GLdc/gl-arrays.c

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/* KallistiGL for KallistiOS ##version##
libgl/gl-arrays.c
Copyright (C) 2013-2014 Josh "PH3NOM" Pearson
Arrays Input Primitive Types Supported:
-GL_TRIANGLES
-GL_TRIANGLE_STRIPS
-GL_QUADS
Here, it is not necessary to enable or disable client states;
the API is aware of what pointers have been submitted, and will
render accordingly. If you submit a normal pointer, dynamic
vertex lighting will be applied even if you submit a color
pointer, so only submit one or the other.
*/
#include <stdio.h>
#include <stdlib.h>
#include "gl.h"
#include "gl-api.h"
#include "gl-arrays.h"
#include "gl-rgb.h"
#include "gl-sh4.h"
//========================================================================================//
//== Local Variables ==//
#define GL_MAX_ARRAY_VERTICES 1024*32 /* Maximum Number of Vertices in the Array Buffer */
static glVertex GL_ARRAY_BUF[GL_MAX_ARRAY_VERTICES];
static GLfloat GL_ARRAY_BUFW[GL_MAX_ARRAY_VERTICES];
static GLfloat GL_ARRAY_DSTW[GL_MAX_ARRAY_VERTICES];
static glVertex *GL_ARRAY_BUF_PTR;
static GLuint GL_VERTEX_PTR_MODE = 0;
//========================================================================================//
//== Multi-Texture Extensions ==//
#define GL_TEXTURE_0 1<<0
#define GL_TEXTURE_1 1<<1
static GLuint GL_ARRAY_TEXTURE_ENABLED = 0;
static GLuint GL_ARRAY_ACTIVE_TEXTURE = 0;
void glClientActiveTexture(GLenum texture) {
if(texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + GL_MAX_TEXTURE_UNITS)
return;
GL_ARRAY_ACTIVE_TEXTURE = ((texture & 0xFF) - (GL_TEXTURE0 & 0xFF));
return glActiveTexture(texture);
}
static inline void _glKosArrayCopyMultiTexture(GLuint count) {
if(GL_ARRAY_TEXTURE_ENABLED == 3) {
pvr_vertex_t *dst = _glKosTRVertexBufPointer();
pvr_vertex_t *src = _glKosVertexBufPointer();
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = src[i].x;
dst[i].y = src[i].y;
dst[i].z = src[i].z;
dst[i].argb = src[i].argb;
dst[i].flags = src[i].flags;
dst[i].u = GL_TEXCOORD2_POINTER[0];
dst[i].v = GL_TEXCOORD2_POINTER[1];
GL_TEXCOORD2_POINTER += GL_TEXCOORD2_STRIDE;
}
_glKosTRVertexBufAdd(count);
}
}
static inline void _glKosArrayCopyMultiTextureQuads(GLuint count) {
if(GL_ARRAY_TEXTURE_ENABLED == 3) {
pvr_vertex_t *dst = _glKosTRVertexBufPointer();
pvr_vertex_t *src = _glKosVertexBufPointer();
GLuint i;
for(i = 0; i < count; i += 4) {
/* 1st Vertex */
dst[i].x = src[i].x;
dst[i].y = src[i].y;
dst[i].z = src[i].z;
dst[i].argb = src[i].argb;
dst[i].flags = src[i].flags;
dst[i].u = GL_TEXCOORD2_POINTER[0];
dst[i].v = GL_TEXCOORD2_POINTER[1];
GL_TEXCOORD2_POINTER += GL_TEXCOORD2_STRIDE;
/* 2nd Vertex */
dst[i + 1].x = src[i + 1].x;
dst[i + 1].y = src[i + 1].y;
dst[i + 1].z = src[i + 1].z;
dst[i + 1].argb = src[i + 1].argb;
dst[i + 1].flags = src[i + 1].flags;
dst[i + 1].u = GL_TEXCOORD2_POINTER[0];
dst[i + 1].v = GL_TEXCOORD2_POINTER[1];
GL_TEXCOORD2_POINTER += GL_TEXCOORD2_STRIDE;
/* 3rd Vertex */
dst[i + 2].x = src[i + 2].x;
dst[i + 2].y = src[i + 2].y;
dst[i + 2].z = src[i + 2].z;
dst[i + 2].argb = src[i + 2].argb;
