) {
200 case PVR2_POLY_FOG_LOOKUP:
201 glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour );
203 case PVR2_POLY_FOG_VERTEX:
204 glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour );
208 int srcblend = POLY2_SRC_BLEND(poly2);
209 int destblend = POLY2_DEST_BLEND(poly2);
210 glBlendFunc( srcblend, destblend );
212 if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) {
213 WARN( "Accumulation buffer not supported" );
218 * Setup the GL context for the supplied polygon context.
219 * @param context pointer to 3 or 5 words of polygon context
220 * @param depth_mode force depth mode, or 0 to use the polygon's
223 static void render_set_context( uint32_t *context, gboolean set_depth )
225 render_set_base_context(context[0], set_depth);
226 render_set_tsp_context(context[0],context[1]);
229 static inline void gl_draw_vertexes( struct polygon_struct *poly )
232 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count);
233 poly = poly->sub_next;
234 } while( poly != NULL );
237 static inline void gl_draw_mod_vertexes( struct polygon_struct *poly )
240 glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count);
241 poly = poly->sub_next;
242 } while( poly != NULL );
245 static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth)
247 if( poly->vertex_count == 0 )
250 bind_texture(poly->tex_id);
251 if( poly->mod_vertex_index == -1 ) {
252 render_set_context( poly->context, set_depth );
253 gl_draw_vertexes(poly);
255 glEnable( GL_STENCIL_TEST );
256 render_set_base_context( poly->context[0], set_depth );
257 render_set_tsp_context( poly->context[0], poly->context[1] );
258 glStencilFunc(GL_EQUAL, 0, 2);
259 gl_draw_vertexes(poly);
261 if( pvr2_scene.shadow_mode == SHADOW_FULL ) {
262 bind_texture(poly->mod_tex_id);
263 render_set_tsp_context( poly->context[0], poly->context[3] );
265 glStencilFunc(GL_EQUAL, 2, 2);
266 gl_draw_mod_vertexes(poly);
267 glDisable( GL_STENCIL_TEST );
272 static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] )
274 /* A bit of explanation:
275 * In theory it works like this: generate a 1-bit stencil for each polygon
276 * volume, and then AND or OR it against the overall 1-bit tile stencil at
277 * the end of the volume.
279 * The implementation here uses a 2-bit stencil buffer, where each volume
280 * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn
281 * to update bit 1 accordingly and clear bit 0.
283 * This could probably be more efficient, but at least it works correctly
287 if( poly->vertex_count == 0 )
290 gl_draw_vertexes(poly);
294 int poly_type = POLY1_VOLUME_MODE(poly->context[0]);
295 if( poly_type == PVR2_VOLUME_REGION0 ) {
301 glStencilMask( 0x03 );
302 glStencilFunc(GL_EQUAL, 0x02, 0x03);
303 glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP);
304 glDisable( GL_DEPTH_TEST );
306 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
308 glEnable( GL_DEPTH_TEST );
309 glStencilMask( 0x01 );
310 glStencilFunc( GL_ALWAYS, 0, 1 );
311 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
312 } else if( poly_type == PVR2_VOLUME_REGION1 ) {
313 /* This is harder with the standard stencil ops - do it in two passes
314 * 00 => 00 | 00 => 10
315 * 01 => 10 | 01 => 10
316 * 10 => 10 | 10 => 00
317 * 11 => 10 | 11 => 10
319 glStencilMask( 0x02 );
320 glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT );
321 glDisable( GL_DEPTH_TEST );
323 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
325 glStencilMask( 0x03 );
326 glStencilFunc( GL_NOTEQUAL,0x02, 0x03);
327 glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE );
329 drawrect2d( tile_bounds, pvr2_scene.bounds[4] );
331 glEnable( GL_DEPTH_TEST );
332 glStencilMask( 0x01 );
333 glStencilFunc( GL_ALWAYS, 0, 1 );
334 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
338 static void gl_render_bkgnd( struct polygon_struct *poly )
340 bind_texture(poly->tex_id);
341 render_set_tsp_context( poly->context[0], poly->context[1] );
342 glDisable( GL_DEPTH_TEST );
343 glBlendFunc( GL_ONE, GL_ZERO );
344 gl_draw_vertexes(poly);
345 glEnable( GL_DEPTH_TEST );
348 void gl_render_triangle( struct polygon_struct *poly, int index )
350 bind_texture(poly->tex_id);
351 render_set_tsp_context( poly->context[0], poly->context[1] );
352 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 );
356 void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth )
360 FOREACH_TILEENTRY(list, tile_entry) {
361 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
364 gl_render_poly(poly, set_depth);
366 } while( list.strip_count-- > 0 );
372 * Render the tilelist with depthbuffer updates only.
