project64/Source/Project64-video/Renderer/OGLESgeometry.cpp

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2017-04-26 10:23:36 +00:00
/***************************************************************************
* *
* Project64-video - A Nintendo 64 gfx plugin. *
* http://www.pj64-emu.com/ *
* Copyright (C) 2017 Project64. All rights reserved. *
* Copyright (C) 2003-2009 Sergey 'Gonetz' Lipski *
* Copyright (C) 2002 Dave2001 *
* *
* License: *
* GNU/GPLv2 http://www.gnu.org/licenses/gpl-2.0.html *
* version 2 of the License, or (at your option) any later version. *
* *
****************************************************************************/
#include <stdio.h>
#include <string.h>
#ifdef _WIN32
#include <windows.h>
#endif // _WIN32
#include "glitchmain.h"
#include <Project64-video/rdp.h>
#include <Project64-video/trace.h>
#define Z_MAX (65536.0f)
#define VERTEX_SIZE sizeof(gfxVERTEX) //Size of vertex struct
int w_buffer_mode;
int inverted_culling;
gfxCullMode_t culling_mode;
#define VERTEX_BUFFER_SIZE 1500 //Max amount of vertices to buffer, this seems large enough.
static gfxVERTEX vertex_buffer[VERTEX_BUFFER_SIZE];
static int vertex_buffer_count = 0;
static GLenum vertex_draw_mode;
static bool vertex_buffer_enabled = false;
void vbo_draw()
{
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if (vertex_buffer_count)
{
WriteTrace(TraceGlide64, TraceDebug, "vertex_draw_mode: %d vertex_buffer_count: %d", vertex_draw_mode, vertex_buffer_count);
glDrawArrays(vertex_draw_mode, 0, vertex_buffer_count);
vertex_buffer_count = 0;
WriteTrace(TraceGlide64, TraceDebug, "done (glGetError() = %X)", glGetError());
}
}
//Buffer vertices instead of glDrawArrays(...)
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void vbo_buffer(GLenum mode, GLint first, GLsizei count, void* pointers)
{
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if ((count != 3 && mode != GL_TRIANGLES) || vertex_buffer_count + count > VERTEX_BUFFER_SIZE)
{
vbo_draw();
}
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memcpy(&vertex_buffer[vertex_buffer_count], pointers, count * VERTEX_SIZE);
vertex_buffer_count += count;
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if (count == 3 || mode == GL_TRIANGLES)
{
vertex_draw_mode = GL_TRIANGLES;
}
else
{
vertex_draw_mode = mode;
vbo_draw(); //Triangle fans and strips can't be joined as easily, just draw them straight away.
}
}
void vbo_enable()
{
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if (vertex_buffer_enabled)
return;
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vertex_buffer_enabled = true;
glEnableVertexAttribArray(POSITION_ATTR);
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glVertexAttribPointer(POSITION_ATTR, 4, GL_FLOAT, GL_FALSE, VERTEX_SIZE, &vertex_buffer[0].x); //Position
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glEnableVertexAttribArray(COLOUR_ATTR);
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glVertexAttribPointer(COLOUR_ATTR, 4, GL_UNSIGNED_BYTE, GL_TRUE, VERTEX_SIZE, &vertex_buffer[0].b); //Colour
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glEnableVertexAttribArray(TEXCOORD_0_ATTR);
glVertexAttribPointer(TEXCOORD_0_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[2]); //Tex0
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glEnableVertexAttribArray(TEXCOORD_1_ATTR);
glVertexAttribPointer(TEXCOORD_1_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[0]); //Tex1
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glEnableVertexAttribArray(FOG_ATTR);
glVertexAttribPointer(FOG_ATTR, 1, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].f); //Fog
}
void vbo_disable()
{
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vbo_draw();
vertex_buffer_enabled = false;
}
inline float ZCALC(const float & z, const float & q) {
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float res = ((z) / Z_MAX) / (q);
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return res;
}
/*
#define zclamp (1.0f-1.0f/zscale)
static inline void zclamp_glVertex4f(float a, float b, float c, float d)
{
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if (c<zclamp) c = zclamp;
glVertex4f(a,b,c,d);
}
#define glVertex4f(a,b,c,d) zclamp_glVertex4f(a,b,c,d)
*/
static inline float ytex(int tmu, float y) {
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if (invtex[tmu])
return invtex[tmu] - y;
else
return y;
}
void init_geometry()
{
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w_buffer_mode = 0;
inverted_culling = 0;
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glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
}
void gfxCullMode(gfxCullMode_t mode)
{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
static int oldmode = -1, oldinv = -1;
culling_mode = mode;
if (inverted_culling == oldinv && oldmode == mode)
return;
oldmode = mode;
oldinv = inverted_culling;
switch (mode)
{
case GFX_CULL_DISABLE:
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glDisable(GL_CULL_FACE);
break;
case GFX_CULL_NEGATIVE:
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if (!inverted_culling)
glCullFace(GL_FRONT);
else
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
break;
case GFX_CULL_POSITIVE:
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if (!inverted_culling)
glCullFace(GL_BACK);
else
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown cull mode : %x", mode);
}
}
// Depth buffer
void gfxDepthBufferMode(gfxDepthBufferMode_t mode)
{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
switch (mode)
{
case GFX_DEPTHBUFFER_DISABLE:
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glDisable(GL_DEPTH_TEST);
w_buffer_mode = 0;
return;