dst[i + 2].flags = src[i + 2].flags;
dst[i + 3].u = GL_TEXCOORD2_POINTER[0];
dst[i + 3].v = GL_TEXCOORD2_POINTER[1];
GL_TEXCOORD2_POINTER += GL_TEXCOORD2_STRIDE;
/* 4th Vertex */
dst[i + 3].x = src[i + 3].x;
dst[i + 3].y = src[i + 3].y;
dst[i + 3].z = src[i + 3].z;
dst[i + 3].argb = src[i + 3].argb;
dst[i + 3].flags = src[i + 3].flags;
dst[i + 2].u = GL_TEXCOORD2_POINTER[0];
dst[i + 2].v = GL_TEXCOORD2_POINTER[1];
GL_TEXCOORD2_POINTER += GL_TEXCOORD2_STRIDE;
}
_glKosTRVertexBufAdd(count);
}
}
//========================================================================================//
//== Local Function Definitions ==//
static inline void _glKosArraysTransformNormals(GLfloat *normal, GLuint count);
static inline void _glKosArraysTransformPositions(GLfloat *position, GLuint count);
//========================================================================================//
//== Open GL API Public Functions ==//
/* Submit a Vertex Position Pointer */
void glVertexPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer) {
if(size != 3) return; /* Expect 3D X,Y,Z vertex... could do 2d X,Y later */
if(type != GL_FLOAT) return; /* Expect Floating point vertices */
(stride) ? (GL_VERTEX_STRIDE = stride / 4) : (GL_VERTEX_STRIDE = 3);
GL_VERTEX_POINTER = (float *)pointer;
GL_VERTEX_PTR_MODE |= GL_USE_ARRAY;
}
/* Submit a Vertex Normal Pointer */
void glNormalPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer) {
if(size != 3) return;
if(type != GL_FLOAT) return; /* Expect Floating point vertices */
(stride) ? (GL_NORMAL_STRIDE = stride / 4) : (GL_NORMAL_STRIDE = 3);
GL_NORMAL_POINTER = (float *)pointer;
GL_VERTEX_PTR_MODE |= GL_USE_NORMAL;
}
/* Submit a Texture Coordinate Pointer */
void glTexCoordPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer) {
if(size != 2) return; /* Expect u and v */
if(type != GL_FLOAT) return; /* Expect Floating point vertices */
if(GL_ARRAY_ACTIVE_TEXTURE == 0) {
(stride) ? (GL_TEXCOORD_STRIDE = stride / 4) : (GL_TEXCOORD_STRIDE = 2);
GL_TEXCOORD_POINTER = (float *)pointer;
GL_VERTEX_PTR_MODE |= GL_USE_TEXTURE;
GL_ARRAY_TEXTURE_ENABLED |= GL_TEXTURE_0;
}
else if(GL_ARRAY_ACTIVE_TEXTURE == 1) {
(stride) ? (GL_TEXCOORD2_STRIDE = stride / 4) : (GL_TEXCOORD2_STRIDE = 2);
GL_TEXCOORD2_POINTER = (float *)pointer;
GL_ARRAY_TEXTURE_ENABLED |= GL_TEXTURE_1;
}
}
/* Submit a Color Pointer */
void glColorPointer(GLint size, GLenum type,
GLsizei stride, const GLvoid *pointer) {
if((type == GL_UNSIGNED_INT) && (size == 1)) {
GL_COLOR_COMPONENTS = 1;
GL_COLOR_POINTER = (GLvoid *)pointer;
GL_COLOR_TYPE = type;
}
else if((type == GL_UNSIGNED_BYTE) && (size == 4)) {
GL_COLOR_COMPONENTS = 4;
GL_COLOR_POINTER = (GLvoid *)pointer;
GL_COLOR_TYPE = type;
}
else if((type == GL_FLOAT) && (size == 3)) {
GL_COLOR_COMPONENTS = 3;
GL_COLOR_POINTER = (GLfloat *)pointer;
GL_COLOR_TYPE = type;
}
else if((type == GL_FLOAT) && (size == 4)) {
GL_COLOR_COMPONENTS = 4;
GL_COLOR_POINTER = (GLfloat *)pointer;
GL_COLOR_TYPE = type;
}
else
return;
(stride) ? (GL_COLOR_STRIDE = stride / 4) : (GL_COLOR_STRIDE = size);
GL_VERTEX_PTR_MODE |= GL_USE_COLOR;
}
