nkeynes@639: /** nkeynes@639: * $Id$ nkeynes@639: * nkeynes@639: * Standard OpenGL rendering engine. nkeynes@639: * nkeynes@639: * Copyright (c) 2005 Nathan Keynes. nkeynes@639: * nkeynes@639: * This program is free software; you can redistribute it and/or modify nkeynes@639: * it under the terms of the GNU General Public License as published by nkeynes@639: * the Free Software Foundation; either version 2 of the License, or nkeynes@639: * (at your option) any later version. nkeynes@639: * nkeynes@639: * This program is distributed in the hope that it will be useful, nkeynes@639: * but WITHOUT ANY WARRANTY; without even the implied warranty of nkeynes@639: * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the nkeynes@639: * GNU General Public License for more details. nkeynes@639: */ nkeynes@639: nkeynes@645: #include nkeynes@669: #include nkeynes@639: #include "display.h" nkeynes@639: #include "pvr2/pvr2.h" nkeynes@677: #include "pvr2/pvr2mmio.h" nkeynes@1145: #include "pvr2/glutil.h" nkeynes@639: #include "pvr2/scene.h" nkeynes@1145: #include "pvr2/tileiter.h" nkeynes@1207: #include "pvr2/shaders.h" nkeynes@653: nkeynes@1156: #ifdef APPLE_BUILD nkeynes@1156: #include "OpenGL/CGLCurrent.h" nkeynes@1156: #include "OpenGL/CGLMacro.h" nkeynes@1156: nkeynes@1156: static CGLContextObj CGL_MACRO_CONTEXT; nkeynes@1156: #endif nkeynes@1156: nkeynes@1232: #define IS_NONEMPTY_TILE_LIST(p) (IS_TILE_PTR(p) && ((*((uint32_t *)(pvr2_main_ram+(p))) >> 28) != 0x0F)) nkeynes@639: nkeynes@645: int pvr2_poly_depthmode[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, nkeynes@736: GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, nkeynes@736: GL_ALWAYS }; nkeynes@645: int pvr2_poly_srcblend[8] = { nkeynes@736: GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, nkeynes@736: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, nkeynes@736: GL_ONE_MINUS_DST_ALPHA }; nkeynes@645: int pvr2_poly_dstblend[8] = { nkeynes@736: GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, nkeynes@736: GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, nkeynes@736: GL_ONE_MINUS_DST_ALPHA }; nkeynes@645: nkeynes@1140: static gboolean have_shaders = FALSE; nkeynes@1154: static int currentTexId = -1; nkeynes@1154: nkeynes@1154: static inline void bind_texture(int texid) nkeynes@1154: { nkeynes@1154: if( currentTexId != texid ) { nkeynes@1154: currentTexId = texid; nkeynes@1154: glBindTexture(GL_TEXTURE_2D, texid); nkeynes@1154: } nkeynes@1154: } nkeynes@1140: nkeynes@639: /** nkeynes@639: * Clip the tile bounds to the clipping plane. nkeynes@639: * @return TRUE if the tile was not clipped completely. nkeynes@639: */ nkeynes@1232: static gboolean clip_tile_bounds( uint32_t *tile, uint32_t *clip ) nkeynes@639: { nkeynes@639: if( tile[0] < clip[0] ) tile[0] = clip[0]; nkeynes@639: if( tile[1] > clip[1] ) tile[1] = clip[1]; nkeynes@639: if( tile[2] < clip[2] ) tile[2] = clip[2]; nkeynes@639: if( tile[3] > clip[3] ) tile[3] = clip[3]; nkeynes@639: return tile[0] < tile[1] && tile[2] < tile[3]; nkeynes@639: } nkeynes@639: nkeynes@1145: static void drawrect2d( uint32_t tile_bounds[], float z ) nkeynes@1145: { nkeynes@1232: glBegin( GL_TRIANGLE_STRIP ); nkeynes@1145: