Merge branch 'tnl_effects' into 'master'

Add support for texture and colour matrices

See merge request simulant/GLdc!157
This commit is contained in:
Luke Benstead 2025-05-24 20:19:01 +00:00
commit f09760dda3
10 changed files with 350 additions and 79 deletions

View File

@ -80,6 +80,7 @@ set(
GL/matrix.c
GL/state.c
GL/texture.c
GL/tnl_effects.c
GL/util.c
GL/alloc/alloc.c
${CMAKE_CURRENT_BINARY_DIR}/version.c
@ -212,6 +213,7 @@ gen_sample(polymark samples/polymark/main.c)
gen_sample(cubes samples/cubes/main.cpp)
gen_sample(zclip_test tests/zclip/main.cpp)
gen_sample(primitive_modes samples/primitive_modes/main.c)
gen_sample(tnl_effects samples/tnl_effects/main.c)
if(PLATFORM_DREAMCAST)
gen_sample(trimark samples/trimark/main.c)

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@ -338,7 +338,7 @@ static ReadAttributeFunc calcReadDiffuseFunc(void) {
static void _fillZero2f(const GLubyte* __restrict__ input, GLubyte* __restrict__ out) {
_GL_UNUSED(input);
//memset(out, 0, sizeof(float) * 2);
// memset does 8 byte writes - faster to manually write as uint32
// memset does 8 individual byte writes - faster to manually write as uint32
uint32_t* dst = (uint32_t*)out;
dst[0] = 0;
dst[1] = 0;

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@ -367,7 +367,6 @@ static void generateElements(
Vertex* output = _glSubmissionTargetStart(target);
VertexExtra* ve = aligned_vector_at(target->extras, 0);
float pos[3], w = 1.0f;
uint32_t i = first;
uint32_t idx = 0;
@ -598,37 +597,6 @@ static void generate(SubmissionTarget* target, const GLenum mode, const GLsizei
}
}
static void transform(SubmissionTarget* target) {
TRACE();
/* Perform modelview transform, storing W */
Vertex* it = _glSubmissionTargetStart(target);
int count = target->count;
for(int i = 0; i < count; ++i, ++it) {
TransformVertex(it->xyz[0], it->xyz[1], it->xyz[2], it->w,
it->xyz, &it->w);
}
}
static void mat_transform_normal3(VertexExtra* extra, const uint32_t count) {
ITERATE(count) {
TransformNormalNoMod(extra->nxyz, extra->nxyz);
extra++;
}
}
static void light(SubmissionTarget* target) {
/* Perform lighting calculations and manipulate the colour */
Vertex* vertex = _glSubmissionTargetStart(target);
VertexExtra* extra = aligned_vector_at(target->extras, 0);
_glMatrixLoadNormal();
mat_transform_normal3(extra, target->count);
_glPerformLighting(vertex, extra, target->count);
}
GL_FORCE_INLINE int _calc_pvr_face_culling() {
if(!_glIsCullingEnabled()) {
return GPU_CULLING_SMALL;
@ -850,28 +818,11 @@ GL_FORCE_INLINE void submitVertices(GLenum mode, GLsizei first, GLuint count, GL
_glGPUStateMarkClean();
}
/* If we're lighting, then we need to do some work in
* eye-space, so we only transform vertices by the modelview
* matrix, and then later multiply by projection.
*
* If we're not doing lighting though we can optimise by taking
* vertices straight to clip-space */
if(_glIsLightingEnabled()) {
_glMatrixLoadModelView();
} else {
_glMatrixLoadModelViewProjection();
}
_glTnlLoadMatrix();
generate(target, mode, first, count, (GLubyte*) indices, type);
if(_glIsLightingEnabled()){
light(target);
/* OK eye-space work done, now move into clip space */
_glMatrixLoadProjection();
transform(target);
}
_glTnlApplyEffects(target);
// /*
// Now, if multitexturing is enabled, we want to send exactly the same vertices again, except:

