- added new 3D polygon definitions (disabled by default and work only with OpenGL);
OpenGL: - a bit optimization FBO;
This commit is contained in:
parent
133419a1e3
commit
711f5ef88c
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@ -99,7 +99,8 @@ static u32 textureFormat=0, texturePalette=0;
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// ClearImage/Rear-plane (FBO)
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GLenum oglClearImageTextureID[2] = {0}; // 0 - image, 1 - depth
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GLuint oglClearImageBuffers[2] = {0}; // 0 - image, 1 - depth
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GLuint oglClearImageBuffers = 0;
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GLuint oglClearImageRender[1] = {0};
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bool oglFBOdisabled = false;
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u32 *oglClearImageColor = NULL;
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float *oglClearImageDepth = NULL;
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@ -144,7 +145,6 @@ OGLEXT(PFNGLUNIFORM1IVPROC,glUniform1iv)
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// FBO
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OGLEXT(PFNGLGENFRAMEBUFFERSEXTPROC,glGenFramebuffersEXT);
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OGLEXT(PFNGLBINDFRAMEBUFFEREXTPROC,glBindFramebufferEXT);
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OGLEXT(PFNGLRENDERBUFFERSTORAGEEXTPROC,glRenderbufferStorageEXT);
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OGLEXT(PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC,glFramebufferRenderbufferEXT);
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OGLEXT(PFNGLFRAMEBUFFERTEXTURE2DEXTPROC,glFramebufferTexture2DEXT);
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OGLEXT(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC,glCheckFramebufferStatusEXT);
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@ -280,8 +280,8 @@ GLuint vertexShaderID;
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GLuint fragmentShaderID;
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GLuint shaderProgram;
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static GLuint hasTexLoc;
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static GLuint texBlendLoc;
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static GLint hasTexLoc;
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static GLint texBlendLoc;
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static bool hasTexture = false;
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static TexCacheItem* currTexture = NULL;
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@ -356,7 +356,7 @@ static void OGLReset()
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glUniform1i(hasTexLoc, 0);
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hasTexture = false;
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glUniform1i(texBlendLoc, 0);
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}
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TexCache_Reset();
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@ -367,10 +367,10 @@ static void OGLReset()
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// memset(GPU_screenStencil,0,sizeof(GPU_screenStencil));
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memset(GPU_screen3D,0,sizeof(GPU_screen3D));
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memset(oglClearImageColor, 0, 256*192);
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memset(oglClearImageDepth, 0, 256*192);
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memset(oglClearImageColorTemp, 0, 256*192*2);
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memset(oglClearImageDepthTemp, 0, 256*192*2);
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memset(oglClearImageColor, 0, 256*192*sizeof(u32));
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memset(oglClearImageDepth, 0, 256*192*sizeof(float));
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memset(oglClearImageColorTemp, 0, 256*192*sizeof(u16));
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memset(oglClearImageDepthTemp, 0, 256*192*sizeof(u16));
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oglClearImageScrollOld = 0;
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}
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@ -418,7 +418,7 @@ static void expandFreeTextures()
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static char OGLInit(void)
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{
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GLuint loc = 0;
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GLint loc = 0;
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if(!oglrender_init)
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return 0;
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@ -468,7 +468,6 @@ static char OGLInit(void)
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// FBO
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INITOGLEXT(PFNGLGENFRAMEBUFFERSEXTPROC,glGenFramebuffersEXT);
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INITOGLEXT(PFNGLBINDFRAMEBUFFEREXTPROC,glBindFramebufferEXT);
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INITOGLEXT(PFNGLRENDERBUFFERSTORAGEEXTPROC,glRenderbufferStorageEXT);
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INITOGLEXT(PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC,glFramebufferRenderbufferEXT);
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INITOGLEXT(PFNGLFRAMEBUFFERTEXTURE2DEXTPROC,glFramebufferTexture2DEXT);
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INITOGLEXT(PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC,glCheckFramebufferStatusEXT);
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@ -540,22 +539,19 @@ static char OGLInit(void)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
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// FBO
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oglFBOdisabled = false;
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glGenFramebuffersEXT(2, &oglClearImageBuffers[0]);
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glGenFramebuffersEXT(1, &oglClearImageBuffers);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oglClearImageBuffers[0]);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oglClearImageBuffers);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, oglClearImageTextureID[0], 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, oglClearImageBuffers[1]);
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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//glDrawBuffer(GL_NONE);
