/* 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.curprim._val = prim->_val; curvb.curprim.prim = prim->prim; } // 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); gs.primC -= g_primsub[prim->prim]; if (prim->prim == 5) { /* tri fans need special processing */ if (gs.nTriFanVert == gs.primIndex) gs.primIndex = gs.primNext(); } } } void Kick::SET_VERTEX(VertexGPU *p, int i) { p->move_x(gs.gsvertex[i], vb[prim->ctxt].offset.x); p->move_y(gs.gsvertex[i], vb[prim->ctxt].offset.y); p->move_z(gs.gsvertex[i], vb[prim->ctxt].zprimmask); p->move_fog(gs.gsvertex[i]); p->rgba = prim->iip ? gs.gsvertex[i].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)gs.gsvertex[i].u * fiTexWidth[prim->ctxt]; p->t = (float)gs.gsvertex[i].v * fiTexHeight[prim->ctxt]; p->q = 1; } else { p->s = gs.gsvertex[i].s; p->t = gs.gsvertex[i].t; p->q = gs.gsvertex[i].q; } } } __forceinline void Kick::OUTPUT_VERT(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)\n", 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 next; u32 last; switch(prim_type) { case PRIM_POINT: assert(gs.primC >= 1); SET_VERTEX(&p[0], gs.primNext(2)); curvb.nCount ++; break; case PRIM_LINE: case PRIM_LINE_STRIP: assert(gs.primC >= 2); SET_VERTEX(&p[0], gs.primNext()); SET_VERTEX(&p[1], gs.primNext(2)); curvb.nCount += 2; break; case PRIM_TRIANGLE: case PRIM_TRIANGLE_STRIP: case PRIM_TRIANGLE_FAN: assert(gs.primC >= 3); SET_VERTEX(&p[0], 0); SET_VERTEX(&p[1], 1); SET_VERTEX(&p[2], 2); curvb.nCount += 3; break; case PRIM_SPRITE: assert(gs.primC >= 2); next = gs.primNext(); last = gs.primNext(2); // 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[next].x == gs.gsvertex[last].x || gs.gsvertex[next].y == gs.gsvertex[last].y ) //return; // process sprite as 2 triangles. The common diagonal is 0,1 and 3,4 SetKickVertex(&p[0], gs.gsvertex[last], next); SetKickVertex(&p[1], gs.gsvertex[last], last); // 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 switch(prim_type) { case PRIM_TRIANGLE: case PRIM_TRIANGLE_STRIP: case PRIM_TRIANGLE_FAN: OUTPUT_VERT(p[2],2); case PRIM_LINE: case PRIM_LINE_STRIP: case PRIM_SPRITE: OUTPUT_VERT(p[1],1); case PRIM_POINT: OUTPUT_VERT(p[0],0); default: break; } } void Kick::SetKickVertex(VertexGPU *p, Vertex &v, int next) { SET_VERTEX(p, next); p->move_z(v, vb[prim->ctxt].zprimmask); p->move_fog(v); }