View File

@ -19,7 +19,7 @@ static Matrix4x4 __attribute__((aligned(32))) VIEWPORT_MATRIX;
static Matrix4x4 __attribute__((aligned(32))) PROJECTION_MATRIX;
static GLenum MATRIX_MODE = GL_MODELVIEW;
static GLubyte MATRIX_IDX = 0;
static Stack* MATRIX_CUR;
static GLboolean NORMAL_DIRTY, PROJECTION_DIRTY;
static const Matrix4x4 __attribute__((aligned(32))) IDENTITY = {
@ -31,29 +31,45 @@ static const Matrix4x4 __attribute__((aligned(32))) IDENTITY = {
GLfloat NEAR_PLANE_DISTANCE = 0.0f;
Matrix4x4* _glGetModelViewMatrix() {
return (Matrix4x4*) stack_top(&MATRIX_STACKS[0]);
}
Matrix4x4* _glGetProjectionMatrix() {
return (Matrix4x4*) stack_top(&MATRIX_STACKS[1]);
}
Matrix4x4* _glGetModelViewMatrix() {
return (Matrix4x4*) stack_top(&MATRIX_STACKS[0]);
Matrix4x4* _glGetTextureMatrix() {
return (Matrix4x4*) stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF));
}
Matrix4x4* _glGetColorMatrix() {
return (Matrix4x4*) stack_top(MATRIX_STACKS + (GL_COLOR & 0xF));
}
GLenum _glGetMatrixMode() {
return MATRIX_MODE;
}
GLboolean _glIsIdentity(const Matrix4x4* m) {
return memcmp(m, IDENTITY, sizeof(Matrix4x4)) == 0;
}
void _glInitMatrices() {
init_stack(&MATRIX_STACKS[0], sizeof(Matrix4x4), 32);
init_stack(&MATRIX_STACKS[1], sizeof(Matrix4x4), 32);
init_stack(&MATRIX_STACKS[2], sizeof(Matrix4x4), 32);
init_stack(&MATRIX_STACKS[3], sizeof(Matrix4x4), 32);
stack_push(&MATRIX_STACKS[0], IDENTITY);
stack_push(&MATRIX_STACKS[1], IDENTITY);
stack_push(&MATRIX_STACKS[2], IDENTITY);
stack_push(&MATRIX_STACKS[3], IDENTITY);
MEMCPY4(NORMAL_MATRIX, IDENTITY, sizeof(Matrix4x4));
MATRIX_CUR = MATRIX_STACKS + (GL_MODELVIEW & 0xF);
const VideoMode* vid_mode = GetVideoMode();
glDepthRange(0.0f, 1.0f);
@ -114,37 +130,49 @@ static void UpdateNormalMatrix() {
}
static void OnMatrixChanged() {
if(MATRIX_MODE == GL_MODELVIEW) NORMAL_DIRTY = true;
if(MATRIX_MODE == GL_PROJECTION) PROJECTION_DIRTY = true;
switch (MATRIX_MODE) {
case GL_MODELVIEW:
NORMAL_DIRTY = true;
return;
case GL_PROJECTION:
PROJECTION_DIRTY = true;
return;
case GL_TEXTURE:
_glTnlUpdateTextureMatrix();
return;
case GL_COLOR:
_glTnlUpdateColorMatrix();
return;
}
}
void APIENTRY glMatrixMode(GLenum mode) {
MATRIX_MODE = mode;
MATRIX_IDX = mode & 0xF;
MATRIX_CUR = MATRIX_STACKS + (mode & 0xF);
}
void APIENTRY glPushMatrix() {
void* top = stack_top(MATRIX_STACKS + MATRIX_IDX);
void* top = stack_top(MATRIX_CUR);
assert(top);
void* ret = stack_push(MATRIX_STACKS + MATRIX_IDX, top);
void* ret = stack_push(MATRIX_CUR, top);
(void) ret;
assert(ret);
OnMatrixChanged();
}
void APIENTRY glPopMatrix() {
stack_pop(MATRIX_STACKS + MATRIX_IDX);
stack_pop(MATRIX_CUR);
OnMatrixChanged();
}
void APIENTRY glLoadIdentity() {
stack_replace(MATRIX_STACKS + MATRIX_IDX, IDENTITY);
stack_replace(MATRIX_CUR, IDENTITY);
OnMatrixChanged();
}
void GL_FORCE_INLINE _glMultMatrix(const Matrix4x4* mat) {
void* top = stack_top(MATRIX_STACKS + MATRIX_IDX);
void* top = stack_top(MATRIX_CUR);
UploadMatrix4x4(top);
MultiplyMatrix4x4(mat);
@ -220,7 +248,7 @@ void APIENTRY glLoadMatrixf(const GLfloat *m) {
static Matrix4x4 __attribute__((aligned(32))) TEMP;
memcpy(TEMP, m, sizeof(float) * 16);
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
stack_replace(MATRIX_CUR, TEMP);
OnMatrixChanged();
}
@ -309,7 +337,7 @@ void glLoadTransposeMatrixf(const GLfloat *m) {
TEMP[M14] = m[11];
TEMP[M15] = m[15];
stack_replace(MATRIX_STACKS + MATRIX_IDX, TEMP);
stack_replace(MATRIX_CUR, TEMP);
OnMatrixChanged();
}
@ -433,10 +461,6 @@ void gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez, GLdouble centerx,
DownloadMatrix4x4(stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
}
void _glMatrixLoadTexture() {
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_TEXTURE & 0xF)));
}
void _glMatrixLoadModelView() {
UploadMatrix4x4((const Matrix4x4*) stack_top(MATRIX_STACKS + (GL_MODELVIEW & 0xF)));
}