glVertex3f( tile_bounds[0], tile_bounds[2], z ); nkeynes@1145: glVertex3f( tile_bounds[1], tile_bounds[2], z ); nkeynes@1232: glVertex3f( tile_bounds[0], tile_bounds[3], z ); nkeynes@1145: glVertex3f( tile_bounds[1], tile_bounds[3], z ); nkeynes@1145: glEnd(); nkeynes@1145: } nkeynes@1145: nkeynes@1154: static void pvr2_scene_load_textures() nkeynes@645: { nkeynes@645: int i; nkeynes@886: nkeynes@1135: texcache_begin_scene( MMIO_READ( PVR2, RENDER_PALETTE ) & 0x03, nkeynes@886: (MMIO_READ( PVR2, RENDER_TEXSIZE ) & 0x003F) << 5 ); nkeynes@886: nkeynes@645: for( i=0; i < pvr2_scene.poly_count; i++ ) { nkeynes@736: struct polygon_struct *poly = &pvr2_scene.poly_array[i]; nkeynes@736: if( POLY1_TEXTURED(poly->context[0]) ) { nkeynes@1135: poly->tex_id = texcache_get_texture( poly->context[1], poly->context[2] ); nkeynes@736: if( poly->mod_vertex_index != -1 ) { nkeynes@863: if( pvr2_scene.shadow_mode == SHADOW_FULL ) { nkeynes@1135: poly->mod_tex_id = texcache_get_texture( poly->context[3], poly->context[4] ); nkeynes@863: } else { nkeynes@863: poly->mod_tex_id = poly->tex_id; nkeynes@863: } nkeynes@736: } nkeynes@736: } else { nkeynes@1138: poly->tex_id = 0; nkeynes@1138: poly->mod_tex_id = 0; nkeynes@736: } nkeynes@645: } nkeynes@645: } nkeynes@645: nkeynes@645: nkeynes@639: /** nkeynes@639: * Once-off call to setup the OpenGL context. nkeynes@639: */ nkeynes@639: void pvr2_setup_gl_context() nkeynes@639: { nkeynes@1140: if( glsl_is_supported() && isGLMultitextureSupported() ) { nkeynes@1130: if( !glsl_load_shaders( ) ) { nkeynes@665: WARN( "Unable to load GL shaders" ); nkeynes@1140: } else { nkeynes@1140: have_shaders = TRUE; nkeynes@665: } nkeynes@665: } nkeynes@736: nkeynes@1156: #ifdef APPLE_BUILD nkeynes@1156: CGL_MACRO_CONTEXT = CGLGetCurrentContext(); nkeynes@1156: #endif nkeynes@1233: texcache_gl_init(have_shaders); // Allocate texture IDs nkeynes@1236: nkeynes@1236: /* Global settings */ nkeynes@1133: glDisable( GL_CULL_FACE ); nkeynes@639: glEnable( GL_BLEND ); nkeynes@1236: glClearColor(0.0f, 0.0f, 0.0f, 0.0f); nkeynes@639: nkeynes@687: #ifdef HAVE_OPENGL_CLAMP_COLOR nkeynes@687: if( isGLExtensionSupported("GL_ARB_color_buffer_float") ) { nkeynes@687: glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE ); nkeynes@687: glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE ); nkeynes@687: } nkeynes@687: #endif nkeynes@653: nkeynes@1236: #ifdef HAVE_OPENGL_FIXEDFUNC nkeynes@1236: /* Setup defaults for perspective correction + matrices */ nkeynes@1236: glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); nkeynes@1236: glMatrixMode(GL_MODELVIEW); nkeynes@1236: glLoadIdentity(); nkeynes@1236: glMatrixMode(GL_PROJECTION); nkeynes@1236: #endif nkeynes@1236: nkeynes@639: nkeynes@1232: #ifdef HAVE_OPENGL_CLEAR_DEPTHF nkeynes@1232: glClearDepthf(0); nkeynes@1232: #else nkeynes@639: glClearDepth(0); nkeynes@1232: #endif nkeynes@639: glClearStencil(0); nkeynes@639: } nkeynes@639: nkeynes@864: /** nkeynes@864: * Setup the basic context that's shared between normal and modified modes - nkeynes@864: * depth, culling nkeynes@864: */ nkeynes@1137: static void render_set_base_context( uint32_t poly1, gboolean set_depth ) nkeynes@864: { nkeynes@1137: if( set_depth ) { nkeynes@865: glDepthFunc( POLY1_DEPTH_MODE(poly1) ); nkeynes@865: } nkeynes@865: nkeynes@864: glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE ); nkeynes@865: } nkeynes@864: nkeynes@865: /** nkeynes@865: * Setup the texture/shading settings (TSP) which vary between mod/unmod modes. nkeynes@865: */ nkeynes@1154: static void render_set_tsp_context( uint32_t poly1, uint32_t poly2 ) nkeynes@865: { nkeynes@863: glShadeModel( POLY1_SHADE_MODEL(poly1) ); nkeynes@1140: nkeynes@1232: #ifdef HAVE_OPENGL_FIXEDFUNC nkeynes@1219: if( !have_shaders ) { nkeynes@1219: if( POLY1_TEXTURED(poly1) ) { nkeynes@1219: if( POLY2_TEX_BLEND(poly2) == 2 ) nkeynes@1219: glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); nkeynes@1219: else nkeynes@1219: glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); nkeynes@1232: nkeynes@1232: } nkeynes@1140: nkeynes@1232: switch( POLY2_FOG_MODE(poly2) ) { nkeynes@1232: case PVR2_POLY_FOG_LOOKUP: nkeynes@1232: glFogfv( GL_FOG_COLOR, pvr2_scene.fog_lut_colour ); nkeynes@1232: break; nkeynes@1232: case PVR2_POLY_FOG_VERTEX: nkeynes@1232: glFogfv( GL_FOG_COLOR, pvr2_scene.fog_vert_colour ); nkeynes@1232: break; nkeynes@1232: } nkeynes@863: } nkeynes@1232: #endif nkeynes@653: nkeynes@863: int srcblend = POLY2_SRC_BLEND(poly2); nkeynes@863: int destblend = POLY2_DEST_BLEND(poly2); nkeynes@863: glBlendFunc( srcblend, destblend ); nkeynes@863: nkeynes@863: if( POLY2_SRC_BLEND_TARGET(poly2) || POLY2_DEST_BLEND_TARGET(poly2) ) { nkeynes@863: WARN( "Accumulation buffer not supported" ); nkeynes@863: } nkeynes@863: } nkeynes@863: nkeynes@645: /** nkeynes@645: * Setup the GL context for the supplied polygon context. nkeynes@645: * @param context pointer to 3 or 5 words of polygon context nkeynes@865: * @param depth_mode force depth mode, or 0 to use the polygon's nkeynes@865: * depth mode. nkeynes@645: */ nkeynes@1154: static void render_set_context( uint32_t *context, gboolean set_depth ) nkeynes@645: { nkeynes@1137: render_set_base_context(context[0], set_depth); nkeynes@1137: render_set_tsp_context(context[0],context[1]); nkeynes@645: } nkeynes@645: nkeynes@1133: static inline void gl_draw_vertexes( struct polygon_struct *poly ) nkeynes@1133: { nkeynes@1133: do { nkeynes@1133: glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count); nkeynes@1133: poly = poly->sub_next; nkeynes@1133: } while( poly != NULL ); nkeynes@1133: } nkeynes@1133: nkeynes@1133: static inline void gl_draw_mod_vertexes( struct polygon_struct *poly ) nkeynes@1133: { nkeynes@1133: do { nkeynes@1133: glDrawArrays(GL_TRIANGLE_STRIP, poly->mod_vertex_index, poly->vertex_count); nkeynes@1133: poly = poly->sub_next; nkeynes@1133: } while( poly != NULL ); nkeynes@1133: } nkeynes@645: nkeynes@1153: static void gl_render_poly( struct polygon_struct *poly, gboolean set_depth) nkeynes@639: { nkeynes@1133: if( poly->vertex_count == 0 ) nkeynes@1133: return; /* Culled */ nkeynes@1133: nkeynes@1154: bind_texture(poly->tex_id); nkeynes@863: if( poly->mod_vertex_index == -1 ) { nkeynes@1137: render_set_context( poly->context, set_depth ); nkeynes@1133: gl_draw_vertexes(poly); nkeynes@864: } else { nkeynes@864: glEnable( GL_STENCIL_TEST ); nkeynes@1137: render_set_base_context( poly->context[0], set_depth ); nkeynes@1137: render_set_tsp_context( poly->context[0], poly->context[1] ); nkeynes@864: glStencilFunc(GL_EQUAL, 0, 2); nkeynes@1133: gl_draw_vertexes(poly); nkeynes@863: nkeynes@863: if( pvr2_scene.shadow_mode == SHADOW_FULL ) { nkeynes@1154: bind_texture(poly->mod_tex_id); nkeynes@1137: render_set_tsp_context( poly->context[0], poly->context[3] ); nkeynes@863: } nkeynes@864: glStencilFunc(GL_EQUAL, 2, 2); nkeynes@1133: gl_draw_mod_vertexes(poly); nkeynes@1136: glDisable( GL_STENCIL_TEST ); nkeynes@863: } nkeynes@639: } nkeynes@639: nkeynes@687: nkeynes@1145: static void gl_render_modifier_polygon( struct polygon_struct *poly, uint32_t tile_bounds[] ) nkeynes@864: { nkeynes@864: /* A bit of explanation: nkeynes@864: * In theory it works like this: generate a 1-bit stencil for each polygon nkeynes@864: * volume, and then AND or OR it against the overall 1-bit tile stencil at nkeynes@864: * the end of the volume. nkeynes@864: * nkeynes@864: * The implementation here uses a 2-bit stencil buffer, where each volume nkeynes@864: * is drawn using only stencil bit 0, and then a 'flush' polygon is drawn nkeynes@864: * to update bit 1 accordingly and clear bit 0. nkeynes@864: * nkeynes@864: * This could probably be more efficient, but at least it works correctly nkeynes@864: * now :) nkeynes@864: */ nkeynes@864: nkeynes@1133: if( poly->vertex_count == 0 ) nkeynes@1133: return; /* Culled */ nkeynes@1133: nkeynes@1133: gl_draw_vertexes(poly); nkeynes@1133: nkeynes@1133: nkeynes@864: nkeynes@864: int poly_type = POLY1_VOLUME_MODE(poly->context[0]); nkeynes@864: if( poly_type == PVR2_VOLUME_REGION0 ) { nkeynes@864: /* 00 => 00 nkeynes@864: * 01 => 00 nkeynes@864: * 10 => 10 nkeynes@864: * 11 => 00 nkeynes@864: */ nkeynes@864: glStencilMask( 0x03 ); nkeynes@864: glStencilFunc(GL_EQUAL, 0x02, 0x03); nkeynes@864: glStencilOp(GL_ZERO, GL_KEEP, GL_KEEP); nkeynes@864: glDisable( GL_DEPTH_TEST ); nkeynes@864: nkeynes@864: drawrect2d( tile_bounds, pvr2_scene.bounds[4] ); nkeynes@864: nkeynes@864: glEnable( GL_DEPTH_TEST ); nkeynes@864: glStencilMask( 0x01 ); nkeynes@864: glStencilFunc( GL_ALWAYS, 0, 1 ); nkeynes@864: glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); nkeynes@864: } else if( poly_type == PVR2_VOLUME_REGION1 ) { nkeynes@864: /* This is harder with the standard stencil ops - do it in two passes nkeynes@864: * 00 => 00 | 00 => 10 nkeynes@864: * 01 => 10 | 01 => 10 nkeynes@864: * 10 => 10 | 10 => 00 nkeynes@864: * 11 => 10 | 11 => 10 nkeynes@864: */ nkeynes@864: glStencilMask( 0x02 ); nkeynes@864: glStencilOp( GL_INVERT, GL_INVERT, GL_INVERT ); nkeynes@864: glDisable( GL_DEPTH_TEST ); nkeynes@864: nkeynes@864: drawrect2d( tile_bounds, pvr2_scene.bounds[4] ); nkeynes@864: nkeynes@864: glStencilMask( 0x03 ); nkeynes@864: glStencilFunc( GL_NOTEQUAL,0x02, 0x03); nkeynes@864: glStencilOp( GL_ZERO, GL_REPLACE, GL_REPLACE ); nkeynes@864: nkeynes@864: drawrect2d( tile_bounds, pvr2_scene.bounds[4] ); nkeynes@864: nkeynes@864: glEnable( GL_DEPTH_TEST ); nkeynes@864: glStencilMask( 0x01 ); nkeynes@864: glStencilFunc( GL_ALWAYS, 0, 1 ); nkeynes@864: glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); nkeynes@864: } nkeynes@864: } nkeynes@864: nkeynes@1145: static void gl_render_bkgnd( struct polygon_struct *poly ) nkeynes@863: { nkeynes@1154: bind_texture(poly->tex_id); nkeynes@1145: render_set_tsp_context( poly->context[0], poly->context[1] ); nkeynes@1145: glDisable( GL_DEPTH_TEST ); nkeynes@1145: glBlendFunc( GL_ONE, GL_ZERO ); nkeynes@1145: gl_draw_vertexes(poly); nkeynes@1145: glEnable( GL_DEPTH_TEST ); nkeynes@1145: } nkeynes@1145: nkeynes@1154: void gl_render_triangle( struct polygon_struct *poly, int index ) nkeynes@1154: { nkeynes@1154: bind_texture(poly->tex_id); nkeynes@1154: render_set_tsp_context( poly->context[0], poly->context[1] ); nkeynes@1154: glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index + index, 3 ); nkeynes@1154: nkeynes@1154: } nkeynes@1154: nkeynes@1145: void gl_render_tilelist( pvraddr_t tile_entry, gboolean set_depth ) nkeynes@1145: { nkeynes@1145: tileentryiter list; nkeynes@1145: nkeynes@1145: FOREACH_TILEENTRY(list, tile_entry) { nkeynes@1145: struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)]; nkeynes@1145: if( poly != NULL ) { nkeynes@1145: do { nkeynes@1145: gl_render_poly(poly, set_depth); nkeynes@1145: poly = poly->next; nkeynes@1145: } while( list.strip_count-- > 0 ); nkeynes@1145: } nkeynes@1145: } nkeynes@1145: } nkeynes@1145: nkeynes@1145: /** nkeynes@1145: * Render the tilelist with depthbuffer updates only. nkeynes@1145: */ nkeynes@1145: static void gl_render_tilelist_depthonly( pvraddr_t tile_entry ) nkeynes@1145: { nkeynes@1145: tileentryiter list; nkeynes@1145: nkeynes@1145: FOREACH_TILEENTRY(list, tile_entry) { nkeynes@1145: struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)]; nkeynes@1145: if( poly != NULL ) { nkeynes@1145: do { nkeynes@1145: render_set_base_context(poly->context[0],TRUE); nkeynes@1145: gl_draw_vertexes(poly); nkeynes@1145: poly = poly->next; nkeynes@1145: } while( list.strip_count-- > 0 ); nkeynes@1145: } nkeynes@1145: } nkeynes@1145: } nkeynes@1145: nkeynes@1145: static void gl_render_modifier_tilelist( pvraddr_t tile_entry, uint32_t tile_bounds[] ) nkeynes@1145: { nkeynes@1145: tileentryiter list; nkeynes@863: nkeynes@1145: FOREACH_TILEENTRY(list, tile_entry ) { nkeynes@1145: struct polygon_struct *poly = pvr2_scene.buf_to_poly_map[TILEENTRYITER_POLYADDR(list)]; nkeynes@1145: if( poly != NULL ) { nkeynes@1145: do { nkeynes@864: gl_render_modifier_polygon( poly, tile_bounds ); nkeynes@863: poly = poly->next; nkeynes@1145: } while( list.strip_count-- > 0 ); nkeynes@863: } nkeynes@863: } nkeynes@1232: } nkeynes@1232: nkeynes@1232: nkeynes@1232: #ifdef HAVE_OPENGL_FIXEDFUNC nkeynes@1232: void pvr2_scene_setup_fixed( GLfloat *viewMatrix ) nkeynes@1232: { nkeynes@1232: glLoadMatrixf(viewMatrix); nkeynes@1236: glEnable( GL_DEPTH_TEST ); nkeynes@1232: nkeynes@1232: glEnable( GL_FOG ); nkeynes@1232: glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); nkeynes@1232: glFogi(GL_FOG_MODE, GL_LINEAR); nkeynes@1232: glFogf(GL_FOG_START, 0.0); nkeynes@1232: glFogf(GL_FOG_END, 1.0); nkeynes@1232: nkeynes@1232: glEnable( GL_ALPHA_TEST ); nkeynes@1232: glAlphaFunc( GL_GEQUAL, 0 ); nkeynes@1232: nkeynes@1232: glEnable( GL_COLOR_SUM ); nkeynes@1232: nkeynes@1232: glEnableClientState( GL_VERTEX_ARRAY ); nkeynes@1232: glEnableClientState( GL_COLOR_ARRAY ); nkeynes@1232: glEnableClientState( GL_TEXTURE_COORD_ARRAY ); nkeynes@1232: glEnableClientState( GL_SECONDARY_COLOR_ARRAY ); nkeynes@1232: glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT ); nkeynes@1232: nkeynes@1232: /* Vertex array pointers */ nkeynes@1232: glVertexPointer(3, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].x); nkeynes@1232: glColorPointer(4, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].rgba[0]); nkeynes@1233: glTexCoordPointer(2, GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].u); nkeynes@1232: glSecondaryColorPointerEXT(3, GL_FLOAT, sizeof(struct vertex_struct), pvr2_scene.vertex_array[0].offset_rgba ); nkeynes@1232: glFogCoordPointerEXT(GL_FLOAT, sizeof(struct vertex_struct), &pvr2_scene.vertex_array[0].offset_rgba[3] ); nkeynes@1232: } nkeynes@1232: nkeynes@1232: void pvr2_scene_set_alpha_fixed( float alphaRef ) nkeynes@1232: { nkeynes@1232: glAlphaFunc( GL_GEQUAL, alphaRef ); nkeynes@1232: } nkeynes@1232: nkeynes@1232: void pvr2_scene_cleanup_fixed() nkeynes@1232: { nkeynes@1232: glDisable( GL_COLOR_SUM ); nkeynes@1232: glDisable( GL_FOG ); nkeynes@1232: glDisable( GL_ALPHA_TEST ); nkeynes@1236: glDisable( GL_DEPTH_TEST ); nkeynes@1232: nkeynes@1232: glDisableClientState( GL_VERTEX_ARRAY ); nkeynes@1232: glDisableClientState( GL_COLOR_ARRAY ); nkeynes@1232: glDisableClientState( GL_TEXTURE_COORD_ARRAY ); nkeynes@1232: glDisableClientState( GL_SECONDARY_COLOR_ARRAY ); nkeynes@1232: glDisableClientState( GL_FOG_COORDINATE_ARRAY_EXT ); nkeynes@1236: nkeynes@1232: } nkeynes@1232: #else nkeynes@1232: void pvr2_scene_setup_fixed( GLfloat *viewMatrix, float alphaRef ) nkeynes@1232: { nkeynes@1232: } nkeynes@1232: void pvr2_scene_set_alpha_fixed( float alphaRef ) nkeynes@1232: { nkeynes@1232: } nkeynes@1232: void pvr2_scene_cleanup_fixed() nkeynes@1232: { nkeynes@1232: } nkeynes@1232: #endif nkeynes@1232: nkeynes@1232: void pvr2_scene_setup_shader( GLfloat *viewMatrix ) nkeynes@1232: { nkeynes@1236: glEnable( GL_DEPTH_TEST ); nkeynes@1236: nkeynes@1232: glsl_use_pvr2_shader(); nkeynes@1232: glsl_set_pvr2_shader_view_matrix(viewMatrix); nkeynes@1232: glsl_set_pvr2_shader_fog_colour1(pvr2_scene.fog_vert_colour); nkeynes@1232: glsl_set_pvr2_shader_fog_colour2(pvr2_scene.fog_lut_colour); nkeynes@1232: glsl_set_pvr2_shader_in_vertex_vec3_pointer(&pvr2_scene.vertex_array[0].x, sizeof(struct vertex_struct)); nkeynes@1232: glsl_set_pvr2_shader_in_colour_pointer(&pvr2_scene.vertex_array[0].rgba[0], sizeof(struct vertex_struct)); nkeynes@1232: glsl_set_pvr2_shader_in_colour2_pointer(&pvr2_scene.vertex_array[0].offset_rgba[0], sizeof(struct vertex_struct)); nkeynes@1232: glsl_set_pvr2_shader_in_texcoord_pointer(&pvr2_scene.vertex_array[0].u, sizeof(struct vertex_struct)); nkeynes@1232: glsl_set_pvr2_shader_alpha_ref(0.0); nkeynes@1232: glsl_set_pvr2_shader_primary_texture(0); nkeynes@1232: glsl_set_pvr2_shader_palette_texture(1); nkeynes@1232: } nkeynes@1232: nkeynes@1232: void pvr2_scene_cleanup_shader( ) nkeynes@1232: { nkeynes@1232: glsl_clear_shader(); nkeynes@1236: nkeynes@1236: