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lxdream.org :: lxdream :: r865:e10c081f4b81
lxdream 0.9.1
released Jun 29
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changeset865:e10c081f4b81
parent864:a90f3d5e57e1
child866:86cd01c2b2d3
authornkeynes
dateMon Sep 29 06:34:25 2008 +0000 (15 years ago)
Tidy up punchout handling slightly (doesn't really seem to need sorting...)
src/pvr2/glrender.c
src/pvr2/pvr2.h
src/pvr2/rendsort.c
1.1 --- a/src/pvr2/glrender.c Mon Sep 29 05:55:33 2008 +0000
1.2 +++ b/src/pvr2/glrender.c Mon Sep 29 06:34:25 2008 +0000
1.3 @@ -144,13 +144,23 @@
1.4 * Setup the basic context that's shared between normal and modified modes -
1.5 * depth, culling
1.6 */
1.7 -static void render_set_base_context( uint32_t poly1 )
1.8 +static void render_set_base_context( uint32_t poly1, GLint depth_mode )
1.9 {
1.10 - glDepthFunc( POLY1_DEPTH_MODE(poly1) );
1.11 + if( depth_mode == 0 ) {
1.12 + glDepthFunc( POLY1_DEPTH_MODE(poly1) );
1.13 + } else {
1.14 + glDepthFunc(depth_mode);
1.15 + }
1.16 +
1.17 glDepthMask( POLY1_DEPTH_WRITE(poly1) ? GL_TRUE : GL_FALSE );
1.18 + render_set_cull( poly1 );
1.19 +}
1.20
1.21 - render_set_cull( poly1 );
1.22 -
1.23 +/**
1.24 + * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
1.25 + */
1.26 +static void render_set_tsp_context( uint32_t poly1, uint32_t poly2, uint32_t texture )
1.27 +{
1.28 glShadeModel( POLY1_SHADE_MODEL(poly1) );
1.29
1.30 if( POLY1_SPECULAR(poly1) ) {
1.31 @@ -158,13 +168,7 @@
1.32 } else {
1.33 glDisable(GL_COLOR_SUM);
1.34 }
1.35 -}
1.36
1.37 -/**
1.38 - * Setup the texture/shading settings (TSP) which vary between mod/unmod modes.
1.39 - */
1.40 -static void render_set_tsp_context( uint32_t poly1, uint32_t poly2, uint32_t texture )
1.41 -{
1.42 if( POLY1_TEXTURED(poly1) ) {
1.43 glEnable(GL_TEXTURE_2D);
1.44 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, pvr2_poly_texblend[POLY2_TEX_BLEND(poly2)] );
1.45 @@ -213,37 +217,28 @@
1.46 /**
1.47 * Setup the GL context for the supplied polygon context.
1.48 * @param context pointer to 3 or 5 words of polygon context
1.49 - * @param modified boolean flag indicating that the modified
1.50 - * version should be used, rather than the normal version.
1.51 + * @param depth_mode force depth mode, or 0 to use the polygon's
1.52 + * depth mode.
1.53 */
1.54 -void render_set_context( uint32_t *context, int render_mode )
1.55 +void render_set_context( uint32_t *context, GLint depth_mode )
1.56 {
1.57 - uint32_t poly1 = context[0], poly2, texture;
1.58 - if( render_mode == RENDER_FULLMOD ) {
1.59 - poly2 = context[3];
1.60 - texture = context[4];
1.61 - } else {
1.62 - poly2 = context[1];
1.63 - texture = context[2];
1.64 - }
1.65 -
1.66 - render_set_base_context(poly1);
1.67 - render_set_tsp_context(poly1,poly2,texture);
1.68 + render_set_base_context(context[0], depth_mode);
1.69 + render_set_tsp_context(context[0],context[1],context[2]);
1.70 }
1.71
1.72
1.73 -static void gl_render_poly( struct polygon_struct *poly )
1.74 +static void gl_render_poly( struct polygon_struct *poly, GLint depth_mode )
1.75 {
1.76 if( poly->tex_id != -1 ) {
1.77 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
1.78 }
1.79 if( poly->mod_vertex_index == -1 ) {
1.80 glDisable( GL_STENCIL_TEST );
1.81 - render_set_context( poly->context, RENDER_NORMAL );
1.82 + render_set_context( poly->context, depth_mode );
1.83 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
1.84 } else {
1.85 glEnable( GL_STENCIL_TEST );
1.86 - render_set_base_context( poly->context[0] );
1.87 + render_set_base_context( poly->context[0], depth_mode );
1.88 render_set_tsp_context( poly->context[0], poly->context[1], poly->context[2] );
1.89 glStencilFunc(GL_EQUAL, 0, 2);
1.90 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
1.91 @@ -264,7 +259,7 @@
1.92 if( poly->tex_id != -1 ) {
1.93 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
1.94 }
1.95 - render_set_context( poly->context, RENDER_NORMAL );
1.96 + render_set_context( poly->context, 0 );
1.97 glDisable( GL_DEPTH_TEST );
1.98 glDisable( GL_CULL_FACE );