case GFX_DEPTHBUFFER_WBUFFER:
case GFX_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
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glEnable(GL_DEPTH_TEST);
w_buffer_mode = 1;
break;
case GFX_DEPTHBUFFER_ZBUFFER:
case GFX_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
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glEnable(GL_DEPTH_TEST);
w_buffer_mode = 0;
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer mode : %x", mode);
}
}
void gfxDepthBufferFunction(gfxCmpFnc_t function)
{
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WriteTrace(TraceGlitch, TraceDebug, "function: %d", function);
switch (function)
{
case GFX_CMP_GEQUAL:
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if (w_buffer_mode)
glDepthFunc(GL_LEQUAL);
else
glDepthFunc(GL_GEQUAL);
break;
case GFX_CMP_LEQUAL:
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if (w_buffer_mode)
glDepthFunc(GL_GEQUAL);
else
glDepthFunc(GL_LEQUAL);
break;
case GFX_CMP_LESS:
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if (w_buffer_mode)
glDepthFunc(GL_GREATER);
else
glDepthFunc(GL_LESS);
break;
case GFX_CMP_ALWAYS:
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glDepthFunc(GL_ALWAYS);
break;
case GFX_CMP_EQUAL:
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glDepthFunc(GL_EQUAL);
break;
case GFX_CMP_GREATER:
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if (w_buffer_mode)
glDepthFunc(GL_LESS);
else
glDepthFunc(GL_GREATER);
break;
case GFX_CMP_NEVER:
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glDepthFunc(GL_NEVER);
break;
case GFX_CMP_NOTEQUAL:
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glDepthFunc(GL_NOTEQUAL);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer function : %x", function);
}
}
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void gfxDepthMask(bool mask)
{
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WriteTrace(TraceGlitch, TraceDebug, "mask: %d", mask);
glDepthMask(mask);
}
float biasFactor = 0;
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void gfxDepthBiasLevel(int32_t level)
{
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WriteTrace(TraceGlitch, TraceDebug, "level: %d", level);
if (level)
{
if (w_buffer_mode)
{
glPolygonOffset(1.0f, -(float)level*zscale / 255.0f);
}
else
{
glPolygonOffset(0, (float)level*biasFactor);
}
glEnable(GL_POLYGON_OFFSET_FILL);
}
else
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{
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
// draw
void gfxDrawTriangle(const gfxVERTEX *a, const gfxVERTEX *b, const gfxVERTEX *c)
{
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WriteTrace(TraceGlitch, TraceDebug, "start");
vbo_enable();
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if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
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nvidia_viewport_hack = 0;
}
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reloadTexture();
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if (need_to_compile) compile_shader();
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if (vertex_buffer_count + 3 > VERTEX_BUFFER_SIZE)
{
vbo_draw();
}
vertex_draw_mode = GL_TRIANGLES;
memcpy(&vertex_buffer[vertex_buffer_count], a, VERTEX_SIZE);
memcpy(&vertex_buffer[vertex_buffer_count + 1], b, VERTEX_SIZE);
memcpy(&vertex_buffer[vertex_buffer_count + 2], c, VERTEX_SIZE);
vertex_buffer_count += 3;
WriteTrace(TraceGlitch, TraceDebug, "Done");
}
void gfxDrawLine(const gfxVERTEX *a, const gfxVERTEX *b)
{
}
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void gfxDrawVertexArray(gfxDrawMode_t mode, uint32_t Count, void *pointers2)
{
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void **pointers = (void**)pointers2;
WriteTrace(TraceGlitch, TraceDebug, "gfxDrawVertexArray(%d,%d)\r\n", mode, Count);
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if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
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nvidia_viewport_hack = 0;
}
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reloadTexture();
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if (need_to_compile) compile_shader();
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if (mode != GFX_TRIANGLE_FAN)
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{
WriteTrace(TraceGlitch, TraceWarning, "gfxDrawVertexArray : unknown mode : %x", mode);
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}
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vbo_enable();
vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers[0]);
}
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void gfxDrawVertexArrayContiguous(gfxDrawMode_t mode, uint32_t Count, void *pointers, uint32_t stride)
{
WriteTrace(TraceGlitch, TraceDebug, "gfxDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride);
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if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
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nvidia_viewport_hack = 0;
}
if (stride != 156)
{
//LOGINFO("Incompatible stride\n");
}
reloadTexture();
if (need_to_compile) compile_shader();
vbo_enable();
switch (mode)
{
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case GFX_TRIANGLE_STRIP:
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vbo_buffer(GL_TRIANGLE_STRIP, 0, Count, pointers);
break;
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case GFX_TRIANGLE_FAN:
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vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxDrawVertexArrayContiguous : unknown mode : %x", mode);
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}
}