Merge remote-tracking branch 'origin/master' into HEAD
This commit is contained in:
commit
54e46822bd
@ -445,7 +445,7 @@ static inline void CompilePolyHeader(PolyHeader *dst, const PolyContext *src) {
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dst->d3 = dst->d4 = 0xffffffff;
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}
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#ifdef BACKEND_KOSPVR
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#ifdef __DREAMCAST__
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#include "platforms/sh4.h"
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#else
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#include "platforms/software.h"
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|
@ -1,12 +1,14 @@
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#include "../platform.h"
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#include "sh4.h"
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#include <float.h>
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#include <dc/sq.h>
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#include "../platform.h"
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#include "sh4.h"
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#define CLIP_DEBUG 0
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#define PVR_VERTEX_BUF_SIZE 2048 * 256 * 2
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#define PVR_VERTEX_BUF_SIZE 2560 * 256
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#define likely(x) __builtin_expect(!!(x), 1)
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#define unlikely(x) __builtin_expect(!!(x), 0)
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@ -29,23 +31,35 @@ void InitGPU(_Bool autosort, _Bool fsaa) {
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PVR_VERTEX_BUF_SIZE, /* Vertex buffer size */
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0, /* No DMA */
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fsaa, /* No FSAA */
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(autosort) ? 0 : 1 /* Disable translucent auto-sorting to match traditional GL */,
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.opb_overflow_count = 1
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(autosort) ? 0 : 1 /* Disable translucent auto-sorting to match traditional GL */
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};
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/* Newer versions of KOS add an extra parameter to pvr_init_params_t
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* called opb_overflow_count. To remain compatible we set that last
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* parameter to something only if it exists */
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const int opb_offset = offsetof(pvr_init_params_t, autosort_disabled) + 4;
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if(sizeof(pvr_init_params_t) > opb_offset) {
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int* opb_count = (int*)(((char*)¶ms) + opb_offset);
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*opb_count = 2; // Two should be enough for anybody.. right?
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}
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pvr_init(¶ms);
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#ifndef _arch_sub_naomi
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/* If we're PAL and we're NOT VGA, then use 50hz by default. This is the safest
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thing to do. If someone wants to force 60hz then they can call vid_set_mode later and hopefully
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that'll work... */
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int cable = vid_check_cable();
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int region = flashrom_get_region();
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if(region == FLASHROM_REGION_EUROPE && cable != CT_VGA) {
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printf("PAL region without VGA - enabling 50hz");
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vid_set_mode(DM_640x480_PAL_IL, PM_RGB565);
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if(cable != CT_VGA) {
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int region = flashrom_get_region();
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if (region == FLASHROM_REGION_EUROPE) {
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printf("PAL region without VGA - enabling 50hz");
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vid_set_mode(DM_640x480_PAL_IL, PM_RGB565);
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}
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}
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#endif
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}
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void SceneBegin() {
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@ -58,7 +72,7 @@ void SceneListBegin(GPUList list) {
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}
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GL_FORCE_INLINE float _glFastInvert(float x) {
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return (1.f / __builtin_sqrtf(x * x));
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return (1.0f / __builtin_sqrtf(x * x));
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}
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GL_FORCE_INLINE void _glPerspectiveDivideVertex(Vertex* vertex, const float h) {
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@ -94,32 +108,26 @@ static inline void _glFlushBuffer() {