//========================================================================================//
//== Vertex Pointer Internal API ==//
inline void _glKosArrayBufIncrement() {
++GL_ARRAY_BUF_PTR;
}
inline void _glKosArrayBufReset() {
GL_ARRAY_BUF_PTR = &GL_ARRAY_BUF[0];
}
inline glVertex *_glKosArrayBufAddr() {
return &GL_ARRAY_BUF[0];
}
inline glVertex *_glKosArrayBufPtr() {
return GL_ARRAY_BUF_PTR;
}
static inline void _glKosArraysTransformNormals(GLfloat *normal, GLuint count) {
glVertex *v = &GL_ARRAY_BUF[0];
GLfloat *N = normal;
_glKosMatrixLoadModelRot();
while(count--) {
mat_trans_normal3_nomod(N[0], N[1], N[2], v->norm[0], v->norm[1], v->norm[2]);
N += 3;
++v;
}
}
static inline void _glKosArraysTransformPositions(GLfloat *position, GLuint count) {
glVertex *v = &GL_ARRAY_BUF[0];
GLfloat *P = position;
_glKosMatrixLoadModelView();
while(count--) {
mat_trans_single3_nodiv_nomod(P[0], P[1], P[2], v->pos[0], v->pos[1], v->pos[2]);
P += 3;
++v;
}
}
//========================================================================================//
//== Arrays Vertex Transform ==/
static void _glKosArraysTransform(GLuint count) {
GLfloat *src = GL_VERTEX_POINTER;
pvr_vertex_t *dst = _glKosVertexBufPointer();
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
while(count--) {
__x = *src++;
__y = *src++;
__z = *src++;
mat_trans_fv12()
dst->x = __x;
dst->y = __y;
dst->z = __z;
++dst;
}
}
static void _glKosArraysTransformClip(GLuint count) {
GLfloat *src = GL_VERTEX_POINTER;
GLfloat *W = GL_ARRAY_DSTW;
pvr_vertex_t *dst = _glKosClipBufAddress();
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
register float __w __asm__("fr15");
while(count--) {
__x = *src++;
__y = *src++;
__z = *src++;
mat_trans_fv12_nodivw()
dst->x = __x;
dst->y = __y;
dst->z = __z;
*W++ = __w;
++dst;
}
}
static void _glKosArraysTransformElements(GLuint count) {
GLfloat *src = GL_VERTEX_POINTER;
GLuint i = 0;
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
printf("Transform Elements()\n");
for(i = 0; i < count; i++) {
__x = src[0];
__y = src[1];
__z = src[2];
mat_trans_fv12()
GL_ARRAY_BUF[i].pos[0] = __x;
GL_ARRAY_BUF[i].pos[1] = __y;
GL_ARRAY_BUF[i].pos[2] = __z;
src += GL_VERTEX_STRIDE;
}
}
static void _glKosArraysTransformClipElements(GLuint count) {
GLfloat *src = GL_VERTEX_POINTER;
GLuint i;
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
register float __w __asm__("fr15");
for(i = 0; i < count; i++) {
__x = src[0];
__y = src[1];
__z = src[2];
mat_trans_fv12_nodivw()
GL_ARRAY_BUF[i].pos[0] = __x;
GL_ARRAY_BUF[i].pos[1] = __y;
GL_ARRAY_BUF[i].pos[2] = __z;
GL_ARRAY_BUFW[i] = __w;
src += GL_VERTEX_STRIDE;
}
}
//========================================================================================//
//== Element Attribute Functions ==//
//== Color ==//
static inline void _glKosElementColor0(pvr_vertex_t *dst, GLuint count) {
GLuint i;
for(i = 0; i < count; i++)
dst[i].argb = 0xFFFFFFFF;
}
static inline void _glKosElementColor1uiU8(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *src = (GLuint *)GL_COLOR_POINTER;
for(i = 0; i < count; i++)