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//glReadBuffer(GL_NONE);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, oglClearImageTextureID[1], 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)==GL_FRAMEBUFFER_COMPLETE_EXT)
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INFO("Successfully created OpenGL Framebuffer object (FBO)\n");
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else
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@ -564,15 +560,12 @@ static char OGLInit(void)
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oglFBOdisabled = true;
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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oglClearImageColor = new u32[256*192];
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oglClearImageColorTemp = new u16[256*192];
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oglClearImageDepth = new float[256*192];
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oglClearImageDepthTemp = new u16[256*192];
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memset(oglClearImageColor, 0, 256*192);
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memset(oglClearImageDepth, 0, 256*192);
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memset(oglClearImageColorTemp, 0, 256*192);
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memset(oglClearImageDepthTemp, 0, 256*192);
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oglClearImageScrollOld = 0;
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glActiveTexture(GL_TEXTURE0);
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@ -617,7 +610,7 @@ static void OGLClose()
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// FBO
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glDeleteTextures(2, &oglClearImageTextureID[0]);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDeleteFramebuffersEXT(2, &oglClearImageBuffers[0]);
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glDeleteFramebuffersEXT(1, &oglClearImageBuffers);
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if (oglClearImageColor)
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{
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@ -969,7 +962,8 @@ static void oglClearImageFBO()
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u16 col = clearImage[adr];
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oglClearImageColor[dd] = RGB15TO32(col,255*(col>>15));
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u32 depth = clearDepth[adr] & 0x7FFF;
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u16 depth = clearDepth[adr] & 0x7FFF;
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if (depth == 0x7FFF)
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oglClearImageDepth[dd] = 1.f;
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else
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@ -986,19 +980,16 @@ static void oglClearImageFBO()
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// depth
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glBindTexture(GL_TEXTURE_2D, oglClearImageTextureID[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &oglClearImageDepth[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, &oglClearImageDepth[0]);
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glActiveTexture(GL_TEXTURE0);
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}
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// color
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, oglClearImageBuffers[0]);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glBlitFramebufferEXT(0,0,256,192,0,0,256,192,GL_COLOR_BUFFER_BIT,GL_LINEAR);
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// depth
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, oglClearImageBuffers[1]);
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glBlitFramebufferEXT(0,0,256,192,0,0,256,192,GL_DEPTH_BUFFER_BIT,GL_LINEAR);
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// color & depth
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, oglClearImageBuffers);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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glBlitFramebufferEXT(0,0,256,192,0,0,256,192,GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT,GL_LINEAR);
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
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@ -1094,15 +1085,26 @@ static void OGLRender()
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float alpha = poly->getAlpha()/31.0f;
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if(wireframe) alpha = 1.0;
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#ifdef _NEW_VTX
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GLenum dd[] = {GL_TRIANGLES, GL_QUADS, GL_TRIANGLE_STRIP, GL_QUAD_STRIP,
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GL_LINE_LOOP, GL_LINE_LOOP, GL_LINE_STRIP, GL_LINE_STRIP};
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glBegin(dd[type]);
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for(int j = 0; j < poly->vertCount; j++)
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{
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#else
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if (gfx3d_IsLinePoly(poly))
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glBegin(GL_LINE_LOOP);
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else if (type == 4)
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glBegin(GL_QUADS);
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else
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glBegin(GL_TRIANGLES);
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for(int j = 0; j < type; j++)
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{
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#endif
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VERT *vert = &gfx3d.vertlist->list[poly->vertIndexes[j]];
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glTexCoord2fv(vert->texcoord);
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@ -47,6 +47,13 @@
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#include "movie.h" //only for currframecounter which really ought to be moved into the core emu....
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#include <queue>
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//#define _SHOW_VTX_COUNTERS // show polygon/vertex counters on screen
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#ifdef _SHOW_VTX_COUNTERS
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u32 max_polys, max_verts;
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#include "GPU_OSD.h"
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#endif
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/*
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thoughts on flush timing:
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I think a flush is supposed to queue up and wait to happen during vblank sometime.