View File

@ -321,7 +321,6 @@ void _glInitSubmissionTarget();
void _glMatrixLoadNormal();
void _glMatrixLoadModelView();
void _glMatrixLoadProjection();
void _glMatrixLoadTexture();
void _glMatrixLoadModelViewProjection();
extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
@ -332,7 +331,10 @@ extern GLfloat HALF_POINT_SIZE;
Matrix4x4* _glGetProjectionMatrix();
Matrix4x4* _glGetModelViewMatrix();
Matrix4x4* _glGetTextureMatrix();
Matrix4x4* _glGetColorMatrix();
GLenum _glGetMatrixMode();
GLboolean _glIsIdentity(const Matrix4x4* m);
void _glWipeTextureOnFramebuffers(GLuint texture);
@ -485,6 +487,13 @@ void _glGPUStateMarkDirty();
#define SCENE_AMBIENT_MASK 16
void _glTnlLoadMatrix(void);
void _glTnlApplyEffects(SubmissionTarget* target);
void _glTnlUpdateLighting(void);
void _glTnlUpdateTextureMatrix(void);
void _glTnlUpdateColorMatrix(void);
/* This is from KOS pvr_buffers.c */
#define PVR_MIN_Z 0.0001f

View File

@ -428,7 +428,6 @@ void _glInitContext() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
GLubyte i;
for(i = 0; i < MAX_GLDC_LIGHTS; ++i) {
@ -472,7 +471,7 @@ GLAPI void APIENTRY glEnable(GLenum cap) {
case GL_LIGHTING: {
if(GPUState.lighting_enabled != GL_TRUE) {
GPUState.lighting_enabled = GL_TRUE;
GPUState.is_dirty = GL_TRUE;
_glTnlUpdateLighting();
}
} break;
case GL_FOG:
@ -583,7 +582,7 @@ GLAPI void APIENTRY glDisable(GLenum cap) {
case GL_LIGHTING: {
if(GPUState.lighting_enabled != GL_FALSE) {
GPUState.lighting_enabled = GL_FALSE;
GPUState.is_dirty = GL_TRUE;
_glTnlUpdateLighting();
}
} break;
case GL_FOG:
@ -979,6 +978,13 @@ void APIENTRY glGetFloatv(GLenum pname, GLfloat* params) {
case GL_MODELVIEW_MATRIX:
MEMCPY4(params, _glGetModelViewMatrix(), sizeof(float) * 16);
break;
case GL_TEXTURE_MATRIX:
MEMCPY4(params, _glGetTextureMatrix(), sizeof(float) * 16);
break;
case GL_COLOR_MATRIX:
MEMCPY4(params, _glGetColorMatrix(), sizeof(float) * 16);
break;
case GL_POLYGON_OFFSET_FACTOR:
*params = GPUState.offset_factor;
break;

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@ -1477,14 +1477,14 @@ static bool _glTexImage2DValidate(GLenum target, GLint level, GLint internalForm
if(format != GL_COLOR_INDEX4_EXT && format != GL_COLOR_INDEX4_TWID_KOS) {
/* Abuse determineStride to see if type is valid */
if(_determineStride(GL_RGBA, type) == -1) {
INFO_MSG("");
INFO_MSG("Unsupported type");
_glKosThrowError(GL_INVALID_ENUM, __func__);
return false;
}
}
if(_cleanInternalFormat(internalFormat) == -1) {
INFO_MSG("");
INFO_MSG("Unsupported internal format");
_glKosThrowError(GL_INVALID_VALUE, __func__);
return false;
}
@ -1494,7 +1494,7 @@ static bool _glTexImage2DValidate(GLenum target, GLint level, GLint internalForm
if(level == 0){
if((w < 8 || (w & -w) != w)) {
/* Width is not a power of two. Must be!*/
INFO_MSG("");
INFO_MSG("Unsupported width");
_glKosThrowError(GL_INVALID_VALUE, __func__);
return false;
}
@ -1502,7 +1502,7 @@ static bool _glTexImage2DValidate(GLenum target, GLint level, GLint internalForm
if((h < 8 || (h & -h) != h)) {
/* height is not a power of two. Must be!*/
INFO_MSG("");
INFO_MSG("Unsupported height");
_glKosThrowError(GL_INVALID_VALUE, __func__);
return false;
}
@ -1517,7 +1517,7 @@ static bool _glTexImage2DValidate(GLenum target, GLint level, GLint internalForm
}
if(level < 0) {
INFO_MSG("");
INFO_MSG("Level must be >= 0");
_glKosThrowError(GL_INVALID_VALUE, __func__);
return false;
}
@ -1530,7 +1530,7 @@ static bool _glTexImage2DValidate(GLenum target, GLint level, GLint internalForm
}
if(border) {
INFO_MSG("");
INFO_MSG("Border not allowed");
_glKosThrowError(GL_INVALID_VALUE, __func__);
return false;
}