dst[i].argb = src[GL_INDEX_POINTER_U8[i] * GL_COLOR_STRIDE];
}
static inline void _glKosElementColor1uiU16(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *color = (GLuint *)GL_COLOR_POINTER;
for(i = 0; i < count; i++)
dst[i].argb = color[GL_INDEX_POINTER_U16[i] * GL_COLOR_STRIDE];
}
static inline void _glKosElementColor4ubU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, *color = (GLuint *)GL_COLOR_POINTER;
for(i = 0; i < count; i++)
dst[i].argb = RGBA32_2_ARGB32(color[GL_INDEX_POINTER_U8[i]] * GL_COLOR_STRIDE);
}
static inline void _glKosElementColor4ubU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, *color = (GLuint *)GL_COLOR_POINTER;
for(i = 0; i < count; i++)
dst[i].argb = RGBA32_2_ARGB32(color[GL_INDEX_POINTER_U16[i] * GL_COLOR_STRIDE]);
}
static inline void _glKosElementColor3fU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgb3f *color = (GLrgb3f *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_INDEX_POINTER_U8[i] * GL_COLOR_STRIDE;
dst[i].argb = (0xFF000000 | ((GLubyte)color[index][0] * 0xFF) << 16
| ((GLubyte)color[index][1] * 0xFF) << 8
| ((GLubyte)color[index][2] * 0xFF));
}
}
static inline void _glKosElementColor3fU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgb3f *color = (GLrgb3f *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_INDEX_POINTER_U16[i] * GL_COLOR_STRIDE;
dst[i].argb = (0xFF000000 | ((GLubyte)color[index][0] * 0xFF) << 16
| ((GLubyte)color[index][1] * 0xFF) << 8
| ((GLubyte)color[index][2] * 0xFF));
}
}
static inline void _glKosElementColor4fU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgba4f *color = (GLrgba4f *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_INDEX_POINTER_U8[i] * GL_COLOR_STRIDE;
dst[i].argb = (((GLubyte)color[index][3] * 0xFF) << 24
| ((GLubyte)color[index][0] * 0xFF) << 16
| ((GLubyte)color[index][1] * 0xFF) << 8
| ((GLubyte)color[index][2] * 0xFF));
}
}
static inline void _glKosElementColor4fU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgba4f *color = (GLrgba4f *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_INDEX_POINTER_U16[i] * GL_COLOR_STRIDE;
dst[i].argb = (((GLubyte)color[index][3] * 0xFF) << 24
| ((GLubyte)color[index][0] * 0xFF) << 16
| ((GLubyte)color[index][1] * 0xFF) << 8
| ((GLubyte)color[index][2] * 0xFF));
}
}
//== Texture Coordinates ==//
static inline void _glKosElementTexCoord2fU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLfloat *t = GL_TEXCOORD_POINTER;
for(i = 0; i < count; i++) {
index = GL_INDEX_POINTER_U16[i] * GL_TEXCOORD_STRIDE;
dst[i].u = t[index];
dst[i].v = t[index + 1];
}
}
static inline void _glKosElementTexCoord2fU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLfloat *t = GL_TEXCOORD_POINTER;
for(i = 0; i < count; i++) {
index = GL_INDEX_POINTER_U8[i] * GL_TEXCOORD_STRIDE;
dst[i].u = t[index];
dst[i].v = t[index + 1];
}
}
//========================================================================================//
//== Element Unpacking ==//
static inline void _glKosArraysUnpackElementsS16(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_INDEX_POINTER_U16[i]].pos[0];
dst[i].y = vert[GL_INDEX_POINTER_U16[i]].pos[1];
