4 * PVR2 renderer routines for depth sorted polygons
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.
21 #include "pvr2/pvr2.h"
22 #include "pvr2/scene.h"
25 extern char *video_base;
27 #define MIN3( a,b,c ) ((a) < (b) ? ( (a) < (c) ? (a) : (c) ) : ((b) < (c) ? (b) : (c)) )
28 #define MAX3( a,b,c ) ((a) > (b) ? ( (a) > (c) ? (a) : (c) ) : ((b) > (c) ? (b) : (c)) )
30 struct sort_triangle {
31 struct polygon_struct *poly;
32 int triangle_num; // triangle number in the poly, from 0
36 #define SENTINEL 0xDEADBEEF
39 * Count the number of triangles in the list starting at the given
42 int sort_count_triangles( pvraddr_t tile_entry ) {
43 uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
46 uint32_t entry = *tile_list++;
47 if( entry >> 28 == 0x0F ) {
49 } else if( entry >> 28 == 0x0E ) {
50 tile_list = (uint32_t *)(video_base+(entry&0x007FFFFF));
51 } else if( entry >> 29 == 0x04 ) { /* Triangle array */
52 count += ((entry >> 25) & 0x0F)+1;
53 } else if( entry >> 29 == 0x05 ) { /* Quad array */
54 count += ((((entry >> 25) & 0x0F)+1)<<1);
55 } else { /* Polygon */
57 for( i=0; i<6; i++ ) {
58 if( entry & (0x40000000>>i) ) {
68 * Extract a triangle list from the tile (basically indexes into the polygon list, plus
69 * computing minz while we go through it
71 int sort_extract_triangles( pvraddr_t tile_entry, struct sort_triangle *triangles )
73 uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
76 uint32_t entry = *tile_list++;
77 if( entry >> 28 == 0x0F ) {
79 } else if( entry >> 28 == 0x0E ) {
80 tile_list = (uint32_t *)(video_base+(entry&0x007FFFFF));
82 uint32_t poly_addr = entry & 0x000FFFFF;
83 int is_modified = entry & 0x01000000;
84 int vertex_length = (entry >> 21) & 0x07;
85 int context_length = 3;
86 if( is_modified && pvr2_scene.full_shadow ) {
92 if( (entry & 0xE0000000) == 0x80000000 ) {
94 int strip_count = ((entry >> 25) & 0x0F)+1;
95 int polygon_length = 3 * vertex_length + context_length;
97 for( i=0; i<strip_count; i++ ) {
98 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_addr];
99 triangles[count].poly = poly;
100 triangles[count].triangle_num = 0;
101 triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index].z,
102 pvr2_scene.vertex_array[poly->vertex_index+1].z,
103 pvr2_scene.vertex_array[poly->vertex_index+2].z );
104 poly_addr += polygon_length;
107 } else if( (entry & 0xE0000000) == 0xA0000000 ) {
109 int strip_count = ((entry >> 25) & 0x0F)+1;
110 int polygon_length = 4 * vertex_length + context_length;
112 for( i=0; i<strip_count; i++ ) {
113 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_addr];
114 triangles[count].poly = poly;
115 triangles[count].triangle_num = 0;
116 triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index].z,
117 pvr2_scene.vertex_array[poly->vertex_index+1].z,
118 pvr2_scene.vertex_array[poly->vertex_index+2].z );
120 triangles[count].poly = poly;
121 triangles[count].triangle_num = 1;
122 triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index+1].z,
123 pvr2_scene.vertex_array[poly->vertex_index+2].z,
124 pvr2_scene.vertex_array[poly->vertex_index+3].z );
126 poly_addr += polygon_length;
131 struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[poly_addr];
132 for( i=0; i<6; i++ ) {
133 if( entry & (0x40000000>>i) ) {
134 triangles[count].poly = poly;
135 triangles[count].triangle_num = i;
136 triangles[count].minz = MIN3( pvr2_scene.vertex_array[poly->vertex_index+i].z,
137 pvr2_scene.vertex_array[poly->vertex_index+i+1].z,
138 pvr2_scene.vertex_array[poly->vertex_index+i+2].z );
148 void sort_render_triangles( struct sort_triangle *triangles, int num_triangles,
152 for( i=0; i<num_triangles; i++ ) {
153 struct polygon_struct *poly = triangles[i].poly;
154 if( poly->tex_id != -1 ) {
155 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
157 render_set_context( poly->context, RENDER_NORMAL );
158 glEnable(GL_DEPTH_TEST);
159 glDepthFunc(GL_GEQUAL);
160 /* Fix cull direction */
161 if( triangles[i].triangle_num & 1 ) {
162 glCullFace(GL_FRONT);
166 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + triangles[i].triangle_num, 3 );
170 int compare_triangles( const void *a, const void *b )
172 const struct sort_triangle *tri1 = a;
173 const struct sort_triangle *tri2 = b;
174 return tri2->minz - tri1->minz;
177 void sort_triangles( struct sort_triangle *triangles, int num_triangles )
179 qsort( triangles, num_triangles, sizeof(struct sort_triangle), compare_triangles );
182 void render_autosort_tile( pvraddr_t tile_entry, int render_mode )
184 int num_triangles = sort_count_triangles(tile_entry);
185 if( num_triangles == 0 ) {
186 return; /* nothing to do */
187 } else if( num_triangles == 1 ) { /* Triangle can hardly overlap with itself */
188 gl_render_tilelist(tile_entry);
189 } else { /* Ooh boy here we go... */
190 struct sort_triangle triangles[num_triangles+1];
191 // Reserve space for num_triangles / 2 * 4 vertexes (maximum possible number of
193 triangles[num_triangles].poly = (void *)SENTINEL;
194 sort_extract_triangles(tile_entry, triangles);
195 sort_triangles( triangles, num_triangles );
196 sort_render_triangles(triangles, num_triangles, render_mode);
198 assert( triangles[num_triangles].poly == (void *)SENTINEL );
.