glDisable( GL_DEPTH_TEST ); nkeynes@1232: } nkeynes@1232: nkeynes@1232: void pvr2_scene_set_alpha_shader( float alphaRef ) nkeynes@1232: { nkeynes@1232: glsl_set_pvr2_shader_alpha_ref(alphaRef); nkeynes@639: } nkeynes@639: nkeynes@639: /** nkeynes@639: * Render the currently defined scene in pvr2_scene nkeynes@639: */ nkeynes@639: void pvr2_scene_render( render_buffer_t buffer ) nkeynes@639: { nkeynes@639: /* Scene setup */ nkeynes@645: struct timeval start_tv, tex_tv, end_tv; nkeynes@1232: int i; nkeynes@1232: GLfloat viewMatrix[16]; nkeynes@1232: uint32_t clip_bounds[4]; nkeynes@1232: nkeynes@645: nkeynes@645: gettimeofday(&start_tv, NULL); nkeynes@639: display_driver->set_render_target(buffer); nkeynes@639: pvr2_check_palette_changed(); nkeynes@645: pvr2_scene_load_textures(); nkeynes@1154: currentTexId = -1; nkeynes@736: nkeynes@645: gettimeofday( &tex_tv, NULL ); nkeynes@645: uint32_t ms = (tex_tv.tv_sec - start_tv.tv_sec) * 1000 + nkeynes@736: (tex_tv.tv_usec - start_tv.tv_usec)/1000; nkeynes@1232: DEBUG( "Texture load in %dms", ms ); nkeynes@639: nkeynes@1232: float alphaRef = ((float)(MMIO_READ(PVR2, RENDER_ALPHA_REF)&0xFF)+1)/256.0; nkeynes@639: float nearz = pvr2_scene.bounds[4]; nkeynes@639: float farz = pvr2_scene.bounds[5]; nkeynes@639: if( nearz == farz ) { nkeynes@687: farz*= 4.0; nkeynes@639: } nkeynes@1232: nkeynes@1232: /* Generate integer clip boundaries */ nkeynes@1232: for( i=0; i<4; i++ ) { nkeynes@1232: clip_bounds[i] = (uint32_t)pvr2_scene.bounds[i]; nkeynes@1232: } nkeynes@1232: nkeynes@1236: defineOrthoMatrix(viewMatrix, pvr2_scene.buffer_width, pvr2_scene.buffer_height, -farz, -nearz); nkeynes@1232: nkeynes@1232: if( have_shaders ) { nkeynes@1232: pvr2_scene_setup_shader(viewMatrix); nkeynes@1232: } else { nkeynes@1232: pvr2_scene_setup_fixed(viewMatrix); nkeynes@1232: } nkeynes@1232: nkeynes@639: nkeynes@639: /* Clear the buffer (FIXME: May not want always want to do this) */ nkeynes@639: glDisable( GL_SCISSOR_TEST ); nkeynes@651: glDepthMask( GL_TRUE ); nkeynes@864: glStencilMask( 0x03 ); nkeynes@639: glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ); nkeynes@639: nkeynes@687: /* Render the background */ nkeynes@687: gl_render_bkgnd( pvr2_scene.bkgnd_poly ); nkeynes@736: nkeynes@639: glEnable( GL_SCISSOR_TEST ); nkeynes@1138: glEnable( GL_TEXTURE_2D ); nkeynes@639: nkeynes@1232: struct tile_segment *segment; nkeynes@639: nkeynes@1232: #define FOREACH_SEGMENT(segment) \ nkeynes@1232: segment = pvr2_scene.segment_list; \ nkeynes@1232: do { \ nkeynes@1232: int tilex = SEGMENT_X(segment->control); \ nkeynes@1232: int tiley = SEGMENT_Y(segment->control); \ nkeynes@1232: \ nkeynes@1232: uint32_t tile_bounds[4] = { tilex << 5, (tilex+1)<<5, tiley<<5, (tiley+1)<<5 }; \ nkeynes@1232: if( !clip_tile_bounds(tile_bounds, clip_bounds) ) { \ nkeynes@1232: continue; \ nkeynes@736: } nkeynes@1232: #define END_FOREACH_SEGMENT() \ nkeynes@1232: } while( !IS_LAST_SEGMENT(segment++) ); nkeynes@1232: #define CLIP_TO_SEGMENT() \ nkeynes@1232: glScissor( tile_bounds[0], pvr2_scene.buffer_height-tile_bounds[3], tile_bounds[1]-tile_bounds[0], tile_bounds[3] - tile_bounds[2] ) nkeynes@736: nkeynes@1232: /* Build up the opaque stencil