dst[i].z = vert[GL_INDEX_POINTER_U16[i]].pos[2];
}
}
static inline void _glKosArraysUnpackElementsS8(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_INDEX_POINTER_U8[i]].pos[0];
dst[i].y = vert[GL_INDEX_POINTER_U8[i]].pos[1];
dst[i].z = vert[GL_INDEX_POINTER_U8[i]].pos[2];
}
}
static inline void _glKosArraysUnpackClipElementsS16(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_INDEX_POINTER_U16[i]].pos[0];
dst[i].y = vert[GL_INDEX_POINTER_U16[i]].pos[1];
dst[i].z = vert[GL_INDEX_POINTER_U16[i]].pos[2];
GL_ARRAY_DSTW[i] = GL_ARRAY_BUFW[GL_INDEX_POINTER_U16[i]];
}
}
static inline void _glKosArraysUnpackClipElementsS8(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_INDEX_POINTER_U8[i]].pos[0];
dst[i].y = vert[GL_INDEX_POINTER_U8[i]].pos[1];
dst[i].z = vert[GL_INDEX_POINTER_U8[i]].pos[2];
GL_ARRAY_DSTW[i] = GL_ARRAY_BUFW[GL_INDEX_POINTER_U8[i]];
}
}
//========================================================================================//
//== Misc Utils ==//
static inline void _glKosVertexSwizzle(pvr_vertex_t *v1, pvr_vertex_t *v2) {
pvr_vertex_t tmp = *v1;
*v1 = *v2;
*v2 = * &tmp;
}
static inline void _glKosArraysResetState() {
GL_VERTEX_PTR_MODE = 0;
if(GL_ARRAY_TEXTURE_ENABLED == 3)
_glKosResetEnabledTex();
GL_ARRAY_TEXTURE_ENABLED = GL_ARRAY_ACTIVE_TEXTURE = 0;
}
//========================================================================================//
//== Vertex Flag Settings for the PVR2DC hardware ==//
static inline void _glKosArrayFlagsSetQuad(pvr_vertex_t *dst, GLuint count) {
GLuint i;
for(i = 0; i < count; i += 4) {
_glKosVertexSwizzle(&dst[2], &dst[3]);
dst[i + 0].flags = dst[i + 1].flags = dst[i + 2].flags = PVR_CMD_VERTEX;
dst[i + 3].flags = PVR_CMD_VERTEX_EOL;
}
}
static inline void _glKosArrayFlagsSetTriangle(pvr_vertex_t *dst, GLuint count) {
GLuint i;
for(i = 0; i < count; i += 3) {
dst[i + 0].flags = dst[i + 1].flags = PVR_CMD_VERTEX;
dst[i + 2].flags = PVR_CMD_VERTEX_EOL;
}
}
static inline void _glKosArrayFlagsSetTriangleStrip(pvr_vertex_t *dst, GLuint count) {
GLuint i;
for(i = 0; i < count - 1; i++)
dst[i].flags = PVR_CMD_VERTEX;
dst[i].flags = PVR_CMD_VERTEX_EOL;
}
//========================================================================================//
//== OpenGL Error Code Genration ==//
static GLuint _glKosArraysVerifyParameter(GLenum mode, GLsizei count, GLenum type, GLubyte element) {
GLuint GL_ERROR_CODE = 0;
if(mode != GL_QUADS)
if(mode != GL_TRIANGLES)
if(mode != GL_TRIANGLE_STRIP)
GL_ERROR_CODE |= GL_INVALID_ENUM;
if(count < 0)
GL_ERROR_CODE |= GL_INVALID_VALUE;
if(!(GL_VERTEX_PTR_MODE & GL_USE_ARRAY))
GL_ERROR_CODE |= GL_INVALID_OPERATION;
if(count > GL_MAX_ARRAY_VERTICES)
GL_ERROR_CODE |= GL_OUT_OF_MEMORY;
if(element) {
switch(type) {
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
break;
default:
GL_ERROR_CODE |= GL_INVALID_ENUM;
}
}
else if(type > count)
GL_ERROR_CODE |= GL_INVALID_VALUE;
return GL_ERROR_CODE;
}
void _glKosPrintErrorString(GLuint error) {
if(error) {
printf("GL_ERROR_CODE GENERATED:\n");
if(error & GL_INVALID_ENUM)
printf("\tGL_INVALID_ENUM\n");