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static u32 BTind = 0;
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static u32 PTind = 0;
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static u16 BTcoords[6] = {0, 0, 0, 0, 0, 0};
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static CACHE_ALIGN u16 BTcoords[6] = {0, 0, 0, 0, 0, 0};
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static CACHE_ALIGN float PTcoords[4] = {0.0, 0.0, 0.0, 1.0};
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//raw ds format poly attributes
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vertlist = &vertlists[listTwiddle];
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polylist->count = 0;
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vertlist->count = 0;
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#ifdef _NEW_VTX
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polylist->resetVertCounts();
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#endif
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}
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static BOOL flushPending = FALSE;
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void gfx3d_reset()
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{
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#ifdef _SHOW_VTX_COUNTERS
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max_polys = max_verts = 0;
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#endif
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reconstruct(&gfx3d);
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delete viewer3d_state;
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viewer3d_state = new Viewer3d_State();
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memset(gxPIPE.cmd, 0, sizeof(gxPIPE.cmd));
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memset(gxPIPE.param, 0, sizeof(gxPIPE.param));
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memset(colorRGB, 0, sizeof(colorRGB));
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#ifndef _NEW_VTX
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memset(&tempVertInfo, 0, sizeof(tempVertInfo));
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#endif
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MatrixInit (mtxCurrent[0]);
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MatrixInit (mtxCurrent[1]);
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@ -595,7 +611,114 @@ FORCEINLINE s32 vec3dot_fixed32(const s32* a, const s32* b) {
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return fx32_shiftdown(fx32_mul(a[0],b[0]) + fx32_mul(a[1],b[1]) + fx32_mul(a[2],b[2]));
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}
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#ifdef _NEW_VTX
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#define SUBMITVERTEX(ii, nn) polylist->list[polylist->count].vertIndexes[polylist->list[polylist->count].vertCount+ii] = vertIndex+nn;
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static void SetVertex()
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{
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s32 coord[3] = {
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s16coord[0],
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s16coord[1],
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s16coord[2]
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};
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ALIGN(16) s32 coordTransformed[4] = { coord[0], coord[1], coord[2], (1<<12) };
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if (texCoordinateTransform == 3)
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{
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//Tested by: Eledees The Adventures of Kai and Zero (E) [title screen and frontend menus]
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last_s = (s32)(((s64)s16coord[0] * mtxCurrent[3][0] +
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(s64)s16coord[1] * mtxCurrent[3][4] +
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(s64)s16coord[2] * mtxCurrent[3][8] +
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(((s64)(_s))<<24))>>24);
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last_t = (s32)(((s64)s16coord[0] * mtxCurrent[3][1] +
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(s64)s16coord[1] * mtxCurrent[3][5] +
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(s64)s16coord[2] * mtxCurrent[3][9] +
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(((s64)(_t))<<24))>>24);
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}
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//refuse to do anything if we have too many verts or polys
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polygonListCompleted = 0;
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if(vertlist->count >= VERTLIST_SIZE)
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{
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printf("!!! VERTEX overflow\n");
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return;
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}
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if(polylist->count >= POLYLIST_SIZE)
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{
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printf("!!! POLYGON overflow\n");
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return;
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}
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//TODO - think about keeping the clip matrix concatenated,
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//so that we only have to multiply one matrix here
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//(we could lazy cache the concatenated clip matrix and only generate it
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//when we need to)
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MatrixMultVec4x4_M2(mtxCurrent[0], coordTransformed);
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//printf("%f %f %f\n",s16coord[0]/4096.0f,s16coord[1]/4096.0f,s16coord[2]/4096.0f);
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//printf("x %f %f %f %f\n",mtxCurrent[0][0]/4096.0f,mtxCurrent[0][1]/4096.0f,mtxCurrent[0][2]/4096.0f,mtxCurrent[0][3]/4096.0f);
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//printf(" = %f %f %f %f\n",coordTransformed[0]/4096.0f,coordTransformed[1]/4096.0f,coordTransformed[2]/4096.0f,coordTransformed[3]/4096.0f);
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//TODO - culling should be done here.
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//TODO - viewport transform?