map */ nkeynes@1232: if( display_driver->capabilities.stencil_bits >= 2 ) { nkeynes@1232: glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); nkeynes@1232: FOREACH_SEGMENT(segment) nkeynes@1232: if( IS_NONEMPTY_TILE_LIST(segment->opaquemod_ptr) ) { nkeynes@1232: CLIP_TO_SEGMENT(); nkeynes@1232: gl_render_tilelist_depthonly(segment->opaque_ptr); nkeynes@1232: } nkeynes@1232: END_FOREACH_SEGMENT() nkeynes@1153: nkeynes@1232: glEnable( GL_STENCIL_TEST ); nkeynes@1232: glStencilFunc( GL_ALWAYS, 0, 1 ); nkeynes@1232: glStencilOp( GL_KEEP,GL_INVERT, GL_KEEP ); nkeynes@1232: glStencilMask( 0x01 ); nkeynes@1232: glDepthFunc( GL_LEQUAL ); nkeynes@1232: glDepthMask( GL_FALSE ); nkeynes@1232: FOREACH_SEGMENT(segment) nkeynes@1232: if( IS_NONEMPTY_TILE_LIST(segment->opaquemod_ptr) ) { nkeynes@1232: CLIP_TO_SEGMENT(); nkeynes@1232: gl_render_modifier_tilelist(segment->opaquemod_ptr, tile_bounds); nkeynes@1232: } nkeynes@1232: END_FOREACH_SEGMENT() nkeynes@1232: glDepthMask( GL_TRUE ); nkeynes@1232: glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP ); nkeynes@1232: glDisable( GL_SCISSOR_TEST ); nkeynes@1232: glClear( GL_DEPTH_BUFFER_BIT ); nkeynes@1232: glEnable( GL_SCISSOR_TEST ); nkeynes@1232: glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); nkeynes@1232: } nkeynes@1232: nkeynes@1232: /* Render the opaque polygons */ nkeynes@1232: FOREACH_SEGMENT(segment) nkeynes@1232: CLIP_TO_SEGMENT(); nkeynes@1153: gl_render_tilelist(segment->opaque_ptr,TRUE); nkeynes@1232: END_FOREACH_SEGMENT() nkeynes@1236: glDisable( GL_STENCIL_TEST ); nkeynes@1133: nkeynes@1232: /* Render the punch-out polygons */ nkeynes@1232: if( have_shaders ) nkeynes@1232: pvr2_scene_set_alpha_shader(alphaRef); nkeynes@1232: else nkeynes@1232: pvr2_scene_set_alpha_fixed(alphaRef); nkeynes@1232: glDepthFunc(GL_GEQUAL); nkeynes@1232: FOREACH_SEGMENT(segment) nkeynes@1232: CLIP_TO_SEGMENT(); nkeynes@1232: gl_render_tilelist(segment->punchout_ptr, FALSE ); nkeynes@1232: END_FOREACH_SEGMENT() nkeynes@1232: if( have_shaders ) nkeynes@1232: pvr2_scene_set_alpha_shader(0.0); nkeynes@1232: else nkeynes@1232: pvr2_scene_set_alpha_fixed(0.0); nkeynes@1232: nkeynes@1232: /* Render the translucent polygons */ nkeynes@1232: FOREACH_SEGMENT(segment) nkeynes@1232: if( IS_NONEMPTY_TILE_LIST(segment->trans_ptr) ) { nkeynes@1232: CLIP_TO_SEGMENT(); nkeynes@736: if( pvr2_scene.sort_mode == SORT_NEVER || nkeynes@736: (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) { nkeynes@1137: gl_render_tilelist(segment->trans_ptr, TRUE); nkeynes@736: } else { nkeynes@736: render_autosort_tile(segment->trans_ptr, RENDER_NORMAL ); nkeynes@736: } nkeynes@736: } nkeynes@1232: END_FOREACH_SEGMENT() nkeynes@1232: nkeynes@639: glDisable( GL_SCISSOR_TEST ); nkeynes@1232: nkeynes@1232: if( have_shaders ) { nkeynes@1232: pvr2_scene_cleanup_shader(); nkeynes@1232: } else { nkeynes@1232: pvr2_scene_cleanup_fixed(); nkeynes@1232: } nkeynes@669: nkeynes@1159: pvr2_scene_finished(); nkeynes@1159: nkeynes@645: gettimeofday( &end_tv, NULL ); nkeynes@645: ms = (end_tv.tv_sec - tex_tv.tv_sec) * 1000 + nkeynes@736: (end_tv.tv_usec - tex_tv.tv_usec)/1000; nkeynes@645: DEBUG( "Scene render in %dms", ms ); nkeynes@639: }