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static uintptr_t sq_dest_addr = 0;
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static inline void _glPushHeaderOrVertex(Vertex* v, size_t count) {
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#if 0
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uint32_t* s = (uint32_t*) v;
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sq[0] = *(s++);
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sq[1] = *(s++);
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sq[2] = *(s++);
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sq[3] = *(s++);
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sq[4] = *(s++);
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sq[5] = *(s++);
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sq[6] = *(s++);
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sq[7] = *(s++);
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__asm__("pref @%0" : : "r"(sq));
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sq += 8;
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TRACE();
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#if CLIP_DEBUG
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fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", v->xyz[0], v->xyz[1], v->xyz[2], v->w, v->flags, v);
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#endif
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sq_fast_cpy((void*)sq_dest_addr, v, count);
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sq_fast_cpy((void *)sq_dest_addr, v, count);
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}
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static inline void _glClipEdge(const Vertex* const v1, const Vertex* const v2, Vertex* vout) {
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const static float o = 0.003921569f; // 1 / 255
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const float d0 = v1->w + v1->xyz[2];
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const float d1 = v2->w + v2->xyz[2];
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const float t = (fabs(d0) * (1.0f / sqrtf((d1 - d0) * (d1 - d0)))) + 0.000001f;
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const float t = (fabs(d0) * (1.0f / sqrtf((d1 - d0) * (d1 - d0))));
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const float invt = 1.0f - t;
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vout->xyz[0] = invt * v1->xyz[0] + t * v2->xyz[0];
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vout->xyz[1] = invt * v1->xyz[1] + t * v2->xyz[1];
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vout->xyz[2] = invt * v1->xyz[2] + t * v2->xyz[2];
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vout->xyz[2] = (vout->xyz[2] < FLT_EPSILON) ? FLT_EPSILON : vout->xyz[2];
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vout->uv[0] = invt * v1->uv[0] + t * v2->uv[0];
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vout->uv[1] = invt * v1->uv[1] + t * v2->uv[1];
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@ -140,7 +148,22 @@ static volatile uint32_t* PVR_LMMODE0 = (uint32_t*) 0xA05F6884;
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static volatile uint32_t *PVR_LMMODE1 = (uint32_t*) 0xA05F6888;
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static volatile uint32_t *QACR = (uint32_t*) 0xFF000038;
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void SceneListSubmit(Vertex* v2, int n) {
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enum Visible {
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NONE_VISIBLE = 0,
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FIRST_VISIBLE = 1,
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SECOND_VISIBLE = 2,
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THIRD_VISIBLE = 4,
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FIRST_AND_SECOND_VISIBLE = FIRST_VISIBLE | SECOND_VISIBLE,
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SECOND_AND_THIRD_VISIBLE = SECOND_VISIBLE | THIRD_VISIBLE,
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FIRST_AND_THIRD_VISIBLE = FIRST_VISIBLE | THIRD_VISIBLE,
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ALL_VISIBLE = 7
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};
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static inline bool is_header(Vertex* v) {
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return !(v->flags == GPU_CMD_VERTEX || v->flags == GPU_CMD_VERTEX_EOL);
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}
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void SceneListSubmit(Vertex* vertices, int n) {
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TRACE();
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/* You need at least a header, and 3 vertices to render anything */
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@ -160,94 +183,114 @@ void SceneListSubmit(Vertex* v2, int n) {
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QACR[1] = QACR[0] = 0x11;
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#if CLIP_DEBUG
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Vertex* vertex = (Vertex*) src;
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for(int i = 0; i < n; ++i) {
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fprintf(stderr, "{%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
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}
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fprintf(stderr, "----\n");
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Vertex* vertex = (Vertex*) vertices;
