732 lines
22 KiB
C++
732 lines
22 KiB
C++
#include "gl4.h"
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#include "rend/gles/glcache.h"
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#include "rend/rend.h"
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/*
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Drawing and related state management
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Takes vertex, textures and renders to the currently set up target
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*/
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#define INVERT_DEPTH_FUNC
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const static u32 Zfunction[]=
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{
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GL_NEVER, //GL_NEVER, //0 Never
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#ifndef INVERT_DEPTH_FUNC
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GL_LESS, //GL_LESS/*EQUAL*/, //1 Less
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GL_EQUAL, //GL_EQUAL, //2 Equal
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GL_LEQUAL, //GL_LEQUAL, //3 Less Or Equal
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GL_GREATER, //GL_GREATER/*EQUAL*/, //4 Greater
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GL_NOTEQUAL, //GL_NOTEQUAL, //5 Not Equal
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GL_GEQUAL, //GL_GEQUAL, //6 Greater Or Equal
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#else
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GL_GREATER, //1 Less
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GL_EQUAL, //2 Equal
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GL_GEQUAL, //3 Less Or Equal
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GL_LESS, //4 Greater
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GL_NOTEQUAL, //5 Not Equal
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GL_LEQUAL, //6 Greater Or Equal
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#endif
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GL_ALWAYS, //GL_ALWAYS, //7 Always
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};
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static gl4PipelineShader* CurrentShader;
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extern u32 gcflip;
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static GLuint geom_fbo;
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GLuint stencilTexId;
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GLuint opaqueTexId;
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GLuint depthTexId;
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static GLuint texSamplers[2];
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static GLuint depth_fbo;
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GLuint depthSaveTexId;
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static int gl4GetProgramID(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_TwoVolumes, u32 pp_DepthFunc, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, int pass)
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{
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u32 rv=0;
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rv|=pp_ClipTestMode;
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rv<<=1; rv|=cp_AlphaTest;
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rv<<=1; rv|=pp_Texture;
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rv<<=1; rv|=pp_UseAlpha;
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rv<<=1; rv|=pp_IgnoreTexA;
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rv<<=2; rv|=pp_ShadInstr;
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rv<<=1; rv|=pp_Offset;
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rv<<=2; rv|=pp_FogCtrl;
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rv <<= 1; rv |= (int)pp_TwoVolumes;
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rv <<= 3; rv |= pp_DepthFunc;
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rv <<= 1; rv |= (int)pp_Gouraud;
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rv <<= 1; rv |= pp_BumpMap;
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rv <<= 1; rv |= fog_clamping;
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rv <<= 2; rv |= pass;
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return rv;
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}
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static void setCurrentShader(u32 cp_AlphaTest, u32 pp_ClipTestMode,
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u32 pp_Texture, u32 pp_UseAlpha, u32 pp_IgnoreTexA, u32 pp_ShadInstr, u32 pp_Offset,
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u32 pp_FogCtrl, bool pp_TwoVolumes, u32 pp_DepthFunc, bool pp_Gouraud, bool pp_BumpMap, bool fog_clamping, int pass)
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{
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int shaderId = gl4GetProgramID(cp_AlphaTest,
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pp_ClipTestMode + 1,
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pp_Texture,
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pp_UseAlpha,
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pp_IgnoreTexA,
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pp_ShadInstr,
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pp_Offset,
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pp_FogCtrl,
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pp_TwoVolumes,
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pp_DepthFunc,
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pp_Gouraud,
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pp_BumpMap,
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fog_clamping,
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pass);
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CurrentShader = gl4.getShader(shaderId);
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if (CurrentShader->program == -1) {
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CurrentShader->cp_AlphaTest = cp_AlphaTest;
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CurrentShader->pp_ClipTestMode = pp_ClipTestMode;
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CurrentShader->pp_Texture = pp_Texture;
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CurrentShader->pp_UseAlpha = pp_UseAlpha;
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CurrentShader->pp_IgnoreTexA = pp_IgnoreTexA;
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CurrentShader->pp_ShadInstr = pp_ShadInstr;
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CurrentShader->pp_Offset = pp_Offset;
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CurrentShader->pp_FogCtrl = pp_FogCtrl;
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CurrentShader->pp_TwoVolumes = pp_TwoVolumes;
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CurrentShader->pp_DepthFunc = pp_DepthFunc;
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CurrentShader->pp_Gouraud = pp_Gouraud;
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CurrentShader->pp_BumpMap = pp_BumpMap;
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CurrentShader->fog_clamping = fog_clamping;
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CurrentShader->pass = pass;
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gl4CompilePipelineShader(CurrentShader);
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}
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}
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static void SetTextureRepeatMode(int index, GLuint dir, u32 clamp, u32 mirror)
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{
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if (clamp)
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glSamplerParameteri(texSamplers[index], dir, GL_CLAMP_TO_EDGE);
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else
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glSamplerParameteri(texSamplers[index], dir, mirror ? GL_MIRRORED_REPEAT : GL_REPEAT);
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}
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template <u32 Type, bool SortingEnabled>
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static void SetGPState(const PolyParam* gp, int pass, u32 cflip=0)