if(error & GL_INVALID_VALUE)
printf("\tGL_INVALID_VALUE\n");
if(error & GL_INVALID_OPERATION)
printf("\tGL_INVALID__OPERATION\n");
if(error & GL_OUT_OF_MEMORY)
printf("\tGL_OUT_OF_MEMORY\n");
}
}
//========================================================================================//
//== OpenGL Elemental Array Submission ==//
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
/* Before we process the vertex data, ensure all parameters are valid */
GLuint error = _glKosArraysVerifyParameter(mode, count, type, 1);
if(error) {
_glKosPrintErrorString(error);
_glKosArraysResetState();
return;
}
switch(type) {
case GL_UNSIGNED_BYTE:
GL_INDEX_POINTER_U8 = (GLubyte *)indices;
break;
case GL_UNSIGNED_SHORT:
GL_INDEX_POINTER_U16 = (GLushort *)indices;
break;
}
/* Compile the PVR polygon context with the currently enabled flags */
if((GL_VERTEX_PTR_MODE & GL_USE_TEXTURE))
_glKosCompileHdrTx();
else
_glKosCompileHdr();
if(GL_ARRAY_TEXTURE_ENABLED == 3) /* Multi-Texture! */
_glKosCompileHdrTx2();
pvr_vertex_t *dst; /* Destination of Output Vertex Array */
if(_glKosEnabledNearZClip())
dst = _glKosClipBufAddress();
else
dst = _glKosVertexBufPointer();
/* Check if Vertex Lighting is enabled. Else, check for Color Submission */
if((GL_VERTEX_PTR_MODE & GL_USE_NORMAL) && _glKosEnabledLighting()) {
_glKosArraysTransformNormals(GL_NORMAL_POINTER, count);
_glKosArraysTransformPositions(GL_VERTEX_POINTER, count);
_glKosVertexLights(GL_ARRAY_BUF, dst, count);
}
else if(GL_VERTEX_PTR_MODE & GL_USE_COLOR) {
switch(GL_COLOR_TYPE) {
case GL_FLOAT:
switch(GL_COLOR_COMPONENTS) {
case 3:
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosElementColor3fU8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosElementColor3fU16(dst, count);
break;
}
break;
case 4:
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosElementColor4fU8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosElementColor4fU16(dst, count);
break;
}
break;
}
break;
case GL_UNSIGNED_INT:
if(GL_COLOR_COMPONENTS == 1)
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosElementColor1uiU8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosElementColor1uiU16(dst, count);
break;
}
break;
case GL_UNSIGNED_BYTE:
if(GL_COLOR_COMPONENTS == 4)
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosElementColor4ubU8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosElementColor4ubU16(dst, count);
break;
}
break;
}
}
else
_glKosElementColor0(dst, count); /* No colors bound, color white */
/* Check if Texture Coordinates are enabled */
if((GL_VERTEX_PTR_MODE & GL_USE_TEXTURE) && (_glKosEnabledTexture2D() >= 0))
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosElementTexCoord2fU8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosElementTexCoord2fU16(dst, count);
break;
}
_glKosMatrixApplyRender(); /* Apply the Render Matrix Stack */
if(!(_glKosEnabledNearZClip())) {/* Transform the element vertices */
/* Transform vertices with perspective divde */
_glKosArraysTransformElements(count);
/* Unpack the indexed positions into primitives for rasterization */