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//record the vertex
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int vertIndex = vertlist->count;
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if(vertIndex<0) {
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printf("wtf\n");
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}
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VERT &vert = vertlist->list[vertIndex];
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//printf("%f %f %f\n",coordTransformed[0],coordTransformed[1],coordTransformed[2]);
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//if(coordTransformed[1] > 20)
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// coordTransformed[1] = 20;
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//printf("y-> %f\n",coord[1]);
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//if(mtxCurrent[1][14]>15) {
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// printf("ACK!\n");
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// printf("----> modelview 1 state for that ack:\n");
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// //MatrixPrint(mtxCurrent[1]);
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//}
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vert.texcoord[0] = last_s/16.0f;
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vert.texcoord[1] = last_t/16.0f;
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vert.coord[0] = coordTransformed[0]/4096.0f;
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vert.coord[1] = coordTransformed[1]/4096.0f;
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vert.coord[2] = coordTransformed[2]/4096.0f;
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vert.coord[3] = coordTransformed[3]/4096.0f;
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vert.color[0] = GFX3D_5TO6(colorRGB[0]);
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vert.color[1] = GFX3D_5TO6(colorRGB[1]);
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vert.color[2] = GFX3D_5TO6(colorRGB[2]);
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//possibly complete a polygon
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{
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switch(vtxFormat) {
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case 0: //GL_TRIANGLES
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case 2: //GL_TRIANGLE_STRIP
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SUBMITVERTEX(0,0);
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SUBMITVERTEX(1,1);
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SUBMITVERTEX(2,2);
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vertlist->count+=3;
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break;
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case 1: //GL_QUADS
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case 3: //GL_QUAD_STRIP
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SUBMITVERTEX(0,0);
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SUBMITVERTEX(1,1);
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SUBMITVERTEX(2,2);
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SUBMITVERTEX(3,3);
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vertlist->count+=4;
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break;
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default:
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printf("!!! Error VTX format (%i)\n", vtxFormat);
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return;
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}
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polylist->list[polylist->count].vertCount++;
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polylist->list[polylist->count].type = vtxFormat;
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}
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}
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#else
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#define SUBMITVERTEX(ii, nn) polylist->list[polylist->count].vertIndexes[ii] = tempVertInfo.map[nn];
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//Submit a vertex to the GE
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static void SetVertex()
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@ -763,6 +886,7 @@ static void SetVertex()
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}
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}
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}
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#endif
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static void gfx3d_glPolygonAttrib_cache()
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{
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@ -1384,8 +1508,10 @@ static void gfx3d_glBegin(u32 v)
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inBegin = TRUE;
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vtxFormat = v&0x03;
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triStripToggle = 0;
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#ifndef _NEW_VTX
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tempVertInfo.count = 0;
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tempVertInfo.first = true;
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#endif
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polyAttr = polyAttrPending;
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gfx3d_glPolygonAttrib_cache();
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GFX_DELAY(1);
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@ -1393,8 +1519,30 @@ static void gfx3d_glBegin(u32 v)
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static void gfx3d_glEnd(void)
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{
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inBegin = FALSE;
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#ifdef _NEW_VTX
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if (inBegin)
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{
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POLY &poly = polylist->list[polylist->count];
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//printf("Poly %i: vert count %i\n", polylist->list[polylist->count].type, polylist->list[polylist->count].vertCount);
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// TODO: line segments detect
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u8 type = polylist->list[polylist->count].type;
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if (gfx3d_IsLinePoly(&poly))
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{
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printf("Poly %i: vert count %i - line detected\n", polylist->list[polylist->count].type, polylist->list[polylist->count].vertCount);
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poly.type += 4;
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}
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poly.polyAttr = polyAttr;
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poly.texParam = textureFormat;
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poly.texPalette = texturePalette;
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poly.viewport = viewport;
|
||||
polylist->count++;
|
||||
}
|
||||
#else
|
||||
tempVertInfo.count = 0;
|
||||
#endif
|
||||
inBegin = FALSE;
|
||||
|
||||
GFX_DELAY(1);
|
||||
}
|
||||
|
||||
|
@ -2055,6 +2203,12 @@ static void gfx3d_doFlush()
|
|||
gfx3d.state.activeFlushCommand = gfx3d.state.pendingFlushCommand;
|
||||
|
||||
int polycount = polylist->count;
|
||||
#ifdef _SHOW_VTX_COUNTERS
|
||||
max_polys = max((u32)polycount, max_polys);
|
||||
max_verts = max((u32)vertlist->count, max_verts);
|
||||
osd->addFixed(10, 320, "%i/%i", polycount, vertlist->count); // current
|
||||
osd->addFixed(10, 335, "%i/%i", max_polys, max_verts); // max
|
||||
#endif
|
||||
|
||||
//find the min and max y values for each poly.