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for(int i = 0; i < n; ++i) {
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fprintf(stderr, "IN: {%f, %f, %f, %f}, // %x (%x)\n", vertex[i].xyz[0], vertex[i].xyz[1], vertex[i].xyz[2], vertex[i].w, vertex[i].flags, &vertex[i]);
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}
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#endif
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uint8_t visible_mask = 0;
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uint8_t counter = 0;
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/* This is a bit cumbersome - in some cases (particularly case 2)
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we finish the vertex submission with a duplicated final vertex so
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that the tri-strip can be continued. However, if the next triangle in the
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strip is not visible then the duplicated vertex would've been sent without
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the EOL flag. We won't know if we need the EOL flag or not when processing
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case 2. To workaround this we may queue a vertex temporarily here, in the normal
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case it will be submitted by the next iteration with the same flags it had, but
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in the invisible case it will be overridden to submit with EOL */
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static Vertex __attribute__((aligned(32))) qv;
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Vertex* queued_vertex = NULL;
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#define QUEUE_VERTEX(v) \
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do { queued_vertex = &qv; *queued_vertex = *(v); } while(0)
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#define SUBMIT_QUEUED_VERTEX(sflags) \
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do { if(queued_vertex) { queued_vertex->flags = (sflags); _glPushHeaderOrVertex(queued_vertex, 1); queued_vertex = NULL; } } while(0)
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int visible_mask = 0;
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sq = SQ_BASE_ADDRESS;
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sq_dest_addr = SQ_MASK_DEST(PVR_TA_INPUT);
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sq_lock((void*)PVR_TA_INPUT);
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sq_dest_addr = (uintptr_t)SQ_MASK_DEST(PVR_TA_INPUT);
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sq_lock((void *)PVR_TA_INPUT);
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for(int i = 0; i < n; ++i, ++v2) {
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PREFETCH(v2 + 1);
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switch(v2->flags) {
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case GPU_CMD_VERTEX_EOL:
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if(counter < 2) {
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continue;
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}
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counter = 0;
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break;
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case GPU_CMD_VERTEX:
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++counter;
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if(counter < 3) {
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continue;
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}
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break;
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default:
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_glPushHeaderOrVertex(v2, 1);
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counter = 0;
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continue;
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};
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Vertex* const v0 = v2 - 2;
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Vertex* const v1 = v2 - 1;
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visible_mask = (
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(v0->xyz[2] > -v0->w) << 0 |
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(v1->xyz[2] > -v1->w) << 1 |
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(v2->xyz[2] > -v2->w) << 2 |
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(counter == 0) << 3
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);
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switch(visible_mask) {
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case 15: /* All visible, but final vertex in strip */
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{
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_glPerspectiveDivideVertex(v0, h);
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_glPerspectiveDivideVertex(v1, h);
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_glPerspectiveDivideVertex(v2, h);
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_glPushHeaderOrVertex(v0, 3);
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}
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break;
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case 7:
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/* All visible, push the first vertex and move on */
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_glPerspectiveDivideVertex(v0, h);
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Vertex* v0 = vertices;
