nkeynes@653: /** nkeynes@653: * $Id$ nkeynes@653: * nkeynes@653: * Standard OpenGL rendering engine. nkeynes@653: * nkeynes@653: * Copyright (c) 2005 Nathan Keynes. nkeynes@653: * nkeynes@653: * This program is free software; you can redistribute it and/or modify nkeynes@653: * it under the terms of the GNU General Public License as published by nkeynes@653: * the Free Software Foundation; either version 2 of the License, or nkeynes@653: * (at your option) any later version. nkeynes@653: * nkeynes@653: * This program is distributed in the hope that it will be useful, nkeynes@653: * but WITHOUT ANY WARRANTY; without even the implied warranty of nkeynes@653: * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the nkeynes@653: * GNU General Public License for more details. nkeynes@653: */ nkeynes@653: nkeynes@653: #include nkeynes@669: #include nkeynes@653: #include "display.h" nkeynes@653: #include "pvr2/pvr2.h" nkeynes@653: #include "pvr2/scene.h" nkeynes@665: #include "pvr2/glutil.h" nkeynes@653: nkeynes@653: int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, nkeynes@653: GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, nkeynes@653: GL_ALWAYS }; nkeynes@653: int pvr2_poly_srcblend[8] = { nkeynes@653: GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, nkeynes@653: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, nkeynes@653: GL_ONE_MINUS_DST_ALPHA }; nkeynes@653: int pvr2_poly_dstblend[8] = { nkeynes@653: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, nkeynes@653: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, nkeynes@653: GL_ONE_MINUS_DST_ALPHA }; nkeynes@653: int pvr2_poly_texblend[4] = { nkeynes@653: GL_REPLACE, nkeynes@653: GL_MODULATE, nkeynes@653: GL_DECAL, nkeynes@653: GL_MODULATE nkeynes@653: }; nkeynes@653: int pvr2_render_colour_format[8] = { nkeynes@653: COLFMT_BGRA1555, COLFMT_RGB565, COLFMT_BGRA4444, COLFMT_BGRA1555, nkeynes@653: COLFMT_BGR888, COLFMT_BGRA8888, COLFMT_BGRA8888, COLFMT_BGRA4444 }; nkeynes@653: nkeynes@653: nkeynes@653: /** nkeynes@653: * Clip the tile bounds to the clipping plane. nkeynes@653: * @return TRUE if the tile was not clipped completely. nkeynes@653: */ nkeynes@653: static gboolean clip_tile_bounds( uint32_t *tile, float *clip ) nkeynes@653: { nkeynes@653: if( tile[0] < clip[0] ) tile[0] = clip[0]; nkeynes@653: if( tile[1] > clip[1] ) tile[1] = clip[1]; nkeynes@653: if( tile[2] < clip[2] ) tile[2] = clip[2]; nkeynes@653: if( tile[3] > clip[3] ) tile[3] = clip[3]; nkeynes@653: return tile[0] < tile[1] && tile[2] < tile[3]; nkeynes@653: } nkeynes@653: nkeynes@653: void pvr2_scene_load_textures() nkeynes@653: { nkeynes@653: int i; nkeynes@653: for( i=0; i < pvr2_scene.poly_count; i++ ) { nkeynes@653: struct polygon_struct *poly = &pvr2_scene.poly_array[i]; nkeynes@653: if( POLY1_TEXTURED(poly->context[0]) ) { nkeynes@653: poly->tex_id = texcache_get_texture( poly->context[2], nkeynes@653: POLY2_TEX_WIDTH(poly->context[1]), nkeynes@653: POLY2_TEX_HEIGHT(poly->context[1]) ); nkeynes@653: if( poly->mod_vertex_index != -1 ) { nkeynes@653: poly->mod_tex_id = texcache_get_texture( poly->context[4], nkeynes@653: POLY2_TEX_WIDTH(poly->context[3]), nkeynes@653: POLY2_TEX_HEIGHT(poly->context[3]) ); nkeynes@653: } nkeynes@653: } else { nkeynes@653: poly->tex_id = -1; nkeynes@653: poly->mod_tex_id = -1; nkeynes@653: } nkeynes@653: } nkeynes@653: } nkeynes@653: nkeynes@653: nkeynes@653: nkeynes@653: /** nkeynes@653: * Once-off call to setup the OpenGL context. nkeynes@653: */ nkeynes@653: void pvr2_setup_gl_context() nkeynes@653: { nkeynes@665: nkeynes@665: if( glsl_is_supported() ) { nkeynes@665: if( !glsl_load_shaders( glsl_vertex_shader_src, NULL ) ) { nkeynes@665: WARN( "Unable to load GL shaders" ); nkeynes@665: } nkeynes@665: } nkeynes@665: nkeynes@653: texcache_gl_init(); // Allocate texture IDs nkeynes@653: glCullFace( GL_BACK ); nkeynes@653: glEnable( GL_BLEND ); nkeynes@653: glEnable( GL_DEPTH_TEST ); nkeynes@653: glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); nkeynes@653: glMatrixMode(GL_MODELVIEW); nkeynes@653: glLoadIdentity(); nkeynes@653: nkeynes@653: glEnableClientState( GL_COLOR_ARRAY ); nkeynes@653: glEnableClientState( GL_VERTEX_ARRAY ); nkeynes@653: glEnableClientState( GL_TEXTURE_COORD_ARRAY ); nkeynes@653: glEnableClientState( GL_SECONDARY_COLOR_ARRAY ); nkeynes@653: nkeynes@653: glClearColor(0.0f, 0.0f, 0.0f, 0.0f); nkeynes@653: glClearDepth(0); nkeynes@653: glClearStencil(0); nkeynes@653: } nkeynes@653: nkeynes@653: /** nkeynes@653: * Setup the GL context for the supplied polygon context. nkeynes@653: * @param context pointer to 3 or 5 words of polygon context nkeynes@653: * @param modified boolean flag indicating that the modified nkeynes@653: * version should be used, rather than the normal version. nkeynes@653: */ nkeynes@653: void render_set_context( uint32_t *context, int render_mode ) nkeynes@653: { nkeynes@653: uint32_t poly1 = context[0], poly2, texture; nkeynes@653: if( render_mode == RENDER_FULLMOD ) { nkeynes@653: poly2 = context[3]; nkeynes@653: texture = context[4]; nkeynes@653: } else { nkeynes@653: poly2 = context[1]; nkeynes@653: texture = context[2]; nkeynes@653: } nkeynes@653: nkeynes@653: glDepthFunc( POLY1_DEPTH_MODE(poly1) ); nkeynes@653: glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE ); nkeynes@653: nkeynes@653: switch( POLY1_CULL_MODE(poly1) ) { nkeynes@653: case CULL_NONE: nkeynes@653: case CULL_SMALL: nkeynes@653: glDisable( GL_CULL_FACE ); nkeynes@653: break; nkeynes@653: case CULL_CCW: nkeynes@653: glEnable( GL_CULL_FACE ); nkeynes@653: glFrontFace( GL_CW ); nkeynes@653: break; nkeynes@653: case CULL_CW: nkeynes@653: glEnable( GL_CULL_FACE ); nkeynes@653: glFrontFace( GL_CCW ); nkeynes@653: break; nkeynes@653: } nkeynes@653: nkeynes@653: if( POLY1_SPECULAR(poly1) ) { nkeynes@653: glEnable(GL_COLOR_SUM); nkeynes@653: } else { nkeynes@653: glDisable(GL_COLOR_SUM); nkeynes@653: } nkeynes@653: nkeynes@653: nkeynes@653: if( POLY1_TEXTURED(poly1) ) { nkeynes@653: glEnable(GL_TEXTURE_2D); nkeynes@653: glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] ); nkeynes@653: if( POLY2_TEX_CLAMP_U(poly2) ) { nkeynes@653: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); nkeynes@655: } else if( POLY2_TEX_MIRROR_U(poly2) ) { nkeynes@655: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT_ARB ); nkeynes@653: } else { nkeynes@653: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); nkeynes@653: } nkeynes@653: if( POLY2_TEX_CLAMP_V(poly2) ) { nkeynes@653: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); nkeynes@655: } else if( POLY2_TEX_MIRROR_V(poly2) ) { nkeynes@655: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT_ARB ); nkeynes@653: } else { nkeynes@653: glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); nkeynes@653: } nkeynes@653: } else { nkeynes@653: glDisable( GL_TEXTURE_2D ); nkeynes@653: } nkeynes@653: nkeynes@653: glShadeModel( POLY1_SHADE_MODEL(poly1) ); nkeynes@653: nkeynes@653: int srcblend = POLY2_SRC_BLEND(poly2); nkeynes@653: int destblend = POLY2_DEST_BLEND(poly2); nkeynes@653: glBlendFunc( srcblend, destblend ); nkeynes@653: nkeynes@653: if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) { nkeynes@653: ERROR( "Accumulation buffer not supported" ); nkeynes@653: } nkeynes@653: nkeynes@653: } nkeynes@653: nkeynes@653: nkeynes@653: static void gl_render_poly( struct polygon_struct *poly ) nkeynes@653: { nkeynes@653: if( poly->tex_id != -1 ) { nkeynes@653: glBindTexture(GL_TEXTURE_2D, poly->tex_id); nkeynes@653: } nkeynes@653: render_set_context( poly->context, RENDER_NORMAL ); nkeynes@653: glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count ); nkeynes@653: } nkeynes@653: nkeynes@653: void gl_render_tilelist( pvraddr_t tile_entry ) nkeynes@653: { nkeynes@653: uint32_t *tile_list = (uint32_t *)(video_base+tile_entry); nkeynes@653: int strip_count; nkeynes@653: struct polygon_struct *poly; nkeynes@653: nkeynes@653: while(1) { nkeynes@653: uint32_t entry = *tile_list++; nkeynes@653: switch( entry >> 28 ) { nkeynes@653: case 0x0F: nkeynes@653: return; // End-of-list nkeynes@653: case 0x0E: nkeynes@653: tile_list = (uint32_t *)(video_base + (entry&0x007FFFFF)); nkeynes@653: break; nkeynes@653: case 0x08: case 0x09: case 0x0A: case 0x0B: nkeynes@653: strip_count = ((entry >> 25) & 0x0F)+1; nkeynes@653: poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; nkeynes@653: while( strip_count > 0 ) { nkeynes@653: assert( poly != NULL ); nkeynes@653: gl_render_poly( poly ); nkeynes@653: poly = poly->next; nkeynes@653: strip_count--; nkeynes@653: } nkeynes@653: break; nkeynes@653: default: nkeynes@653: if( entry & 0x7E000000 ) { nkeynes@653: poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF]; nkeynes@653: gl_render_poly( poly ); nkeynes@653: } nkeynes@653: } nkeynes@653: } nkeynes@653: } nkeynes@653: nkeynes@653: nkeynes@653: /** nkeynes@653: * Render the currently defined scene in pvr2_scene nkeynes@653: */ nkeynes@653: void pvr2_scene_render( render_buffer_t buffer ) nkeynes@653: { nkeynes@653: /* Scene setup */ nkeynes@653: struct timeval start_tv, tex_tv, end_tv; nkeynes@653: nkeynes@653: gettimeofday(&start_tv, NULL); nkeynes@653: display_driver->set_render_target(buffer); nkeynes@653: pvr2_check_palette_changed(); nkeynes@653: pvr2_scene_load_textures(); nkeynes@653: nkeynes@653: gettimeofday( &tex_tv, NULL ); nkeynes@653: uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 + nkeynes@653: (tex_tv.tv_usec - start_tv.tv_usec)/1000; nkeynes@653: DEBUG( "Scene setup in %dms", ms ); nkeynes@653: nkeynes@653: /* Setup view projection matrix */ nkeynes@653: glMatrixMode(GL_PROJECTION); nkeynes@653: glLoadIdentity(); nkeynes@653: float nearz = pvr2_scene.bounds[4]; nkeynes@653: float farz = pvr2_scene.bounds[5]; nkeynes@653: if( nearz == farz ) { nkeynes@653: farz*= 2.0; nkeynes@653: } nkeynes@653: glOrtho( 0, pvr2_scene.buffer_width, pvr2_scene.buffer_height, 0, nkeynes@653: -farz, -nearz ); nkeynes@653: float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0; nkeynes@653: glAlphaFunc( GL_GEQUAL, alphaRef ); nkeynes@653: nkeynes@653: /* Clear the buffer (FIXME: May not want always want to do this) */ nkeynes@653: glDisable( GL_SCISSOR_TEST ); nkeynes@653: glDepthMask( GL_TRUE ); nkeynes@653: glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); nkeynes@653: nkeynes@653: /* Setup vertex array pointers */ nkeynes@653: glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(struct vertex_struct), pvr2_scene.vertex_array); nkeynes@666: glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba ); nkeynes@653: nkeynes@669: /* Turn on the shaders (if available) */ nkeynes@669: glsl_enable_shaders(TRUE); nkeynes@669: nkeynes@653: uint32_t bgplane_mode = MMIO_READ(PVR2, RENDER_BGPLANE); nkeynes@653: uint32_t *bgplane = pvr2_scene.pvr2_pbuf + (((bgplane_mode & 0x00FFFFFF)) >> 3) ; nkeynes@653: render_backplane( bgplane, pvr2_scene.buffer_width, pvr2_scene.buffer_height, bgplane_mode ); nkeynes@653: nkeynes@653: glEnable( GL_SCISSOR_TEST ); nkeynes@653: nkeynes@653: /* Process the segment list */ nkeynes@653: struct tile_segment *segment = pvr2_scene.segment_list; nkeynes@653: do { nkeynes@653: int tilex = SEGMENT_X(segment->control); nkeynes@653: int tiley = SEGMENT_Y(segment->control); nkeynes@653: nkeynes@669: uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 }; nkeynes@653: if( !clip_tile_bounds(tile_bounds, pvr2_scene.bounds) ) { nkeynes@653: continue; // fully clipped, skip tile nkeynes@653: } nkeynes@653: nkeynes@653: /* Clip to the visible part of the tile */ nkeynes@653: glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], nkeynes@653: tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] ); nkeynes@653: if( IS_TILE_PTR(segment->opaque_ptr) ) { nkeynes@653: gl_render_tilelist(segment->opaque_ptr); nkeynes@653: } nkeynes@653: if( IS_TILE_PTR(segment->trans_ptr) ) { nkeynes@653: if( pvr2_scene.sort_mode == SORT_NEVER || nkeynes@653: (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) { nkeynes@653: gl_render_tilelist(segment->trans_ptr); nkeynes@653: } else { nkeynes@653: render_autosort_tile(segment->trans_ptr, RENDER_NORMAL ); nkeynes@653: } nkeynes@653: } nkeynes@653: if( IS_TILE_PTR(segment->punchout_ptr) ) { nkeynes@653: glEnable(GL_ALPHA_TEST ); nkeynes@653: render_autosort_tile(segment->punchout_ptr, RENDER_NORMAL ); nkeynes@653: glDisable(GL_ALPHA_TEST ); nkeynes@653: } nkeynes@653: } while( !IS_LAST_SEGMENT(segment++) ); nkeynes@653: glDisable( GL_SCISSOR_TEST ); nkeynes@653: nkeynes@669: glsl_enable_shaders(FALSE); nkeynes@669: nkeynes@653: gettimeofday( &end_tv, NULL ); nkeynes@653: ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 + nkeynes@653: (end_tv.tv_usec - tex_tv.tv_usec)/1000; nkeynes@653: DEBUG( "Scene render in %dms", ms ); nkeynes@653: }