move code around

This commit is contained in:
Arisotura 2019-05-10 15:59:46 +02:00
parent 92d67a17de
commit 13b0d13e23
1 changed files with 205 additions and 180 deletions

View File

@ -24,7 +24,7 @@
#include "NDS.h"
#include "GPU.h"
#include "Platform.h"
extern "C" u32 SDL_GetTicks();
namespace GPU3D
{
namespace GLRenderer43
@ -570,6 +570,7 @@ typedef struct
} RendererPolygon;
RendererPolygon PolygonList[2048];
int NumFinalPolys, NumOpaqueFinalPolys;
GLuint ClearVertexBufferID, ClearVertexArrayID;
@ -1094,6 +1095,195 @@ void BuildPolygons(RendererPolygon* polygons, int npolys)
NumVertices = vidx;
}
void RenderSceneChunk(int y, int h)
{
u32 flags = 0;
if (RenderPolygonRAM[0]->WBuffer) flags |= RenderFlag_WBuffer;
if (h != 192) glScissor(0, y*2, 256*2, h*2);
// pass 1: opaque pixels
UseRenderShader(flags);
// zorp
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glBindVertexArray(VertexArrayID);
glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer);
glEnable(GL_BLEND);
UseRenderShader(flags | RenderFlag_Trans);
u16* iptr;
u32 curkey;
bool lastwasshadow;bool darp;
//printf("morp %08X\n", RenderClearAttr1);
if (NumOpaqueFinalPolys > -1)
{
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (PolygonList[NumOpaqueFinalPolys].PolyData->IsShadow) printf("!! GLORG!!! %08X\n", PolygonList[NumOpaqueFinalPolys].PolyData->Attr);
// pass 2: if needed, render translucent pixels that are against background pixels
// when background alpha is zero, those need to be rendered with blending disabled
if ((RenderClearAttr1 & 0x001F0000) == 0)
{
iptr = PolygonList[NumOpaqueFinalPolys].Indices;
curkey = 0xFFFFFFFF;
glDisable(GL_BLEND);
for (int i = NumOpaqueFinalPolys; i < NumFinalPolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// configure new one
// shadows aren't likely to pass against the clear-plane, so
if (rp->PolyData->IsShadow) continue;
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
glStencilMask(0x40|polyid); // heheh
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
}
glEnable(GL_BLEND);
glStencilMask(0xFF);
}
// pass 3: translucent pixels
iptr = PolygonList[NumOpaqueFinalPolys].Indices;
curkey = 0xFFFFFFFF;
lastwasshadow = false; darp = false;
for (int i = NumOpaqueFinalPolys; i < NumFinalPolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
//printf("PASS 3 POLYGON %i: ATTR %08X (%d) | KEY %08X\n", i, rp->PolyData->Attr, (rp->PolyData->Attr>>4)&0x3, rp->RenderKey);
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// configure new one
if (rp->PolyData->IsShadowMask)
{
//printf("beginning shadowmask batch: %d, %d\n", lastwasshadow, darp);
/*if (!lastwasshadow)
{
//glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glDisable(GL_BLEND);
UseRenderShader(flags | RenderFlag_ShadowMask);
// shadow bits are set where the depth test fails
// sure enough, if GL_LESS fails, the opposite function would pass
glDepthFunc(GL_GEQUAL);
//glStencilFunc(GL_ALWAYS, 0x80, 0x80);
//glStencilOp(GL_REPLACE, GL_REPLACE, GL_KEEP);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
lastwasshadow = true;
}*/
glDisable(GL_BLEND);
UseRenderShader(flags | RenderFlag_ShadowMask);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_ALWAYS,0,0);
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
lastwasshadow=true;
darp = false;
}
else
{
if (rp->PolyData->IsShadow) glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
//if (rp->PolyData->IsShadow) printf("beginning shadow batch: %d, %d\n", lastwasshadow, darp);
if (rp->PolyData->IsShadow)
UseRenderShader(flags | RenderFlag_Shadow);
else
UseRenderShader(flags | RenderFlag_Trans);
if (lastwasshadow)
{
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
lastwasshadow = false;
}
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
darp = rp->PolyData->IsShadow;
}
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
}
}
glFlush();
}
void VCount144()
{
@ -1132,6 +1322,12 @@ void RenderFrame()
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, i*8, 1024, 8, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, vram);
}
//u32 _start = SDL_GetTicks();
//glEnable(GL_SCISSOR_TEST);
//for (int sy=0; sy<384; sy+=96)
// {
//glScissor(0, sy, 512, 96);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
glDisable(GL_BLEND);