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{
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if (gp->pcw.Texture && gp->tsp.FilterMode > 1)
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{
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gl4ShaderUniforms.trilinear_alpha = 0.25 * (gp->tsp.MipMapD & 0x3);
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if (gp->tsp.FilterMode == 2)
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// Trilinear pass A
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gl4ShaderUniforms.trilinear_alpha = 1.0 - gl4ShaderUniforms.trilinear_alpha;
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}
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else
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gl4ShaderUniforms.trilinear_alpha = 1.0;
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s32 clipping = SetTileClip(gp->tileclip, -1);
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if (pass == 0)
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{
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setCurrentShader(Type == ListType_Punch_Through ? 1 : 0,
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clipping,
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Type == ListType_Punch_Through ? gp->pcw.Texture : 0,
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1,
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gp->tsp.IgnoreTexA,
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0,
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0,
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2,
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false, // TODO Can PT have two different textures for area 0 and 1 ??
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0,
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false,
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false,
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false,
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pass);
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}
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else
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{
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// Two volumes mode only supported for OP and PT
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bool two_volumes_mode = (gp->tsp1.full != -1) && Type != ListType_Translucent;
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bool color_clamp = gp->tsp.ColorClamp && (pvrrc.fog_clamp_min != 0 || pvrrc.fog_clamp_max != 0xffffffff);
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int depth_func = 0;
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if (Type == ListType_Translucent)
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{
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if (SortingEnabled)
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depth_func = 6; // GEQUAL
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else
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depth_func = gp->isp.DepthMode;
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}
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setCurrentShader(Type == ListType_Punch_Through ? 1 : 0,
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clipping,
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gp->pcw.Texture,
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gp->tsp.UseAlpha,
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gp->tsp.IgnoreTexA,
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gp->tsp.ShadInstr,
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gp->pcw.Offset,
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gp->tsp.FogCtrl,
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two_volumes_mode,
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depth_func,
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gp->pcw.Gouraud,
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gp->tcw.PixelFmt == PixelBumpMap,
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color_clamp,
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pass);
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}
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glcache.UseProgram(CurrentShader->program);
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gl4ShaderUniforms.tsp0 = gp->tsp;
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gl4ShaderUniforms.tsp1 = gp->tsp1;
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gl4ShaderUniforms.tcw0 = gp->tcw;
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gl4ShaderUniforms.tcw1 = gp->tcw1;
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if (Type == ListType_Opaque || Type == ListType_Punch_Through) // TODO Can PT have a >0 and <1 alpha?
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{
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gl4ShaderUniforms.tsp0.SrcInstr = 1;
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gl4ShaderUniforms.tsp0.DstInstr = 0;
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gl4ShaderUniforms.tsp1.SrcInstr = 1;
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gl4ShaderUniforms.tsp1.DstInstr = 0;
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}
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gl4ShaderUniforms.Set(CurrentShader);
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SetTileClip(gp->tileclip, CurrentShader->pp_ClipTest);
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//This bit control which pixels are affected
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//by modvols
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const u32 stencil=(gp->pcw.Shadow!=0)?0x80:0x0;
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glcache.StencilFunc(GL_ALWAYS,stencil,stencil);
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if (CurrentShader->pp_Texture)
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{
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for (int i = 0; i < 2; i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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GLuint texid = i == 0 ? gp->texid : gp->texid1;
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glBindTexture(GL_TEXTURE_2D, texid == -1 ? 0 : texid);
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if (texid != -1)
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{
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TSP tsp = i == 0 ? gp->tsp : gp->tsp1;
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TCW tcw = i == 0 ? gp->tcw : gp->tcw1;
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glBindSampler(i, texSamplers[i]);
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SetTextureRepeatMode(i, GL_TEXTURE_WRAP_S, tsp.ClampU, tsp.FlipU);
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SetTextureRepeatMode(i, GL_TEXTURE_WRAP_T, tsp.ClampV, tsp.FlipV);
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//set texture filter mode
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if (tsp.FilterMode == 0)
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{
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//disable filtering, mipmaps
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glSamplerParameteri(texSamplers[i], GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glSamplerParameteri(texSamplers[i], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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else
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{
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//bilinear filtering
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//PowerVR supports also trilinear via two passes, but we ignore that for now
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glSamplerParameteri(texSamplers[i], GL_TEXTURE_MIN_FILTER, (tcw.MipMapped && settings.rend.UseMipmaps) ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
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glSamplerParameteri(texSamplers[i], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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}
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glActiveTexture(GL_TEXTURE0);
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}
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//set cull mode !