1.99 glBlendFunc( GL_ONE, GL_ZERO );
1.100 @@ -273,7 +268,7 @@
1.101 glEnable( GL_DEPTH_TEST );
1.102 }
1.103
1.104 -void gl_render_tilelist( pvraddr_t tile_entry )
1.105 +void gl_render_tilelist( pvraddr_t tile_entry, GLint depth_mode )
1.106 {
1.107 uint32_t *tile_list = (uint32_t *)(video_base+tile_entry);
1.108 int strip_count;
1.109 @@ -295,7 +290,7 @@
1.110 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
1.111 while( strip_count > 0 ) {
1.112 assert( poly != NULL );
1.113 - gl_render_poly( poly );
1.114 + gl_render_poly( poly, depth_mode );
1.115 poly = poly->next;
1.116 strip_count--;
1.117 }
1.118 @@ -303,7 +298,7 @@
1.119 default:
1.120 if( entry & 0x7E000000 ) {
1.121 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
1.122 - gl_render_poly( poly );
1.123 + gl_render_poly( poly, depth_mode );
1.124 }
1.125 }
1.126 }
1.127 @@ -337,7 +332,7 @@
1.128 strip_count = ((entry >> 25) & 0x0F)+1;
1.129 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
1.130 while( strip_count > 0 ) {
1.131 - render_set_base_context(poly->context[0]);
1.132 + render_set_base_context(poly->context[0],0);
1.133 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
1.134 poly = poly->next;
1.135 strip_count--;
1.136 @@ -346,7 +341,7 @@
1.137 default:
1.138 if( entry & 0x7E000000 ) {
1.139 poly = pvr2_scene.buf_to_poly_map[entry&0x000FFFFF];
1.140 - render_set_base_context(poly->context[0]);
1.141 + render_set_base_context(poly->context[0],0);
1.142 glDrawArrays(GL_TRIANGLE_STRIP, poly->vertex_index, poly->vertex_count );
1.143 }
1.144 }
1.145 @@ -560,18 +555,20 @@
1.146 glClear( GL_DEPTH_BUFFER_BIT );
1.147 glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
1.148 }
1.149 - gl_render_tilelist(segment->opaque_ptr);
1.150 + gl_render_tilelist(segment->opaque_ptr,0);
1.151 if( IS_TILE_PTR(segment->punchout_ptr) ) {
1.152 glEnable(GL_ALPHA_TEST );
1.153 - render_autosort_tile(segment->punchout_ptr, RENDER_NORMAL );
1.154 + gl_render_tilelist(segment->punchout_ptr, GL_GEQUAL );
1.155 glDisable(GL_ALPHA_TEST );
1.156 }
1.157 glDisable( GL_STENCIL_TEST );
1.158 + glStencilMask(0x03);
1.159 + glClear( GL_STENCIL_BUFFER_BIT );
1.160
1.161 if( IS_TILE_PTR(segment->trans_ptr) ) {
1.162 if( pvr2_scene.sort_mode == SORT_NEVER ||
1.163 (pvr2_scene.sort_mode == SORT_TILEFLAG && (segment->control&SEGMENT_SORT_TRANS))) {
1.164 - gl_render_tilelist(segment->trans_ptr);
1.165 + gl_render_tilelist(segment->trans_ptr, 0);
1.166 } else {
1.167 render_autosort_tile(segment->trans_ptr, RENDER_NORMAL );
1.168 }
2.1 --- a/src/pvr2/pvr2.h Mon Sep 29 05:55:33 2008 +0000
2.2 +++ b/src/pvr2/pvr2.h Mon Sep 29 06:34:25 2008 +0000
2.3 @@ -273,9 +273,9 @@
2.4
2.5 void render_autosort_tile( pvraddr_t tile_entry, int render_mode );
2.6
2.7 -void render_set_context( uint32_t *context, int render_mode );
2.8 +void render_set_context( uint32_t *context, GLint depth_mode );
2.9
2.10 -void gl_render_tilelist( pvraddr_t tile_entry );
2.11 +void gl_render_tilelist( pvraddr_t tile_entry, GLint depth_mode );
2.12
2.13 render_buffer_t pvr2_create_render_buffer( sh4addr_t addr, int width, int height, GLuint tex_id );
2.14
3.1 --- a/src/pvr2/rendsort.c Mon Sep 29 05:55:33 2008 +0000
3.2 +++ b/src/pvr2/rendsort.c Mon Sep 29 06:34:25 2008 +0000
3.3 @@ -126,9 +126,8 @@
3.4 if( poly->tex_id != -1 ) {
3.5 glBindTexture(GL_TEXTURE_2D, poly->tex_id);
3.6 }
3.7 - render_set_context( poly->context, RENDER_NORMAL );
3.8 + render_set_context( poly->context, GL_GEQUAL );
3.9 glDepthMask(GL_FALSE);
3.10 - glDepthFunc(GL_GEQUAL);
3.11 /* Fix cull direction */
3.12 if( triangles[i].triangle_num & 1 ) {
3.13 glCullFace(GL_FRONT);
3.14 @@ -158,7 +157,7 @@
3.15 if( num_triangles == 0 ) {
3.16 return; /* nothing to do */
3.17 } else if( num_triangles == 1 ) { /* Triangle can hardly overlap with itself */
3.18 - gl_render_tilelist(tile_entry);
3.19 + gl_render_tilelist(tile_entry, GL_LEQUAL);
3.20 } else { /* Ooh boy here we go... */
3.21 struct sort_triangle triangles[num_triangles+1];
3.22 // Reserve space for num_triangles / 2 * 4 vertexes (maximum possible number of
.