@ -1186,197 +1382,26 @@ void RenderFrame()
{
if (RenderPolygonRAM[i]->Degenerate) continue;
// zog.
//if (RenderPolygonRAM[i]->YBottom <= 96 || RenderPolygonRAM[i]->YTop >= 144) continue;
SetupPolygon(&PolygonList[npolys], RenderPolygonRAM[i]);
if (firsttrans < 0 && RenderPolygonRAM[i]->Translucent)
firsttrans = npolys;
npolys++;
}
NumFinalPolys = npolys;
NumOpaqueFinalPolys = firsttrans;
BuildPolygons(&PolygonList[0], npolys);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
// pass 1: opaque pixels
UseRenderShader(flags);
// zorp
glDepthFunc(GL_LESS);
glStencilFunc(GL_ALWAYS, 0xFF, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glBindVertexArray(VertexArrayID);
glDrawElements(GL_TRIANGLES, NumTriangles*3, GL_UNSIGNED_SHORT, IndexBuffer);
glEnable(GL_BLEND);
UseRenderShader(flags | RenderFlag_Trans);
u16* iptr;
u32 curkey;
bool lastwasshadow;bool darp;
//printf("morp %08X\n", RenderClearAttr1);
if (firsttrans > -1)
{
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
if (PolygonList[firsttrans].PolyData->IsShadow) printf("!! GLORG!!! %08X\n", PolygonList[firsttrans].PolyData->Attr);
// pass 2: if needed, render translucent pixels that are against background pixels
// when background alpha is zero, those need to be rendered with blending disabled
if ((RenderClearAttr1 & 0x001F0000) == 0)
{
iptr = PolygonList[firsttrans].Indices;
curkey = 0xFFFFFFFF;
glDisable(GL_BLEND);
for (int i = firsttrans; i < npolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// configure new one
// shadows aren't likely to pass against the clear-plane, so
if (rp->PolyData->IsShadow) continue;
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_EQUAL, 0, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT);
glStencilMask(0x40|polyid); // heheh
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
}
glEnable(GL_BLEND);
glStencilMask(0xFF);
}
// pass 3: translucent pixels
iptr = PolygonList[firsttrans].Indices;
curkey = 0xFFFFFFFF;
lastwasshadow = false; darp = false;
for (int i = firsttrans; i < npolys; i++)
{
RendererPolygon* rp = &PolygonList[i];
//printf("PASS 3 POLYGON %i: ATTR %08X (%d) | KEY %08X\n", i, rp->PolyData->Attr, (rp->PolyData->Attr>>4)&0x3, rp->RenderKey);
if (rp->RenderKey != curkey)
{
u16* endptr = rp->Indices;
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
iptr = rp->Indices;
curkey = rp->RenderKey;
// configure new one
if (rp->PolyData->IsShadowMask)
{
//printf("beginning shadowmask batch: %d, %d\n", lastwasshadow, darp);
/*if (!lastwasshadow)
{
//glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glDisable(GL_BLEND);
UseRenderShader(flags | RenderFlag_ShadowMask);
// shadow bits are set where the depth test fails
// sure enough, if GL_LESS fails, the opposite function would pass
glDepthFunc(GL_GEQUAL);
//glStencilFunc(GL_ALWAYS, 0x80, 0x80);
//glStencilOp(GL_REPLACE, GL_REPLACE, GL_KEEP);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
lastwasshadow = true;
}*/
glDisable(GL_BLEND);
UseRenderShader(flags | RenderFlag_ShadowMask);
glColorMaski(0, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glColorMaski(1, GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glDepthFunc(GL_GEQUAL);
glStencilFunc(GL_ALWAYS,0,0);
glStencilOp(GL_KEEP,GL_KEEP,GL_KEEP);
lastwasshadow=true;
darp = false;
}
else
{
if (rp->PolyData->IsShadow) glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
//if (rp->PolyData->IsShadow) printf("beginning shadow batch: %d, %d\n", lastwasshadow, darp);
if (rp->PolyData->IsShadow)
UseRenderShader(flags | RenderFlag_Shadow);
else
UseRenderShader(flags | RenderFlag_Trans);
if (lastwasshadow)
{
glEnable(GL_BLEND);
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
lastwasshadow = false;
}
// zorp
glDepthFunc(GL_LESS);
u32 polyattr = rp->PolyData->Attr;
u32 polyid = (polyattr >> 24) & 0x3F;
glStencilFunc(GL_NOTEQUAL, 0x40|polyid, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
if (polyattr & (1<<11)) glDepthMask(GL_TRUE);
else glDepthMask(GL_FALSE);
darp = rp->PolyData->IsShadow;
}
}
}
{
u16* endptr = &IndexBuffer[NumTriangles*3];
u32 num = (u32)(endptr - iptr);
if (num) glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, iptr);
}
}
RenderSceneChunk(0, 192);
}
//}
//glFinish();u32 _end=SDL_GetTicks(); printf("render time: %d\n", _end-_start);s
if (false)
{