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//cflip is required when exploding triangles for triangle sorting
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//gcflip is global clip flip, needed for when rendering to texture due to mirrored Y direction
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SetCull(gp->isp.CullMode^cflip^gcflip);
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//set Z mode, only if required
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if (Type == ListType_Punch_Through || (Type == ListType_Translucent && SortingEnabled))
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{
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glcache.DepthFunc(Zfunction[6]); // Greater or equal
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}
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else
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{
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glcache.DepthFunc(Zfunction[gp->isp.DepthMode]);
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}
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// Depth buffer is updated in pass 0 (and also in pass 1 for OP PT)
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if (pass < 2)
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glcache.DepthMask(!gp->isp.ZWriteDis);
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else
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glcache.DepthMask(GL_FALSE);
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}
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template <u32 Type, bool SortingEnabled>
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static void DrawList(const List<PolyParam>& gply, int first, int count, int pass)
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{
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PolyParam* params = &gply.head()[first];
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if (count==0)
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return;
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//we want at least 1 PParam
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while(count-->0)
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{
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if (params->count>2) //this actually happens for some games. No idea why ..
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{
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if (pass != 0)
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{
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// No need to draw this one
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if (Type == ListType_Translucent && params->tsp.SrcInstr == 0 && params->tsp.DstInstr == 1)
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{
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params++;
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continue;
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}
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}
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gl4ShaderUniforms.poly_number = params - gply.head();
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SetGPState<Type,SortingEnabled>(params, pass);
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glDrawElements(GL_TRIANGLE_STRIP, params->count, GL_UNSIGNED_SHORT, (GLvoid*)(2*params->first)); glCheck();
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}
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params++;
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}
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}
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static void SetupMainVBO()
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{
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glBindVertexArray(gl4.vbo.vao);
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glBindBuffer(GL_ARRAY_BUFFER, gl4.vbo.geometry); glCheck();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl4.vbo.idxs); glCheck();
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//setup vertex buffers attrib pointers
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glEnableVertexAttribArray(VERTEX_POS_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_POS_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,x)); glCheck();
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glEnableVertexAttribArray(VERTEX_COL_BASE_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_COL_BASE_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex,col)); glCheck();
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glEnableVertexAttribArray(VERTEX_COL_OFFS_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_COL_OFFS_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex,spc)); glCheck();
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glEnableVertexAttribArray(VERTEX_UV_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_UV_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,u)); glCheck();
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glEnableVertexAttribArray(VERTEX_COL_BASE1_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_COL_BASE1_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, col1)); glCheck();
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glEnableVertexAttribArray(VERTEX_COL_OFFS1_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_COL_OFFS1_ARRAY, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, spc1)); glCheck();
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glEnableVertexAttribArray(VERTEX_UV1_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_UV1_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, u1)); glCheck();
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}
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void gl4SetupModvolVBO()
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{
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glBindVertexArray(gl4.vbo.vao);
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glBindBuffer(GL_ARRAY_BUFFER, gl4.vbo.modvols); glCheck();
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//setup vertex buffers attrib pointers
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glEnableVertexAttribArray(VERTEX_POS_ARRAY); glCheck();
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glVertexAttribPointer(VERTEX_POS_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(float)*3, (void*)0); glCheck();
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glDisableVertexAttribArray(VERTEX_UV_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_OFFS_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_BASE_ARRAY);
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glDisableVertexAttribArray(VERTEX_UV1_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_OFFS1_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_BASE1_ARRAY);
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}
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static void DrawModVols(int first, int count)
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{
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if (count == 0 || pvrrc.modtrig.used() == 0)
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return;
