pcsx2/plugins/zzogl-pg/opengl/ZZKick.cpp

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/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "ZZKick.h"
#include "ZZoglVB.h"
Kick* ZZKick;
const u32 g_primmult[8] = { 1, 2, 2, 3, 3, 3, 2, 0xff };
const u32 g_primsub[8] = { 1, 2, 1, 3, 1, 1, 2, 0 };
const GLenum primtype[8] = { GL_POINTS, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, 0xffffffff };
extern float fiTexWidth[2], fiTexHeight[2]; // current tex width and height
// Still thinking about the best place to put this.
// called on a primitive switch
void Prim()
{
FUNCLOG
VB& curvb = vb[prim->ctxt];
if (curvb.CheckPrim()) Flush(prim->ctxt);
curvb.SetCurrentPrim();
}
// return true if triangle SHOULD be painted.
// Hackish and should be replaced.
bool __forceinline NoHighlights(int i)
{
//Old code
return (!(conf.settings().xenosaga_spec) || !vb[i].zbuf.zmsk || prim->iip) ;
}
void __forceinline Kick::KickVertex(bool adc)
{
FUNCLOG
if (++gs.primC >= (int)g_primmult[prim->prim])
{
if (!adc && NoHighlights(prim->ctxt)) DrawPrim(prim->prim);
else DirtyValidPrevPrim();
gs.primC -= g_primsub[prim->prim];
}
gs.primIndex = gs.primNext();
}
template<bool DO_Z_FOG>
void Kick::Set_Vertex(VertexGPU *p, Vertex & gsvertex)
{
VB& curvb = vb[prim->ctxt];
p->move_x(gsvertex, curvb.offset.x);
p->move_y(gsvertex, curvb.offset.y);
if(DO_Z_FOG) {
p->move_z(gsvertex, curvb.zprimmask);
p->move_fog(gsvertex);
}
p->rgba = prim->iip ? gsvertex.rgba : gs.rgba;
if (conf.settings().texa)
{
u32 B = ((p->rgba & 0xfe000000) >> 1) + (0x01000000 * vb[prim->ctxt].fba.fba);
p->rgba = (p->rgba & 0xffffff) + B;
}
if (prim->tme)
{
if (prim->fst)
{
p->s = (float)gsvertex.u * fiTexWidth[prim->ctxt];
p->t = (float)gsvertex.v * fiTexHeight[prim->ctxt];
p->q = 1;
}
else
{
p->s = gsvertex.s;
p->t = gsvertex.t;
p->q = gsvertex.q;
}
}
}
__forceinline void Kick::Output_Vertex(VertexGPU vert, u32 id)
{
#ifdef WRITE_PRIM_LOGS
ZZLog::Prim_Log("%c%d(%d): xyzf=(%4d,%4d,0x%x,%3d), rgba=0x%8.8x, stq = (%2.5f,%2.5f,%2.5f)",
id == 0 ? '*' : ' ', id, prim->prim, vert.x / 8, vert.y / 8, vert.z, vert.f / 128,
vert.rgba, Clamp(vert.s, -10, 10), Clamp(vert.t, -10, 10), Clamp(vert.q, -10, 10));
#endif
}
void Kick::DrawPrim(u32 prim_type)
{
VB& curvb = vb[prim->ctxt];
curvb.FlushTexData();
if ((vb[!prim->ctxt].nCount > 0) && (vb[prim->ctxt].gsfb.fbp == vb[!prim->ctxt].gsfb.fbp))
{
assert(vb[prim->ctxt].nCount == 0);
Flush(!prim->ctxt);
}
// check enough place is left for the biggest primitive (sprite)
// This function is unlikely to be called so do not inline it.