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosArraysUnpackElementsS8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosArraysUnpackElementsS16(dst, count);
break;
}
/* Set the vertex flags for use with the PVR */
switch(mode) {
case GL_QUADS:
_glKosArrayFlagsSetQuad(dst, count);
break;
case GL_TRIANGLES:
_glKosArrayFlagsSetTriangle(dst, count);
break;
case GL_TRIANGLE_STRIP:
_glKosArrayFlagsSetTriangleStrip(dst, count);
break;
}
if(mode == GL_QUADS)
_glKosArrayCopyMultiTextureQuads(count);
else
_glKosArrayCopyMultiTexture(count);
}
else {
/* Transform vertices with no perspective divde, store w component */
_glKosArraysTransformClipElements(count);
/* Unpack the indexed positions into primitives for rasterization */
switch(type) {
case GL_UNSIGNED_BYTE:
_glKosArraysUnpackClipElementsS8(dst, count);
break;
case GL_UNSIGNED_SHORT:
_glKosArraysUnpackClipElementsS16(dst, count);
break;
}
/* Finally, clip the input vertex data into the output vertex buffer */
switch(mode) {
case GL_TRIANGLES:
count = _glKosClipTrianglesTransformed(dst, GL_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(), count);
break;
case GL_QUADS:
count = _glKosClipQuadsTransformed(dst, GL_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(), count);
break;
case GL_TRIANGLE_STRIP:
count = _glKosClipTriangleStripTransformed(dst, GL_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(), count);
break;
}
}
_glKosVertexBufAdd(count);
_glKosArraysResetState();
}
//========================================================================================//
//== Array Attribute Functions ==//
//== Color ==//
static inline void _glKosArrayColor0(pvr_vertex_t *dst, GLuint count) {
GLuint i;
for(i = 0; i < count; i++)
dst[i].argb = 0xFFFFFFFF;
}
static inline void _glKosArrayColor1ui(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *color = (GLuint *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
dst[i].argb = *color;
color += GL_COLOR_STRIDE;
}
}
static inline void _glKosArrayColor4ub(pvr_vertex_t *dst, GLuint count) {
GLuint i, *color = (GLuint *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
dst[i].argb = RGBA32_2_ARGB32(*color);
color += GL_COLOR_STRIDE;
}
}
static inline void _glKosArrayColor3f(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLfloat *color = (GLfloat *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
dst[i].argb = (0xFF000000 | ((GLubyte)(color[0] * 0xFF)) << 16
| ((GLubyte)(color[1] * 0xFF)) << 8
| ((GLubyte)(color[2] * 0xFF)));
color += GL_COLOR_STRIDE;
}
}
static inline void _glKosArrayColor4f(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLfloat *color = (GLfloat *)GL_COLOR_POINTER;
for(i = 0; i < count; i++) {
dst[i].argb = (((GLubyte)(color[3] * 0xFF)) << 24
| ((GLubyte)(color[0] * 0xFF)) << 16
| ((GLubyte)(color[1] * 0xFF)) << 8
| ((GLubyte)(color[2] * 0xFF)));
color += GL_COLOR_STRIDE;
}
}
//== Texture Coordinates ==//
static inline void _glKosArrayTexCoord2f(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLfloat *uv = GL_TEXCOORD_POINTER;
for(i = 0; i < count; i++) {
dst[i].u = uv[0];
dst[i].v = uv[1];