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gl4SetupModvolVBO();
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glcache.UseProgram(gl4.modvol_shader.program);
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glcache.DepthMask(GL_FALSE);
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glcache.DepthFunc(Zfunction[4]);
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if(0)
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{
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//simply draw the volumes -- for debugging
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SetCull(0);
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glDrawArrays(GL_TRIANGLES, first, count * 3);
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SetupMainVBO();
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}
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else
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{
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//Full emulation
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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ModifierVolumeParam* params = &pvrrc.global_param_mvo.head()[first];
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int mod_base = -1;
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for (u32 cmv = 0; cmv < count; cmv++)
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{
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ModifierVolumeParam& param = params[cmv];
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if (param.count == 0)
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continue;
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u32 mv_mode = param.isp.DepthMode;
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if (mod_base == -1)
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mod_base = param.first;
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if (!param.isp.VolumeLast && mv_mode > 0)
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SetMVS_Mode(Or, param.isp); // OR'ing (open volume or quad)
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else
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SetMVS_Mode(Xor, param.isp); // XOR'ing (closed volume)
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glDrawArrays(GL_TRIANGLES, param.first * 3, param.count * 3);
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if (mv_mode == 1 || mv_mode == 2)
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{
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// Sum the area
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SetMVS_Mode(mv_mode == 1 ? Inclusion : Exclusion, param.isp);
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glDrawArrays(GL_TRIANGLES, mod_base * 3, (param.first + param.count - mod_base) * 3);
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mod_base = -1;
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}
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}
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SetupMainVBO();
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}
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//restore states
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glcache.Enable(GL_DEPTH_TEST);
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glcache.DepthMask(GL_TRUE);
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}
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void renderABuffer(bool sortFragments);
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void DrawTranslucentModVols(int first, int count);
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void checkOverflowAndReset();
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static GLuint CreateColorFBOTexture()
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{
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GLuint texId = glcache.GenTexture();
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glBindTexture(GL_TEXTURE_2D, texId);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screen_width, screen_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0);
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glCheck();
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return texId;
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}
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static void CreateTextures()
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{
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stencilTexId = glcache.GenTexture();
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glBindTexture(GL_TEXTURE_2D, stencilTexId); glCheck();
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_STENCIL_INDEX); // OpenGL >= 4.3
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// Using glTexStorage2D instead of glTexImage2D to satisfy requirement GL_TEXTURE_IMMUTABLE_FORMAT=true, needed for glTextureView below
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glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH32F_STENCIL8, screen_width, screen_height);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, stencilTexId, 0); glCheck();
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glCheck();
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opaqueTexId = CreateColorFBOTexture();
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depthTexId = glcache.GenTexture();
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glTextureView(depthTexId, GL_TEXTURE_2D, stencilTexId, GL_DEPTH32F_STENCIL8, 0, 1, 0, 1);
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glCheck();
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glBindTexture(GL_TEXTURE_2D, depthTexId);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glCheck();
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}
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void gl4DrawStrips(GLuint output_fbo)
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{
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checkOverflowAndReset();
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if (geom_fbo == 0)
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{
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glGenFramebuffers(1, &geom_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, geom_fbo);
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CreateTextures();
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GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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verify(uStatus == GL_FRAMEBUFFER_COMPLETE);
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}
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else
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{
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glBindFramebuffer(GL_FRAMEBUFFER, geom_fbo);
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if (stencilTexId == 0)
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CreateTextures();
|
|
}
|
|
if (texSamplers[0] == 0)
|
|
glGenSamplers(2, texSamplers);
|
|
|
|
glcache.DepthMask(GL_TRUE);
|
|
glStencilMask(0xFF);
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCheck();
|
|
|
|
SetupMainVBO();
|
|
//Draw the strips !
