/* * Glide64 - Glide video plugin for Nintendo 64 emulators. * Copyright (c) 2002 Dave2001 * Copyright (c) 2003-2009 Sergey 'Gonetz' Lipski * * 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 * 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include <stdio.h> #include <string.h> #ifdef _WIN32 #include <windows.h> #endif // _WIN32 #include "glide.h" #include "glitchmain.h" #include "../Glide64/winlnxdefs.h" #include "../Glide64/rdp.h" #include <Glide64/trace.h> #define Z_MAX (65536.0f) #define VERTEX_SIZE sizeof(VERTEX) //Size of vertex struct static int xy_off; static int xy_en; static int z_en; static int z_off; static int q_off; static int q_en; static int pargb_off; static int pargb_en; static int st0_off; static int st0_en; static int st1_off; static int st1_en; static int fog_ext_off; static int fog_ext_en; int w_buffer_mode; int inverted_culling; int culling_mode; #define VERTEX_BUFFER_SIZE 1500 //Max amount of vertices to buffer, this seems large enough. static VERTEX vertex_buffer[VERTEX_BUFFER_SIZE]; static int vertex_buffer_count = 0; static GLenum vertex_draw_mode; static bool vertex_buffer_enabled = false; void vbo_init() { } void vbo_draw() { 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(...) void vbo_buffer(GLenum mode, GLint first, GLsizei count, void* pointers) { if ((count != 3 && mode != GL_TRIANGLES) || vertex_buffer_count + count > VERTEX_BUFFER_SIZE) { vbo_draw(); } memcpy(&vertex_buffer[vertex_buffer_count], pointers, count * VERTEX_SIZE); vertex_buffer_count += count; 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() { if (vertex_buffer_enabled) return; vertex_buffer_enabled = true; glEnableVertexAttribArray(POSITION_ATTR); glVertexAttribPointer(POSITION_ATTR, 4, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].x); //Position glEnableVertexAttribArray(COLOUR_ATTR); glVertexAttribPointer(COLOUR_ATTR, 4, GL_UNSIGNED_BYTE, true, VERTEX_SIZE, &vertex_buffer[0].b); //Colour glEnableVertexAttribArray(TEXCOORD_0_ATTR); glVertexAttribPointer(TEXCOORD_0_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[2]); //Tex0 glEnableVertexAttribArray(TEXCOORD_1_ATTR); glVertexAttribPointer(TEXCOORD_1_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[0]); //Tex1 glEnableVertexAttribArray(FOG_ATTR); glVertexAttribPointer(FOG_ATTR, 1, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].f); //Fog } void vbo_disable() { vbo_draw(); vertex_buffer_enabled = false; } inline float ZCALC(const float & z, const float & q) { float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f; return res; } /* #define zclamp (1.0f-1.0f/zscale) static inline void zclamp_glVertex4f(float a, float b, float c, float d) { 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) { if (invtex[tmu]) return invtex[tmu] - y; else return y; } void init_geometry() { xy_en = q_en = pargb_en = st0_en = st1_en = z_en = 0; w_buffer_mode = 0; inverted_culling = 0; glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); vbo_init(); } FX_ENTRY void FX_CALL grCoordinateSpace(GrCoordinateSpaceMode_t mode) { WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode); switch (mode) { case GR_WINDOW_COORDS: break; default: WriteTrace(TraceGlitch, TraceWarning, "unknwown coordinate space : %x", mode); } } FX_ENTRY void FX_CALL grVertexLayout(FxU32 param, FxI32 offset, FxU32 mode) { WriteTrace(TraceGlitch, TraceDebug, "param: %d offset: %d mode: %d", param, offset, mode); switch (param) { case GR_PARAM_XY: xy_en = mode; xy_off = offset; break; case GR_PARAM_Z: z_en = mode; z_off = offset; break; case GR_PARAM_Q: q_en = mode; q_off = offset; break; case GR_PARAM_FOG_EXT: fog_ext_en = mode; fog_ext_off = offset; break; case GR_PARAM_PARGB: pargb_en = mode; pargb_off = offset; break; case GR_PARAM_ST0: st0_en = mode; st0_off = offset; break; case GR_PARAM_ST1: st1_en = mode; st1_off = offset; break; default: WriteTrace(TraceGlitch, TraceWarning, "unknown grVertexLayout parameter : %x", param); } } FX_ENTRY void FX_CALL grCullMode(GrCullMode_t mode) { 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 GR_CULL_DISABLE: glDisable(GL_CULL_FACE); break; case GR_CULL_NEGATIVE: if (!inverted_culling) glCullFace(GL_FRONT); else glCullFace(GL_BACK); glEnable(GL_CULL_FACE); break; case GR_CULL_POSITIVE: 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 FX_ENTRY void FX_CALL grDepthBufferMode(GrDepthBufferMode_t mode) { WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode); switch (mode) { case GR_DEPTHBUFFER_DISABLE: glDisable(GL_DEPTH_TEST); w_buffer_mode = 0; return; case GR_DEPTHBUFFER_WBUFFER: case GR_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS: glEnable(GL_DEPTH_TEST); w_buffer_mode = 1; break; case GR_DEPTHBUFFER_ZBUFFER: case GR_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS: glEnable(GL_DEPTH_TEST); w_buffer_mode = 0; break; default: WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer mode : %x", mode); } } FX_ENTRY void FX_CALL grDepthBufferFunction(GrCmpFnc_t function) { WriteTrace(TraceGlitch, TraceDebug, "function: %d", function); switch (function) { case GR_CMP_GEQUAL: if (w_buffer_mode) glDepthFunc(GL_LEQUAL); else glDepthFunc(GL_GEQUAL); break; case GR_CMP_LEQUAL: if (w_buffer_mode) glDepthFunc(GL_GEQUAL); else glDepthFunc(GL_LEQUAL); break; case GR_CMP_LESS: if (w_buffer_mode) glDepthFunc(GL_GREATER); else glDepthFunc(GL_LESS); break; case GR_CMP_ALWAYS: glDepthFunc(GL_ALWAYS); break; case GR_CMP_EQUAL: glDepthFunc(GL_EQUAL); break; case GR_CMP_GREATER: if (w_buffer_mode) glDepthFunc(GL_LESS); else glDepthFunc(GL_GREATER); break; case GR_CMP_NEVER: glDepthFunc(GL_NEVER); break; case GR_CMP_NOTEQUAL: glDepthFunc(GL_NOTEQUAL); break; default: WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer function : %x", function); } } FX_ENTRY void FX_CALL grDepthMask(FxBool mask) { WriteTrace(TraceGlitch, TraceDebug, "mask: %d", mask); glDepthMask(mask); } float biasFactor = 0; #if 0 void FindBestDepthBias() { float f, bestz = 0.25f; int x; if (biasFactor) return; biasFactor = 64.0f; // default value glPushAttrib(GL_ALL_ATTRIB_BITS); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glEnable(GL_POLYGON_OFFSET_FILL); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glColor4ub(255, 255, 255, 255); glDepthMask(GL_TRUE); for (x = 0, f = 1.0f; f <= 65536.0f; x += 4, f *= 2.0f) { float z; glPolygonOffset(0, f); glBegin(GL_TRIANGLE_STRIP); glVertex3f(float(x + 4 - widtho) / (width / 2), float(0 - heighto) / (height / 2), 0.5); glVertex3f(float(x - widtho) / (width / 2), float(0 - heighto) / (height / 2), 0.5); glVertex3f(float(x + 4 - widtho) / (width / 2), float(4 - heighto) / (height / 2), 0.5); glVertex3f(float(x - widtho) / (width / 2), float(4 - heighto) / (height / 2), 0.5); glEnd(); glReadPixels(x + 2, 2 + viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); z -= 0.75f + 8e-6f; if (z < 0.0f) z = -z; if (z > 0.01f) continue; if (z < bestz) { bestz = z; biasFactor = f; } //printf("f %g z %g\n", f, z); } //printf(" --> bias factor %g\n", biasFactor); glPopAttrib(); } #endif FX_ENTRY void FX_CALL grDepthBiasLevel(FxI32 level) { 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 { glPolygonOffset(0, 0); glDisable(GL_POLYGON_OFFSET_FILL); } } // draw FX_ENTRY void FX_CALL grDrawTriangle(const void *a, const void *b, const void *c) { WriteTrace(TraceGlitch, TraceDebug, "start"); if (nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if (need_to_compile) compile_shader(); 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"); } FX_ENTRY void FX_CALL grDrawPoint(const void *pt) { /* float *x = (float*)pt + xy_off/sizeof(float); float *y = (float*)pt + xy_off/sizeof(float) + 1; float *z = (float*)pt + z_off/sizeof(float); float *q = (float*)pt + q_off/sizeof(float); unsigned char *pargb = (unsigned char*)pt + pargb_off; float *s0 = (float*)pt + st0_off/sizeof(float); float *t0 = (float*)pt + st0_off/sizeof(float) + 1; float *s1 = (float*)pt + st1_off/sizeof(float); float *t1 = (float*)pt + st1_off/sizeof(float) + 1; float *fog = (float*)pt + fog_ext_off/sizeof(float); WriteTrace(TraceGlitch, TraceDebug,"grDrawPoint()\r\n"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_POINTS); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height)); } if (pargb_en) glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*x - (float)widtho) / (float)(width/2) / *q, -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q); glEnd(); */ } FX_ENTRY void FX_CALL grDrawLine(const void *a, const void *b) { /* float *a_x = (float*)a + xy_off/sizeof(float); float *a_y = (float*)a + xy_off/sizeof(float) + 1; float *a_z = (float*)a + z_off/sizeof(float); float *a_q = (float*)a + q_off/sizeof(float); unsigned char *a_pargb = (unsigned char*)a + pargb_off; float *a_s0 = (float*)a + st0_off/sizeof(float); float *a_t0 = (float*)a + st0_off/sizeof(float) + 1; float *a_s1 = (float*)a + st1_off/sizeof(float); float *a_t1 = (float*)a + st1_off/sizeof(float) + 1; float *a_fog = (float*)a + fog_ext_off/sizeof(float); float *b_x = (float*)b + xy_off/sizeof(float); float *b_y = (float*)b + xy_off/sizeof(float) + 1; float *b_z = (float*)b + z_off/sizeof(float); float *b_q = (float*)b + q_off/sizeof(float); unsigned char *b_pargb = (unsigned char*)b + pargb_off; float *b_s0 = (float*)b + st0_off/sizeof(float); float *b_t0 = (float*)b + st0_off/sizeof(float) + 1; float *b_s1 = (float*)b + st1_off/sizeof(float); float *b_t1 = (float*)b + st1_off/sizeof(float) + 1; float *b_fog = (float*)b + fog_ext_off/sizeof(float); WriteTrace(TraceGlitch, TraceDebug,"grDrawLine()\r\n"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_LINES); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height)); } if (pargb_en) glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q, -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height)); } if (pargb_en) glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q, -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q); glEnd(); */ } FX_ENTRY void FX_CALL grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2) { void **pointers = (void**)pointers2; WriteTrace(TraceGlitch, TraceDebug, "grDrawVertexArray(%d,%d)\r\n", mode, Count); if (nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if (need_to_compile) compile_shader(); if (mode != GR_TRIANGLE_FAN) { WriteTrace(TraceGlitch, TraceWarning, "grDrawVertexArray : unknown mode : %x", mode); } vbo_enable(); vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers[0]); } FX_ENTRY void FX_CALL grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride) { WriteTrace(TraceGlitch, TraceDebug, "grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride); if (nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } if (stride != 156) { //LOGINFO("Incompatible stride\n"); } reloadTexture(); if (need_to_compile) compile_shader(); vbo_enable(); switch (mode) { case GR_TRIANGLE_STRIP: vbo_buffer(GL_TRIANGLE_STRIP, 0, Count, pointers); break; case GR_TRIANGLE_FAN: vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers); break; default: WriteTrace(TraceGlitch, TraceWarning, "grDrawVertexArrayContiguous : unknown mode : %x", mode); } }