139
GL/tnl_effects.c Normal file
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@ -0,0 +1,139 @@
#include <stdio.h>
#include <stdint.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <limits.h>
#include "private.h"
#include "platform.h"
static int TNL_EFFECTS, TNL_LIGHTING, TNL_TEXTURE, TNL_COLOR;
#define ITERATE(count) \
GLuint i = count; \
while(i--)
void _glTnlLoadMatrix(void) {
/* If we're lighting, then we need to do some work in
* eye-space, so we only transform vertices by the modelview
* matrix, and then later multiply by projection.
*
* If we're not doing lighting though we can optimise by taking
* vertices straight to clip-space */
if(TNL_LIGHTING) {
_glMatrixLoadModelView();
} else {
_glMatrixLoadModelViewProjection();
}
}
static void updateEffects(void) {
TNL_EFFECTS = TNL_LIGHTING | TNL_TEXTURE | TNL_COLOR;
}
static void transformVertices(SubmissionTarget* target) {
TRACE();
/* Perform modelview transform, storing W */
Vertex* it = _glSubmissionTargetStart(target);
uint32_t count = target->count;
ITERATE(count) {
TransformVertex(it->xyz[0], it->xyz[1], it->xyz[2], it->w,
it->xyz, &it->w);
it++;
}
}
static void mat_transform_normal3(VertexExtra* extra, const uint32_t count) {
ITERATE(count) {
TransformNormalNoMod(extra->nxyz, extra->nxyz);
extra++;
}
}
static void lightingEffect(SubmissionTarget* target) {
/* Perform lighting calculations and manipulate the colour */
Vertex* vertex = _glSubmissionTargetStart(target);
VertexExtra* extra = aligned_vector_at(target->extras, 0);
_glMatrixLoadNormal();
mat_transform_normal3(extra, target->count);
_glPerformLighting(vertex, extra, target->count);
}
void _glTnlUpdateLighting(void) {
TNL_LIGHTING = _glIsLightingEnabled();
updateEffects();
}
static void textureEffect(SubmissionTarget* target) {
Matrix4x4* m = _glGetTextureMatrix();
UploadMatrix4x4(m);
float coords[4];
float* ptr = (float*)m;
Vertex* it = _glSubmissionTargetStart(target);
uint32_t count = target->count;
ITERATE(count) {
TransformVertex(it->uv[0], it->uv[1], 0.0f, 1.0f, coords, &coords[3]);
it->uv[0] = coords[0];
it->uv[1] = coords[1];
it++;
}
}
void _glTnlUpdateTextureMatrix(void) {
Matrix4x4* m = _glGetTextureMatrix();
TNL_TEXTURE = !_glIsIdentity(m);
updateEffects();
}
static void colorEffect(SubmissionTarget* target) {
Matrix4x4* m = _glGetColorMatrix();
UploadMatrix4x4(m);
float coords[4];
Vertex* it = _glSubmissionTargetStart(target);
uint32_t count = target->count;
ITERATE(count) {
TransformVertex(it->bgra[2], it->bgra[1], it->bgra[0], it->bgra[3], coords, &coords[3]);
it->bgra[2] = clamp(coords[0], 0, 255);
it->bgra[1] = clamp(coords[1], 0, 255);
it->bgra[0] = clamp(coords[2], 0, 255);
it->bgra[3] = clamp(coords[3], 0, 255);
it++;
}
}
void _glTnlUpdateColorMatrix(void) {
Matrix4x4* m = _glGetColorMatrix();
TNL_COLOR = !_glIsIdentity(m);
updateEffects();
}
void _glTnlApplyEffects(SubmissionTarget* target) {
if (!TNL_EFFECTS) return;
if (TNL_LIGHTING)
lightingEffect(target);
if (TNL_TEXTURE)
textureEffect(target);
if (TNL_COLOR)
colorEffect(target);
if (TNL_LIGHTING) {
/* OK eye-space work done, now move into clip space */
_glMatrixLoadProjection();
transformVertices(target);
}
}