uv += GL_TEXCOORD_STRIDE;
}
}
//========================================================================================//
//== Openg GL Draw Arrays ==//
void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
/* Before we process the vertex data, ensure all parameters are valid */
GLuint error = _glKosArraysVerifyParameter(mode, count, first, 0);
if(error) {
_glKosPrintErrorString(error);
return _glKosArraysResetState();
}
GL_VERTEX_POINTER += first; /* Add Pointer Offset */
GL_TEXCOORD_POINTER += first;
GL_COLOR_POINTER += first;
GL_NORMAL_POINTER += first;
/* Compile the PVR polygon context with the currently enabled flags */
if((GL_VERTEX_PTR_MODE & GL_USE_TEXTURE))
_glKosCompileHdrTx();
else
_glKosCompileHdr();
if(GL_ARRAY_TEXTURE_ENABLED == 3) /* Multi-Texture! */
_glKosCompileHdrTx2();
pvr_vertex_t *dst; /* Destination of Output Vertex Array */
if(_glKosEnabledNearZClip())
dst = _glKosClipBufAddress();
else
dst = _glKosVertexBufPointer();
/* Check if Vertex Lighting is enabled. Else, check for Color Submission */
if((GL_VERTEX_PTR_MODE & GL_USE_NORMAL) && _glKosEnabledLighting()) {
_glKosArraysTransformNormals(GL_NORMAL_POINTER, count);
_glKosArraysTransformPositions(GL_VERTEX_POINTER, count);
_glKosVertexLights(GL_ARRAY_BUF, dst, count);
}
else if(GL_VERTEX_PTR_MODE & GL_USE_COLOR) {
switch(GL_COLOR_TYPE) {
case GL_FLOAT:
switch(GL_COLOR_COMPONENTS) {
case 3:
_glKosArrayColor3f(dst, count);
break;
case 4:
_glKosArrayColor4f(dst, count);
break;
}
break;
case GL_UNSIGNED_INT:
if(GL_COLOR_COMPONENTS == 1)
_glKosArrayColor1ui(dst, count);
break;
case GL_UNSIGNED_BYTE:
if(GL_COLOR_COMPONENTS == 4)
_glKosArrayColor4ub(dst, count);
break;
}
}
else
_glKosArrayColor0(dst, count); /* No colors bound, color white */
/* Check if Texture Coordinates are enabled */
if((GL_VERTEX_PTR_MODE & GL_USE_TEXTURE) && (_glKosEnabledTexture2D() >= 0))
_glKosArrayTexCoord2f(dst, count);
_glKosMatrixApplyRender(); /* Apply the Render Matrix Stack */
if(!_glKosEnabledNearZClip()) {
/* Transform Vertex Positions */
_glKosArraysTransform(count);
/* Set the vertex flags for use with the PVR */
switch(mode) {
case GL_QUADS:
_glKosArrayFlagsSetQuad(dst, count);
break;
case GL_TRIANGLES:
_glKosArrayFlagsSetTriangle(dst, count);
break;
case GL_TRIANGLE_STRIP:
_glKosArrayFlagsSetTriangleStrip(dst, count);
break;
}
if(mode == GL_QUADS)
_glKosArrayCopyMultiTextureQuads(count);
else
_glKosArrayCopyMultiTexture(count);
}
else {
/* Transform vertices with no perspective divde, store w component */
_glKosArraysTransformClip(count);
/* Finally, clip the input vertex data into the output vertex buffer */
switch(mode) {
case GL_TRIANGLES:
count = _glKosClipTrianglesTransformed(dst, GL_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(), count);
break;
case GL_QUADS:
count = _glKosClipQuadsTransformed(dst, GL_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(), count);
break;
case GL_TRIANGLE_STRIP:
count = _glKosClipTriangleStripTransformed(dst, GL_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(), count);
break;
}
}
_glKosVertexBufAdd(count);
_glKosArraysResetState();
}