GLdc/gl-arrays.c

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/* KallistiGL for KallistiOS ##version##
libgl/gl-arrays.c
Copyright (C) 2013-2015 Josh 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 "glext.h"
#include "gl-api.h"
#include "gl-arrays.h"
#include "gl-pvr.h"
#include "gl-rgb.h"
#include "gl-sh4.h"
//========================================================================================//
//== Local Variables ==//
static glVertex GL_KOS_ARRAY_BUF[GL_KOS_MAX_VERTS];
static glVertex *GL_KOS_ARRAY_BUF_PTR;
static GLfloat GL_KOS_ARRAY_BUFW[GL_KOS_MAX_VERTS];
static GLfloat GL_KOS_ARRAY_DSTW[GL_KOS_MAX_VERTS];
static GLfloat GL_KOS_ARRAY_BUFUV[GL_KOS_MAX_VERTS];
static GLubyte GL_KOS_CLIENT_ACTIVE_TEXTURE = GL_TEXTURE0_ARB & 0xF;
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static GLubyte *GL_KOS_VERTEX_POINTER = NULL;
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static GLubyte *GL_KOS_NORMAL_POINTER = NULL;
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static GLubyte *GL_KOS_TEXCOORD0_POINTER = NULL;
static GLubyte *GL_KOS_TEXCOORD1_POINTER = NULL;
static GLubyte *GL_KOS_COLOR_POINTER = NULL;
static GLubyte *GL_KOS_INDEX_POINTER_U8 = NULL;
static GLushort *GL_KOS_INDEX_POINTER_U16 = NULL;
static GLushort GL_KOS_VERTEX_STRIDE = 0;
static GLushort GL_KOS_NORMAL_STRIDE = 0;
static GLushort GL_KOS_TEXCOORD0_STRIDE = 0;
static GLushort GL_KOS_TEXCOORD1_STRIDE = 0;
static GLushort GL_KOS_COLOR_STRIDE = 0;
static GLuint GL_KOS_VERTEX_PTR_MODE = 0;
static GLubyte GL_KOS_VERTEX_SIZE = 0;
static GLubyte GL_KOS_COLOR_COMPONENTS = 0;
static GLenum GL_KOS_COLOR_TYPE = 0;
//========================================================================================//
//== Local Function Definitions ==//
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static inline void _glKosArraysTransformNormals(GLubyte *normal, GLuint count);
static inline void _glKosArraysTransformPositions(GLubyte *position, GLuint count);
void (*_glKosArrayTexCoordFunc)(pvr_vertex_t *);
void (*_glKosArrayColorFunc)(pvr_vertex_t *);
void (*_glKosElementTexCoordFunc)(pvr_vertex_t *, GLuint);
void (*_glKosElementColorFunc)(pvr_vertex_t *, GLuint);
static inline GLushort _calculate_byte_size(GLenum type) {
switch(type) {
case GL_UNSIGNED_INT: return sizeof(GLuint);
case GL_INT: return sizeof(GLint);
case GL_FLOAT: return sizeof(GLfloat);
case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
case GL_BYTE: return sizeof(GLbyte);
case GL_UNSIGNED_SHORT: return sizeof(GLushort);
case GL_SHORT: return sizeof(GLshort);
case GL_DOUBLE: return sizeof(GLdouble);
default:
_glKosThrowError(GL_INVALID_ENUM, "_calculate_byte_size");
return 0;
}
}
//========================================================================================//
//== Open GL API Public Functions ==//
/* Submit a Vertex Position Pointer */
//GLAPI void APIENTRY glVertexPointer(GLint size, GLenum type,
// GLsizei stride, const GLvoid *pointer) {
// if(size != 2) /* Expect 2D X,Y or 3D X,Y,Z vertex... */
// if(size != 3)
// _glKosThrowError(GL_INVALID_VALUE, "glVertexPointer");
// if(type != GL_FLOAT) /* Expect Floating point vertices */
// _glKosThrowError(GL_INVALID_ENUM, "glVertexPointer");
// if(stride < 0)
// _glKosThrowError(GL_INVALID_VALUE, "glVertexPointer");
// if(_glKosHasError()) {
// _glKosPrintError();
// return;
// }
// GL_KOS_VERTEX_SIZE = size;
// GL_KOS_VERTEX_STRIDE = (stride) ? stride : _calculate_byte_size(type) * size;
// GL_KOS_VERTEX_POINTER = (GLubyte *)pointer;
//}
///* Submit a Vertex Normal Pointer */
//GLAPI void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid *pointer) {
// if(type != GL_FLOAT) /* Expect Floating point vertices */
// _glKosThrowError(GL_INVALID_ENUM, "glNormalPointer");
// if(stride < 0)
// _glKosThrowError(GL_INVALID_VALUE, "glNormalPointer");
// if(_glKosHasError()) {
// _glKosPrintError();
// return;
// }
// GL_KOS_NORMAL_STRIDE = (stride) ? stride : _calculate_byte_size(type) * 3;