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for(int i = 0; i < n - 1; ++i, ++v0) {
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if(is_header(v0)) {
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_glPushHeaderOrVertex(v0, 1);
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break;
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case 9:
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/* First vertex was visible, last in strip */
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{
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Vertex __attribute__((aligned(32))) scratch[2];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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visible_mask = 0;
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continue;
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}
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
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Vertex* v1 = v0 + 1;
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Vertex* v2 = (i < n - 2) ? v0 + 2 : NULL;
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_glClipEdge(v2, v0, b);
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b->flags = GPU_CMD_VERTEX_EOL;
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assert(!is_header(v1));
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// We are trailing if we're on the penultimate vertex, or the next but one vertex is
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// an EOL, or v1 is an EOL (FIXME: possibly unnecessary and coverted by the other case?)
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bool is_trailing = (v1->flags == GPU_CMD_VERTEX_EOL) || ((v2) ? is_header(v2) : true);
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if(is_trailing) {
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// OK so we've hit a new context header
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// we need to finalize this strip and move on
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// If the last triangle was all visible, we need
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// to submit the last two vertices, any clipped triangles
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// would've
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if(visible_mask == ALL_VISIBLE) {
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SUBMIT_QUEUED_VERTEX(qv.flags);
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_glPerspectiveDivideVertex(v0, h);
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_glPushHeaderOrVertex(v0, 1);
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//_glPushHeaderOrVertex(v0);
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_glPerspectiveDivideVertex(a, h);
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_glPerspectiveDivideVertex(b, h);
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_glPushHeaderOrVertex(a, 2);
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// _glPushHeaderOrVertex(b);
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v1->flags = GPU_CMD_VERTEX_EOL;
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_glPerspectiveDivideVertex(v1, h);
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//_glPushHeaderOrVertex(v1);
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_glPushHeaderOrVertex(v0, 2);
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} else {
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// If the previous triangle wasn't all visible, and we
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// queued a vertex - we force it to be EOL and submit
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SUBMIT_QUEUED_VERTEX(GPU_CMD_VERTEX_EOL);
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}
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break;
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case 1:
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/* First vertex was visible, but not last in strip */
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{
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Vertex __attribute__((aligned(32))) scratch[2];
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Vertex* a = &scratch[0];
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Vertex* b = &scratch[1];
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i++;
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v0++;
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visible_mask = 0;
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continue;
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}
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visible_mask = (
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(v0->xyz[2] >= -v0->w) << 0 |
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(v1->xyz[2] >= -v1->w) << 1 |
|
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(v2->xyz[2] >= -v2->w) << 2
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);
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/* If we've gone behind the plane, we finish the strip
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otherwise we submit however it was */
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if(visible_mask == NONE_VISIBLE) {
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SUBMIT_QUEUED_VERTEX(GPU_CMD_VERTEX_EOL);
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} else {
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SUBMIT_QUEUED_VERTEX(qv.flags);
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}
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#if CLIP_DEBUG
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fprintf(stderr, "0x%x 0x%x 0x%x -> %d\n", v0, v1, v2, visible_mask);