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@ -69,10 +69,12 @@ __BEGIN_DECLS
#define GL_MODELVIEW 0x1700
#define GL_PROJECTION 0x1701
#define GL_TEXTURE 0x1702
#define GL_COLOR 0x1703 /* NOTE: Not the usual value */
#define GL_MODELVIEW_MATRIX 0x0BA6
#define GL_PROJECTION_MATRIX 0x0BA7
#define GL_TEXTURE_MATRIX 0x0BA8
#define GL_COLOR_MATRIX 0x80B1
/* Depth buffer */
#define GL_NEVER 0x0200

138
samples/tnl_effects/main.c Normal file
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@ -0,0 +1,138 @@
#include <GL/gl.h>
#include <math.h>
#include <stdlib.h>
#ifndef _arch_dreamcast
#include <SDL2/SDL.h>
static SDL_Window* win_handle;
#else
#include <kos.h>
#include <GL/glkos.h>
#endif
static void DrawQuad(float x, float y) {
glBegin(GL_QUADS);
x -= 1.0f;
y -= 1.0f;
glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(0.0f, 0.0f); glVertex2f(x + 0.0f, y + 0.0f);
glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1.0f, 0.0f); glVertex2f(x + 0.3f, y + 0.0f);
glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(1.0f, 1.0f); glVertex2f(x + 0.3f, y + 0.3f);
glColor3f(0.5f, 0.5f, 0.5f); glTexCoord2f(0.0f, 1.0f); glVertex2f(x + 0.0f, y + 0.3f);
glEnd();
}
static void sample_init() {
#ifdef SDL2_BUILD
SDL_Init(SDL_INIT_EVERYTHING);
win_handle = SDL_CreateWindow("Shapes", 0, 0, 640, 480, SDL_WINDOW_OPENGL);
SDL_GL_CreateContext(win_handle);
SDL_GL_SetSwapInterval(1);
#else
glKosInit();
#endif
}
static int sample_should_exit() {
#ifndef _arch_dreamcast
SDL_Event event;
while (SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) return 1;
}
return 0;
#else
maple_device_t *cont = maple_enum_type(0, MAPLE_FUNC_CONTROLLER);
if (!cont) return 0;
cont_state_t *state = (cont_state_t *)maple_dev_status(cont);
if (!state) return 0;
return state->buttons & CONT_START;
#endif
}
#define IMG_SIZE 8
int main(int argc, char *argv[]) {
sample_init();
glClearColor(0.2f, 0.2f, 0.2f, 1);
glViewport(0, 0, 640, 480);
glEnable(GL_TEXTURE_2D);
GLint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
static GLubyte texData[IMG_SIZE * IMG_SIZE * 4];
for (int y = 0, i = 0; y < IMG_SIZE; y++)
for (int x = 0; x < IMG_SIZE; x++, i += 4)
{
int a = x + y;
texData[i + 0] = (a & 1) ? 0xFF : 0;
texData[i + 1] = (a & 2) ? 0xFF : 0;
texData[i + 2] = (a & 4) ? 0xFF : 0;
texData[i + 3] = 0xFF;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IMG_SIZE, IMG_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
float time = 0.0f;
while (!sample_should_exit()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
DrawQuad(0.1f, 0.1f);
glMatrixMode(GL_TEXTURE);
glTranslatef(time, 0, 0);
DrawQuad(0.5f, 0.1f);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glTranslatef(0, time, 0);
DrawQuad(0.9f, 0.1f);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glScalef(time, time * 0.5f, 0);
DrawQuad(1.3f, 0.1f);
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
glRotatef(time * 100, 1, 0, 0);
DrawQuad(1.7f, 0.1f);
glLoadIdentity();
glMatrixMode(GL_COLOR);
glTranslatef(time, 0, 0);
DrawQuad(0.1f, 0.5f);
glLoadIdentity();
glMatrixMode(GL_COLOR);
glTranslatef(0, time, 0);
DrawQuad(0.5f, 0.5f);
glLoadIdentity();
glMatrixMode(GL_COLOR);
glTranslatef(0, 0, time);
DrawQuad(0.9f, 0.5f);
glLoadIdentity();
glMatrixMode(GL_COLOR);
glScalef(time, time, time);
DrawQuad(1.3f, 0.5f);
glLoadIdentity();
glMatrixMode(GL_COLOR);
glRotatef(time * 100, 1, 0, 0);
DrawQuad(0.1f, 0.5f);
glLoadIdentity();
#ifdef SDL2_BUILD
SDL_GL_SwapWindow(win_handle);
#else
glKosSwapBuffers();
#endif
time += 0.001f;
}
return 0;
}