if (unlikely(curvb.nCount + 6 > curvb.nNumVertices))
curvb.IncreaseVertexBuffer();
VertexGPU* p = curvb.pBufferData + curvb.nCount;
u32 prev;
u32 last;
switch(prim_type) {
case PRIM_POINT:
Set_Vertex<true>(&p[0], gs.gsvertex[gs.primIndex]);
curvb.nCount ++;
break;
case PRIM_LINE:
Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev()]);
Set_Vertex<true>(&p[1], gs.gsvertex[gs.primIndex]);
curvb.nCount += 2;
break;
case PRIM_LINE_STRIP:
if (likely(ValidPrevPrim)) {
assert(curvb.nCount >= 1);
p[0] = p[-1];
} else {
Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev()]);
ValidPrevPrim = true;
}
Set_Vertex<true>(&p[1], gs.gsvertex[gs.primIndex]);
curvb.nCount += 2;
break;
case PRIM_TRIANGLE:
Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev(2)]);
Set_Vertex<true>(&p[1], gs.gsvertex[gs.primPrev()]);
Set_Vertex<true>(&p[2], gs.gsvertex[gs.primIndex]);
curvb.nCount += 3;
break;
case PRIM_TRIANGLE_STRIP:
if (likely(ValidPrevPrim)) {
assert(curvb.nCount >= 2);
p[0] = p[-2];
p[1] = p[-1];
} else {
Set_Vertex<true>(&p[0], gs.gsvertex[gs.primPrev(2)]);
Set_Vertex<true>(&p[1], gs.gsvertex[gs.primPrev()]);
ValidPrevPrim = true;
}
Set_Vertex<true>(&p[2], gs.gsvertex[gs.primIndex]);
curvb.nCount += 3;
break;
case PRIM_TRIANGLE_FAN:
if (likely(ValidPrevPrim)) {
assert(curvb.nCount >= 2);
VertexGPU* TriFanVert = curvb.pBufferData + gs.nTriFanVert;
p[0] = TriFanVert[0];
p[1] = p[-1];
} else {
Set_Vertex<true>(&p[0], gs.gsTriFanVertex);
Set_Vertex<true>(&p[1], gs.gsvertex[gs.primPrev(1)]);
ValidPrevPrim = true;
// Remenber the base for future processing
gs.nTriFanVert = curvb.nCount;
}
Set_Vertex<true>(&p[2], gs.gsvertex[gs.primIndex]);
curvb.nCount += 3;
break;
case PRIM_SPRITE:
prev = gs.primPrev();
last = gs.primIndex;
// sprite is too small and AA shows lines (tek4, Mana Khemia)
gs.gsvertex[last].x += (4 * AA.x);
gs.gsvertex[last].y += (4 * AA.y);
// might be bad sprite (KH dialog text)
//if( gs.gsvertex[prev].x == gs.gsvertex[last].x || gs.gsvertex[prev].y == gs.gsvertex[last].y )
//return;
// process sprite as 2 triangles. The common diagonal is 0,1 and 3,4
Set_Vertex<false>(&p[0], gs.gsvertex[prev]);
Set_Vertex<true>(&p[1], gs.gsvertex[last]);
// Only fog and Z of last vertex is valid
p[0].z = p[1].z;
p[0].f = p[1].f;
// Duplicate the vertex
p[3] = p[0];
p[2] = p[0];
p[4] = p[1];
p[5] = p[1];
// Move some vertex x coord to create the others corners of the sprite
p[2].s = p[1].s;
p[2].x = p[1].x;
p[5].s = p[0].s;
p[5].x = p[0].x;
curvb.nCount += 6;
break;
default: break;
}
// Print DEBUG info and code assertion
switch(prim_type) {
case PRIM_TRIANGLE:
case PRIM_TRIANGLE_STRIP:
case PRIM_TRIANGLE_FAN:
assert(gs.primC >= 3);
Output_Vertex(p[2],2);
case PRIM_LINE:
case PRIM_LINE_STRIP:
case PRIM_SPRITE:
assert(gs.primC >= 2);
Output_Vertex(p[1],1);
case PRIM_POINT:
assert(gs.primC >= 1);
Output_Vertex(p[0],0);
default: break;
}
}