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#endif
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Vertex __attribute__((aligned(32))) scratch[4];
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Vertex* a = &scratch[0], *b = &scratch[1], *c = &scratch[2], *d = &scratch[3];
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switch(visible_mask) {
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case ALL_VISIBLE:
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_glPerspectiveDivideVertex(v0, h);
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QUEUE_VERTEX(v0);
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break;
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case NONE_VISIBLE:
|
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break;
|
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break;
|
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case FIRST_VISIBLE:
|
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_glClipEdge(v0, v1, a);
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a->flags = GPU_CMD_VERTEX;
|
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|
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@ -258,22 +301,15 @@ void SceneListSubmit(Vertex* v2, int n) {
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_glPushHeaderOrVertex(v0, 1);
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_glPerspectiveDivideVertex(a, h);
|
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//_glPushHeaderOrVertex(a);
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|
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_glPerspectiveDivideVertex(b, h);
|
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|
||||
_glPushHeaderOrVertex(a, 2);
|
||||
//_glPushHeaderOrVertex(b);
|
||||
}
|
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break;
|
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case 10:
|
||||
case 2:
|
||||
/* Second vertex was visible. In self case we need to create a triangle and produce
|
||||
two new vertices: 1-2, and 2-3. */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* c = &scratch[1];
|
||||
Vertex* b = &scratch[2];
|
||||
_glPushHeaderOrVertex(a, 2);
|
||||
|
||||
QUEUE_VERTEX(b);
|
||||
break;
|
||||
case SECOND_VISIBLE:
|
||||
memcpy_vertex(c, v1);
|
||||
|
||||
_glClipEdge(v0, v1, a);
|
||||
@ -283,54 +319,15 @@ void SceneListSubmit(Vertex* v2, int n) {
|
||||
b->flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
|
||||
|
||||
_glPushHeaderOrVertex(a, 3);
|
||||
//_glPushHeaderOrVertex(c);
|
||||
//_glPushHeaderOrVertex(b);
|
||||
}
|
||||
QUEUE_VERTEX(b);
|
||||
break;
|
||||
case 11:
|
||||
case 3: /* First and second vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
|
||||
memcpy_vertex(c, v1);
|
||||
|
||||
_glClipEdge(v2, v0, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPushHeaderOrVertex(v0, 1);
|
||||
|
||||
_glClipEdge(v1, v2, a);
|
||||
a->flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
_glPushHeaderOrVertex(a, 1);
|
||||
}
|
||||
break;
|
||||
case 12:
|
||||
case 4:
|
||||
/* Third vertex was visible. */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
|
||||
case THIRD_VISIBLE:
|
||||
memcpy_vertex(c, v2);
|
||||
|
||||
_glClipEdge(v2, v0, a);
|
||||
@ -339,118 +336,94 @@ void SceneListSubmit(Vertex* v2, int n) {
|
||||
_glClipEdge(v1, v2, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
//_glPushHeaderOrVertex(a);
|
||||
//_glPushHeaderOrVertex(a);
|
||||
|
||||
if(counter % 2 == 1) {
|
||||
_glPushHeaderOrVertex(a, 1);
|
||||
}
|
||||
_glPushHeaderOrVertex(a, 3);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
//_glPushHeaderOrVertex(b);
|
||||
_glPushHeaderOrVertex(a, 2);
|
||||
|
||||
// _glPushHeaderOrVertex(b);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
QUEUE_VERTEX(c);
|
||||
break;
|
||||
case FIRST_AND_SECOND_VISIBLE:
|
||||
memcpy_vertex(c, v1);
|
||||
|
||||
_glClipEdge(v2, v0, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPushHeaderOrVertex(v0, 1);
|
||||
|
||||
_glClipEdge(v1, v2, a);
|
||||
a->flags = v2->flags;
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
//_glPushHeaderOrVertex(b);
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
//_glPushHeaderOrVertex(c);
|
||||
}
|
||||
_glPushHeaderOrVertex(b, 2);
|
||||
|
||||
QUEUE_VERTEX(a);
|
||||
break;
|
||||
case 13:
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* c = &scratch[1];
|
||||
Vertex* b = &scratch[2];
|
||||
case SECOND_AND_THIRD_VISIBLE:
|
||||
memcpy_vertex(c, v1);
|
||||
memcpy_vertex(d, v2);
|
||||
|
||||
memcpy_vertex(c, v2);
|
||||
c->flags = GPU_CMD_VERTEX;
|
||||
_glClipEdge(v0, v1, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v0, v1, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
_glClipEdge(v2, v0, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPushHeaderOrVertex(v0, 1);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(a, 3);
|
||||
//_glPushHeaderOrVertex(c);
|
||||
//_glPushHeaderOrVertex(b);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
//_glPushHeaderOrVertex(b);
|
||||
//_glPushHeaderOrVertex(c);
|
||||
_glPushHeaderOrVertex(b, 2);
|
||||
|
||||
c->flags = GPU_CMD_VERTEX_EOL;
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
}
|
||||
break;
|
||||
case 5: /* First and third vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) scratch[3];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* c = &scratch[1];
|
||||
Vertex* b = &scratch[2];
|
||||
|
||||
memcpy_vertex(c, v2);
|
||||
c->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v0, v1, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPushHeaderOrVertex(v0, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(a, 3);