|
||||
//TODO - this could be a small waste of time if we are manual sorting the translucent polys
|
||||
|
@ -2363,9 +2517,11 @@ SFORMAT SF_GFX3D[]={
|
|||
{ "GSPF", 4, 1, &gfx3d.state.pendingFlushCommand},
|
||||
//------------------------
|
||||
{ "GTST", 4, 1, &triStripToggle},
|
||||
#ifndef _NEW_VTX
|
||||
{ "GTVC", 4, 1, &tempVertInfo.count},
|
||||
{ "GTVM", 4, 4, tempVertInfo.map},
|
||||
{ "GTVF", 4, 1, &tempVertInfo.first},
|
||||
#endif
|
||||
{ "G3CX", 1, 4*256*192, gfx3d_convertedScreen},
|
||||
{ 0 }
|
||||
};
|
||||
|
@ -2804,6 +2960,10 @@ void GFX3D_Clipper::clipPoly(POLY* poly, VERT** verts)
|
|||
// "Workaround" for line poly
|
||||
bool gfx3d_IsLinePoly(POLY *poly)
|
||||
{
|
||||
#ifdef _NEW_VTX
|
||||
// TODO:
|
||||
return false;
|
||||
#else
|
||||
int type = poly->type;
|
||||
VERT *vert1, *vert2;
|
||||
|
||||
|
@ -2865,4 +3025,5 @@ bool gfx3d_IsLinePoly(POLY *poly)
|
|||
return true;
|
||||
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -139,7 +139,12 @@ void gfx3d_reset();
|
|||
|
||||
struct POLY {
|
||||
int type; //tri or quad
|
||||
#ifdef _NEW_VTX
|
||||
u16 vertIndexes[2048];
|
||||
u16 vertCount;
|
||||
#else
|
||||
u16 vertIndexes[4]; //up to four verts can be referenced by this poly
|
||||
#endif
|
||||
u32 polyAttr, texParam, texPalette; //the hardware rendering params
|
||||
u32 viewport;
|
||||
float miny, maxy;
|
||||
|
@ -191,11 +196,21 @@ struct POLY {
|
|||
}
|
||||
};
|
||||
|
||||
#ifdef _NEW_VTX
|
||||
#define POLYLIST_SIZE 2048
|
||||
#else
|
||||
#define POLYLIST_SIZE 100000
|
||||
//#define POLYLIST_SIZE 2048
|
||||
#endif
|
||||
struct POLYLIST {
|
||||
POLY list[POLYLIST_SIZE];
|
||||
int count;
|
||||
#ifdef _NEW_VTX
|
||||
void resetVertCounts()
|
||||
{
|
||||
for (u16 i=0; i < POLYLIST_SIZE; i++)
|
||||
list[i].vertCount = 0;
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
struct VERT {
|
||||
|
|
|
@ -1015,10 +1015,18 @@ public:
|
|||
//hmm... shader gets setup every time because it depends on sampler which may have just changed
|
||||
setupShader(poly->polyAttr);
|
||||
|
||||
#ifdef _NEW_VTX
|
||||
// TODO: CrazyMax (9 Feb 2011): zeromus check it, please
|
||||
for(int j=0;j<poly->vertCount;j++)
|
||||
this->verts[j] = &clippedPoly.clipVerts[j];
|
||||
for(int j=poly->vertCount;j<MAX_CLIPPED_VERTS;j++)
|
||||
this->verts[j] = NULL;
|
||||
#else
|
||||
for(int j=0;j<type;j++)
|
||||
this->verts[j] = &clippedPoly.clipVerts[j];
|
||||
for(int j=type;j<MAX_CLIPPED_VERTS;j++)
|
||||
this->verts[j] = NULL;
|
||||
#endif
|
||||
|
||||
polyAttr.backfacing = engine->polyBackfacing[i];
|
||||
|
||||
|
|
|
@ -16,5 +16,6 @@
|
|||
//#define EXPERIMENTAL_WIFI_COMM //enables experimental wifi communication features which do not actually work yet
|
||||
//basic wifi register emulation is still enabled, to at least make it seem like the wifi is working in an empty universe
|
||||
|
||||
//#define _NEW_VTX // enables new 3D polygon definitions (experimental)
|
||||
|
||||
#endif //_USERCONFIG_H
|
||||
|
|
Loading…
Reference in New Issue