374 static void gl_render_tilelist_depthonly( pvraddr_t tile_entry )
378 FOREACH_TILEENTRY(list, tile_entry) {
379 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
382 render_set_base_context(poly->context[0],TRUE);
383 gl_draw_vertexes(poly);
385 } while( list.strip_count-- > 0 );
390 static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] )
394 if( !IS_TILE_PTR(tile_entry) )
397 glEnable( GL_STENCIL_TEST );
398 glEnable( GL_DEPTH_TEST );
399 glStencilFunc( GL_ALWAYS, 0, 1 );
400 glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP );
401 glStencilMask( 0x01 );
402 glDepthFunc( GL_LEQUAL );
403 glDepthMask( GL_FALSE );
405 FOREACH_TILEENTRY(list, tile_entry ) {
406 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)];
409 gl_render_modifier_polygon( poly, tile_bounds );
411 } while( list.strip_count-- > 0 );
414 glDepthMask( GL_TRUE );
415 glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
416 glDisable( GL_STENCIL_TEST );
420 * Render the currently defined scene in pvr2_scene
422 void pvr2_scene_render( render_buffer_t buffer )
425 struct timeval start_tv, tex_tv, end_tv;
427 gettimeofday(&start_tv, NULL);
428 display_driver->set_render_target(buffer);
429 pvr2_check_palette_changed();
430 pvr2_scene_load_textures();
433 gettimeofday( &tex_tv, NULL );
434 uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 +
435 (tex_tv.tv_usec - start_tv.tv_usec)/1000;
436 DEBUG( "Scene setup in %dms", ms );
438 /* Setup view projection matrix */
439 glMatrixMode(GL_PROJECTION);
441 float nearz = pvr2_scene.bounds[4];
442 float farz = pvr2_scene.bounds[5];
443 if( nearz == farz ) {
446 glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0,
448 float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0;
449 glAlphaFunc( GL_GEQUAL, alphaRef );
451 /* Clear the buffer (FIXME: May not want always want to do this) */
452 glDisable( GL_SCISSOR_TEST );
453 glDepthMask( GL_TRUE );
454 glStencilMask( 0x03 );
455 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
457 /* Setup vertex array pointers */
458 glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x);
459 glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]);
460 glTexCoordPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u);
461 glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba );
462 glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] );
463 /* Turn on the shaders (if available) */
464 glsl_use_pvr2_shader();
466 /* Render the background */
467 gl_render_bkgnd( pvr2_scene.bkgnd_poly );
469 glEnable( GL_SCISSOR_TEST );
470 glEnable( GL_COLOR_SUM );
472 glEnable( GL_TEXTURE_2D );
474 /* Process the segment list */
475 struct tile_segment *segment = pvr2_scene.segment_list;
477 int tilex = SEGMENT_X(segment->control);
478 int tiley = SEGMENT_Y(segment->control);
480 uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 };
481 if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) {
482 continue; // fully clipped, skip tile
485 /* Clip to the visible part of the tile */
486 glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3],
487 tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] );
488 if( display_driver->capabilities.stencil_bits >= 2 &&
489 IS_TILE_PTR(segment->opaquemod_ptr) &&
490 !IS_EMPTY_TILE_LIST(segment->opaquemod_ptr) ) {
491 /* Don't do this unless there's actually some shadow polygons */
493 /* Use colormask instead of drawbuffer for simplicity */
494 glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
495 gl_render_tilelist_depthonly(segment->opaque_ptr);
496 gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds);
497 glClear( GL_DEPTH_BUFFER_BIT );
498 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
500 gl_render_tilelist(segment->opaque_ptr,TRUE);
501 if( IS_TILE_PTR(segment->punchout_ptr) ) {
502 glEnable(GL_ALPHA_TEST );
503 glDepthFunc(GL_GEQUAL);
504 gl_render_tilelist(segment->punchout_ptr, FALSE );
505 glDisable(GL_ALPHA_TEST );
508 if( IS_TILE_PTR(segment->trans_ptr) ) {
509 if( pvr2_scene.sort_mode == SORT_NEVER ||
510 (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
511 gl_render_tilelist(segment->trans_ptr, TRUE);
513 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
516 } while( !IS_LAST_SEGMENT(segment++) );
517 glDisable( GL_SCISSOR_TEST );
518 glDisable( GL_COLOR_SUM );
522 pvr2_scene_finished();
524 gettimeofday( &end_tv, NULL );
525 ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 +
526 (end_tv.tv_usec - tex_tv.tv_usec)/1000;
527 DEBUG( "Scene render in %dms", ms );
.