|
||||
|
||||
//_glPushHeaderOrVertex(c);
|
||||
|
||||
//_glPushHeaderOrVertex(b);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
}
|
||||
break;
|
||||
case 14:
|
||||
case 6: /* Second and third vertex were visible */
|
||||
{
|
||||
Vertex __attribute__((aligned(32))) scratch[4];
|
||||
Vertex* a = &scratch[0];
|
||||
Vertex* b = &scratch[1];
|
||||
Vertex* c = &scratch[2];
|
||||
Vertex* d = &scratch[3];
|
||||
|
||||
memcpy_vertex(c, v1);
|
||||
memcpy_vertex(d, v2);
|
||||
|
||||
_glClipEdge(v0, v1, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v2, v0, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPerspectiveDivideVertex(d, h);
|
||||
_glPushHeaderOrVertex(b, 3);
|
||||
//_glPushHeaderOrVertex(c);
|
||||
|
||||
|
||||
//_glPushHeaderOrVertex(d);
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
default:
|
||||
_glPerspectiveDivideVertex(d, h);
|
||||
QUEUE_VERTEX(d);
|
||||
break;
|
||||
case FIRST_AND_THIRD_VISIBLE:
|
||||
memcpy_vertex(c, v2);
|
||||
c->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v0, v1, a);
|
||||
a->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glClipEdge(v1, v2, b);
|
||||
b->flags = GPU_CMD_VERTEX;
|
||||
|
||||
_glPerspectiveDivideVertex(v0, h);
|
||||
_glPushHeaderOrVertex(v0, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(a, h);
|
||||
_glPushHeaderOrVertex(a, 1);
|
||||
|
||||
_glPerspectiveDivideVertex(c, h);
|
||||
_glPushHeaderOrVertex(c, 1);
|
||||
_glPerspectiveDivideVertex(b, h);
|
||||
_glPushHeaderOrVertex(b, 1);
|
||||
QUEUE_VERTEX(c);
|
||||
break;
|
||||
default:
|
||||
fprintf(stderr, "ERROR\n");
|
||||
}
|
||||
}
|
||||
|
||||
SUBMIT_QUEUED_VERTEX(GPU_CMD_VERTEX_EOL);
|
||||
|
||||
_glFlushBuffer();
|
||||
|
||||
sq_unlock();
|
||||
|
@ -20,7 +20,7 @@ void InitGL(int Width, int Height) // We call this right after our OpenG
|
||||
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
||||
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity(); // Reset The Projection Matrix
|
||||
@ -64,30 +64,38 @@ int check_start() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
static GLfloat movement = -10.0f;
|
||||
static GLfloat rotation = 0.0f;
|
||||
|
||||
void update_movement() {
|
||||
#ifdef __DREAMCAST__
|
||||
maple_device_t *cont;
|
||||
cont_state_t *state;
|
||||
|
||||
cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
|
||||
|
||||
if(cont) {
|
||||
state = (cont_state_t *)maple_dev_status(cont);
|
||||
if(state) {
|
||||
if(state->buttons & CONT_DPAD_UP) {
|
||||
movement += 0.5f;
|
||||
} else if(state->buttons & CONT_DPAD_DOWN) {
|
||||
movement -= 0.5f;
|
||||
}
|
||||
|
||||
if(state->buttons & CONT_DPAD_LEFT) {
|
||||
rotation += 0.5f;
|
||||
} else if(state->buttons & CONT_DPAD_RIGHT) {
|
||||
rotation -= 0.5f;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* The main drawing function. */
|
||||
void DrawGLScene()
|
||||
{
|
||||
static GLfloat movement = 0.0f;
|
||||
static GLfloat rotation = 0.0f;
|
||||
static GLboolean increasing = GL_TRUE;
|
||||
|
||||
if(movement > 10.0) {
|
||||
increasing = GL_FALSE;
|
||||
} else if(movement < -10.0f) {
|
||||
increasing = GL_TRUE;
|
||||
}
|
||||
|
||||
if(increasing) {
|
||||
movement += 0.05f;
|
||||
} else {
|
||||
movement -= 0.05f;
|
||||
}
|
||||
|
||||
rotation += 0.1f;
|
||||
if(rotation > 360.0f) {
|
||||
rotation -= 360.0f;
|
||||
}
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glLoadIdentity(); // Reset The View
|
||||
|
||||
@ -95,24 +103,58 @@ void DrawGLScene()
|
||||
glTranslatef(0.0f, -1.0f, movement);
|
||||
glRotatef(rotation, 0.0f, 1.0, 0.0f);
|
||||
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-2.5f, 0.0f, 5.0f);
|
||||
/* We create a horseshoe shape tri-strip here because that allows for situations where a strip
|
||||
leaves and re-enters the viewport */
|
||||
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(2.5f, 0.0f, 5.0f);
|
||||
glBegin(GL_TRIANGLE_STRIP);
|
||||
// Left side
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-2.0f, 0.0f, 5.0f);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 0.0f, 5.0f);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-2.0f, 0.0f, 3.0f);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 0.0f, 3.0f);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-2.0f, 0.0f, 1.0f);
|
||||
|
||||
glColor3f(1.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 0.0f, 1.0f);
|
||||
|
||||
// Curve
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 0.0f, -1.0f);
|
||||
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(-2.5f, 0.0f, -5.0f);
|
||||
glVertex3f(1.0f, 0.0f, 1.0f);
|
||||
|
||||
glColor3f(0.0f, 0.0f, 1.0f);
|
||||
glVertex3f(2.5f, 0.0f, -5.0f);
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(1.0f, 0.0f, -1.0f);
|
||||
|
||||
glColor3f(0.0f, 1.0f, 1.0f);
|
||||
glVertex3f(-2.5f, 0.0f, -10.0f);
|
||||
// Right side
|
||||
// Degenerate to reverse ordering
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(2.0f, 0.0f, 1.0f);
|
||||
|
||||
glColor3f(1.0f, 0.0f, 1.0f);
|
||||
glVertex3f(2.5f, 0.0f, -10.0f);
|
||||
glColor3f(0.0f, 1.0f, 0.0f);
|
||||
glVertex3f(1.0f, 0.0f, 1.0f);
|
||||
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(1.0f, 0.0f, 3.0f);
|
||||
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(2.0f, 0.0f, 3.0f);
|
||||
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(1.0f, 0.0f, 5.0f);
|
||||
|
||||
glColor3f(1.0f, 0.0f, 0.0f);
|
||||
glVertex3f(2.0f, 0.0f, 5.0f);
|
||||
glEnd();
|
||||
glPopMatrix();
|
||||
|
||||
@ -131,6 +173,8 @@ int main(int argc, char **argv)
|
||||
if(check_start())
|
||||
break;
|
||||
|
||||
update_movement();
|
||||
|
||||
DrawGLScene();
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user