|
|
|
|
//We use sampler 0
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glcache.Disable(GL_BLEND);
|
|
glProvokingVertex(GL_LAST_VERTEX_CONVENTION);
|
|
|
|
RenderPass previous_pass = {0};
|
|
int render_pass_count = pvrrc.render_passes.used();
|
|
|
|
for (int render_pass = 0; render_pass < render_pass_count; render_pass++)
|
|
{
|
|
const RenderPass& current_pass = pvrrc.render_passes.head()[render_pass];
|
|
|
|
// Check if we can skip this pass, in part or completely, in case nothing is drawn (Cosmic Smash)
|
|
bool skip_op_pt = true;
|
|
bool skip_tr = true;
|
|
for (int j = previous_pass.op_count; skip_op_pt && j < current_pass.op_count; j++)
|
|
{
|
|
if (pvrrc.global_param_op.head()[j].count > 2)
|
|
skip_op_pt = false;
|
|
}
|
|
for (int j = previous_pass.pt_count; skip_op_pt && j < current_pass.pt_count; j++)
|
|
{
|
|
if (pvrrc.global_param_pt.head()[j].count > 2)
|
|
skip_op_pt = false;
|
|
}
|
|
for (int j = previous_pass.tr_count; skip_tr && j < current_pass.tr_count; j++)
|
|
{
|
|
if (pvrrc.global_param_tr.head()[j].count > 2)
|
|
skip_tr = false;
|
|
}
|
|
if (skip_op_pt && skip_tr)
|
|
{
|
|
previous_pass = current_pass;
|
|
continue;
|
|
}
|
|
|
|
if (!skip_op_pt)
|
|
{
|
|
//
|
|
// PASS 1: Geometry pass to update depth and stencil
|
|
//
|
|
if (render_pass > 0)
|
|
{
|
|
// Make a copy of the depth buffer that will be reused in pass 2
|
|
if (depth_fbo == 0)
|
|
glGenFramebuffers(1, &depth_fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, depth_fbo);
|
|
if (depthSaveTexId == 0)
|
|
{
|
|
depthSaveTexId = glcache.GenTexture();
|
|
glBindTexture(GL_TEXTURE_2D, depthSaveTexId);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_STENCIL_TEXTURE_MODE, GL_DEPTH_COMPONENT);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH32F_STENCIL8, screen_width, screen_height, 0, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, NULL); glCheck();
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthSaveTexId, 0); glCheck();
|
|
}
|
|
GLuint uStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
verify(uStatus == GL_FRAMEBUFFER_COMPLETE);
|
|
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, geom_fbo);
|
|
glBlitFramebuffer(0, 0, screen_width, screen_height, 0, 0, screen_width, screen_height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glCheck();
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, geom_fbo);
|
|
}
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glcache.Enable(GL_DEPTH_TEST);
|
|
glcache.DepthMask(GL_TRUE);
|
|
glcache.Enable(GL_STENCIL_TEST);
|
|
glcache.StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
|
|
DrawList<ListType_Opaque, false>(pvrrc.global_param_op, previous_pass.op_count, current_pass.op_count - previous_pass.op_count, 0);
|
|
DrawList<ListType_Punch_Through, false>(pvrrc.global_param_pt, previous_pass.pt_count, current_pass.pt_count - previous_pass.pt_count, 0);
|
|
|
|
// Modifier volumes
|
|
if (settings.rend.ModifierVolumes)
|
|
DrawModVols(previous_pass.mvo_count, current_pass.mvo_count - previous_pass.mvo_count);
|
|
|
|
//
|
|
// PASS 2: Render OP and PT to fbo
|
|
//
|
|
if (render_pass == 0)
|
|
{
|
|
glcache.DepthMask(GL_TRUE);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else
|
|
{
|
|
// Restore the depth buffer from the last render pass
|
|
// FIXME This is pretty slow apparently (CS)
|
|
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, geom_fbo);
|
|
glBindFramebuffer(GL_READ_FRAMEBUFFER, depth_fbo);
|
|
glBlitFramebuffer(0, 0, screen_width, screen_height, 0, 0, screen_width, screen_height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
glCheck();
|
|
glBindFramebuffer(GL_FRAMEBUFFER, geom_fbo);
|
|
}
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
glcache.Disable(GL_STENCIL_TEST);
|
|
|
|
// Bind stencil buffer for the fragment shader (shadowing)
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, stencilTexId);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glCheck();
|
|
|
|
//Opaque
|
|
