192 lines
5.7 KiB
C++
192 lines
5.7 KiB
C++
// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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#include "MemoryUtil.h"
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#include <VideoCommon.h>
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#include "BPMemLoader.h"
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#include "HwRasterizer.h"
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#include "NativeVertexFormat.h"
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#include "DebugUtil.h"
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#define TEMP_SIZE (1024*1024*4)
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namespace HwRasterizer
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{
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float efbHalfWidth;
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float efbHalfHeight;
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bool hasTexture;
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u8 *temp;
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void Init()
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{
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efbHalfWidth = EFB_WIDTH / 2.0f;
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efbHalfHeight = 480 / 2.0f;
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temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
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}
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void LoadTexture()
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{
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FourTexUnits &texUnit = bpmem.tex[0];
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u32 imageAddr = texUnit.texImage3[0].image_base;
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TexCacheEntry &cacheEntry = textures[imageAddr];
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cacheEntry.Update();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, cacheEntry.texture);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
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}
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void BeginTriangles()
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{
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// disabling depth test sometimes allows more things to be visible
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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hasTexture = bpmem.tevorders[0].enable0;
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if (hasTexture)
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LoadTexture();
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}
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void EndTriangles()
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{
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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}
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void DrawColorVertex(OutputVertexData *v)
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{
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glColor3ub(v->color[0][OutputVertexData::RED_C], v->color[0][OutputVertexData::GRN_C], v->color[0][OutputVertexData::BLU_C]);
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glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z / (float)0x00ffffff);
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}
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void DrawTextureVertex(OutputVertexData *v)
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{
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float s = v->texCoords[0].x;
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float t = v->texCoords[0].y;
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glTexCoord2f(s, t);
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float x = (v->screenPosition.x / efbHalfWidth) - 1.0f;
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float y = 1.0f - (v->screenPosition.y / efbHalfHeight);
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float z = v->screenPosition.z;
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glVertex3f(x, y, z);
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}
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void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
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{
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glBegin(GL_TRIANGLES);
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if (hasTexture)
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{
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DrawTextureVertex(v0);
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DrawTextureVertex(v1);
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DrawTextureVertex(v2);
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}
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else
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{
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DrawColorVertex(v0);
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DrawColorVertex(v1);
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DrawColorVertex(v2);
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}
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glEnd();
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}
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void Clear()
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{
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u8 r = (bpmem.clearcolorAR & 0x00ff);
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u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
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u8 b = (bpmem.clearcolorGB & 0x00ff);
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u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
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GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
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GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
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GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
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GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
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GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
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glBegin(GL_QUADS);
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glColor4ub(r, g, b, a);
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glVertex3f(left, top, depth);
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glColor4ub(r, g, b, a);
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glVertex3f(right, top, depth);
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glColor4ub(r, g, b, a);
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glVertex3f(right, bottom, depth);
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glColor4ub(r, g, b, a);
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glVertex3f(left, bottom, depth);
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glEnd();
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}
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TexCacheEntry::TexCacheEntry()
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{
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Create();
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}
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void TexCacheEntry::Create()
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{
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FourTexUnits &texUnit = bpmem.tex[0];
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texImage0.hex = texUnit.texImage0[0].hex;
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texImage1.hex = texUnit.texImage1[0].hex;
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texImage2.hex = texUnit.texImage2[0].hex;
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texImage3.hex = texUnit.texImage3[0].hex;
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texTlut.hex = texUnit.texTlut[0].hex;
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int width = texImage0.width;
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int height = texImage0.height;
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DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
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glGenTextures(1, (GLuint *)&texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);
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}
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void TexCacheEntry::Destroy()
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{
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if (texture == 0)
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return;
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glDeleteTextures(1, &texture);
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texture = 0;
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}
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void TexCacheEntry::Update()
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{
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FourTexUnits &texUnit = bpmem.tex[0];
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// extra checks cause textures to be reloaded much more
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if (texUnit.texImage0[0].hex != texImage0.hex ||
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//texUnit.texImage1[0].hex != texImage1.hex ||
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//texUnit.texImage2[0].hex != texImage2.hex ||
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texUnit.texImage3[0].hex != texImage3.hex ||
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texUnit.texTlut[0].hex != texTlut.hex)
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{
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Destroy();
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Create();
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}
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}
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}
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