DrawList<ListType_Opaque, false>(pvrrc.global_param_op, previous_pass.op_count, current_pass.op_count - previous_pass.op_count, 1);
|
|
|
|
//Alpha tested
|
|
DrawList<ListType_Punch_Through, false>(pvrrc.global_param_pt, previous_pass.pt_count, current_pass.pt_count - previous_pass.pt_count, 1);
|
|
|
|
// Unbind stencil
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
if (!skip_tr)
|
|
{
|
|
//
|
|
// PASS 3: Render TR to a-buffers
|
|
//
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, depthTexId);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
//Alpha blended
|
|
if (current_pass.autosort)
|
|
DrawList<ListType_Translucent, true>(pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count - previous_pass.tr_count, 3); // 3 because pass 2 is no more
|
|
else
|
|
DrawList<ListType_Translucent, false>(pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count - previous_pass.tr_count, 3); // 3 because pass 2 is no more
|
|
glCheck();
|
|
|
|
// Translucent modifier volumes
|
|
if (settings.rend.ModifierVolumes)
|
|
DrawTranslucentModVols(previous_pass.mvo_tr_count, current_pass.mvo_tr_count - previous_pass.mvo_tr_count);
|
|
|
|
if (render_pass < render_pass_count - 1)
|
|
{
|
|
//
|
|
// PASS 3b: Geometry pass with TR to update the depth for the next TA render pass
|
|
//
|
|
// Unbind depth texture
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
glcache.Enable(GL_DEPTH_TEST);
|
|
if (current_pass.autosort)
|
|
DrawList<ListType_Translucent, true>(pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count - previous_pass.tr_count, 0);
|
|
else
|
|
DrawList<ListType_Translucent, false>(pvrrc.global_param_tr, previous_pass.tr_count, current_pass.tr_count - previous_pass.tr_count, 0);
|
|
|
|
//
|
|
// PASS 3c: Render a-buffer to temporary texture
|
|
//
|
|
GLuint texId = CreateColorFBOTexture();
|
|
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindSampler(0, 0);
|
|
glBindTexture(GL_TEXTURE_2D, opaqueTexId);
|
|
|
|
renderABuffer(current_pass.autosort);
|
|
SetupMainVBO();
|
|
|
|
glcache.DeleteTextures(1, &opaqueTexId);
|
|
opaqueTexId = texId;
|
|
|
|
glCheck();
|
|
}
|
|
}
|
|
|
|
if (!skip_op_pt && render_pass < render_pass_count - 1)
|
|
{
|
|
// Clear the stencil from this pass
|
|
glStencilMask(0xFF);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
|
|
previous_pass = current_pass;
|
|
}
|
|
|
|
//
|
|
// PASS 4: Render a-buffers to screen
|
|
//
|
|
glBindFramebuffer(GL_FRAMEBUFFER, output_fbo); glCheck();
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindSampler(0, 0);
|
|
glBindTexture(GL_TEXTURE_2D, opaqueTexId);
|
|
renderABuffer(previous_pass.autosort);
|
|
SetupMainVBO();
|
|
}
|
|
|
|
void gl4DrawFramebuffer(float w, float h)
|
|
{
|
|
struct Vertex vertices[] = {
|
|
{ 0, h, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 0, 1 },
|
|
{ 0, 0, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 0, 0 },
|
|
{ w, h, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 1, 1 },
|
|
{ w, 0, 1, { 255, 255, 255, 255 }, { 0, 0, 0, 0 }, 1, 0 },
|
|
};
|
|
GLushort indices[] = { 0, 1, 2, 1, 3 };
|
|
|
|
glcache.Disable(GL_SCISSOR_TEST);
|
|
glcache.Disable(GL_DEPTH_TEST);
|
|
glcache.Disable(GL_STENCIL_TEST);
|
|
glcache.Disable(GL_CULL_FACE);
|
|
glcache.Disable(GL_BLEND);
|
|
|
|
gl4ShaderUniforms.trilinear_alpha = 1.0;
|
|
|
|
setCurrentShader(0,
|
|
0,
|
|
1,
|
|
0,
|
|
1,
|
|
0,
|
|
0,
|
|
2,
|
|
false,
|
|
0,
|
|
false,
|
|
false,
|
|
false,
|
|
1);
|
|
glcache.UseProgram(CurrentShader->program);
|
|
gl4ShaderUniforms.Set(CurrentShader);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, fbTextureId);
|
|
|
|
SetupMainVBO();
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STREAM_DRAW);
|
|
|
|
glDrawElements(GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, (void *)0);
|
|
|
|
glcache.DeleteTextures(1, &fbTextureId);
|
|
fbTextureId = 0;
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, pvrrc.verts.bytes(), pvrrc.verts.head(), GL_STREAM_DRAW);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, pvrrc.idx.bytes(), pvrrc.idx.head(), GL_STREAM_DRAW);
|
|
}
|