// GL_KOS_NORMAL_POINTER = (GLubyte *)pointer;
//}
///* Submit a Texture Coordinate Pointer */
//GLAPI void APIENTRY glTexCoordPointer(GLint size, GLenum type,
// GLsizei stride, const GLvoid *pointer) {
// if(size != 2) /* Expect u and v */
// _glKosThrowError(GL_INVALID_VALUE, "glTexCoordPointer");
// if(type != GL_FLOAT) /* Expect Floating point vertices */
// _glKosThrowError(GL_INVALID_ENUM, "glTexCoordPointer");
// if(stride < 0)
// _glKosThrowError(GL_INVALID_VALUE, "glTexCoordPointer");
// if(_glKosHasError()) {
// _glKosPrintError();
// return;
// }
// if(GL_KOS_CLIENT_ACTIVE_TEXTURE) {
// GL_KOS_TEXCOORD1_STRIDE = (stride) ? stride : _calculate_byte_size(type) * size;
// GL_KOS_TEXCOORD1_POINTER = (GLubyte *)pointer;
// }
// else {
// GL_KOS_TEXCOORD0_STRIDE = (stride) ? stride : _calculate_byte_size(type) * size;
// GL_KOS_TEXCOORD0_POINTER = (GLubyte *)pointer;
// }
//}
///* Submit a Color Pointer */
//GLAPI void APIENTRY glColorPointer(GLint size, GLenum type,
// GLsizei stride, const GLvoid *pointer) {
// if((type == GL_UNSIGNED_INT) && (size == 1)) {
// GL_KOS_COLOR_COMPONENTS = size;
// GL_KOS_COLOR_POINTER = (GLubyte *)pointer;
// GL_KOS_COLOR_TYPE = type;
// }
// else if((type == GL_UNSIGNED_BYTE) && (size == 4)) {
// GL_KOS_COLOR_COMPONENTS = size;
// GL_KOS_COLOR_POINTER = (GLubyte *)pointer;
// GL_KOS_COLOR_TYPE = type;
// }
// else if((type == GL_FLOAT) && (size == 3)) {
// GL_KOS_COLOR_COMPONENTS = size;
// GL_KOS_COLOR_POINTER = (GLubyte *)pointer;
// GL_KOS_COLOR_TYPE = type;
// }
// else if((type == GL_FLOAT) && (size == 4)) {
// GL_KOS_COLOR_COMPONENTS = size;
// GL_KOS_COLOR_POINTER = (GLubyte *)pointer;
// GL_KOS_COLOR_TYPE = type;
// }
// else {
// _glKosThrowError(GL_INVALID_ENUM, "glColorPointer");
// _glKosPrintError();
// return;
// }
// GL_KOS_COLOR_STRIDE = (stride) ? stride : _calculate_byte_size(type) * size;
//}
//========================================================================================//
//== Vertex Pointer Internal API ==//
inline void _glKosArrayBufIncrement() {
++GL_KOS_ARRAY_BUF_PTR;
}
inline void _glKosArrayBufReset() {
GL_KOS_ARRAY_BUF_PTR = &GL_KOS_ARRAY_BUF[0];
}
inline glVertex *_glKosArrayBufAddr() {
return &GL_KOS_ARRAY_BUF[0];
}
inline glVertex *_glKosArrayBufPtr() {
return GL_KOS_ARRAY_BUF_PTR;
}
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static inline void _glKosArraysTransformNormals(GLubyte *normal, GLuint count) {
glVertex *v = &GL_KOS_ARRAY_BUF[0];
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GLubyte *src = normal;
GLfloat *N;
_glKosMatrixLoadModelRot();
while(count--) {
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N = (GLfloat *) src;
mat_trans_normal3_nomod(N[0], N[1], N[2], v->norm[0], v->norm[1], v->norm[2]);
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src += GL_KOS_NORMAL_STRIDE;
++v;
}
}
static inline void _glKosArraysTransformPositions(GLubyte *position, GLuint count) {
glVertex *v = &GL_KOS_ARRAY_BUF[0];
GLubyte *src = position;
GLfloat *P;
_glKosMatrixLoadModelView();
while(count--) {
P = (GLfloat *) src;
mat_trans_single3_nodiv_nomod(P[0], P[1], P[2], v->pos[0], v->pos[1], v->pos[2]);
src += GL_KOS_VERTEX_STRIDE;
++v;
}
}
//========================================================================================//
//== Arrays Vertex Transform ==/
static void _glKosArraysTransform2D(GLuint count) {
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GLubyte *src = GL_KOS_VERTEX_POINTER;
GLfloat *element;
pvr_vertex_t *dst = _glKosVertexBufPointer();
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
while(count--) {
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element = (GLfloat *) src;
__x = element[0];
__y = element[1];
__z = 0;
mat_trans_fv12()
dst->x = __x;
dst->y = __y;
dst->z = __z;
++dst;
src += GL_KOS_VERTEX_STRIDE;
}
}
static void _glKosArraysTransform(GLuint count) {
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GLubyte *src = GL_KOS_VERTEX_POINTER;
GLfloat *element;
pvr_vertex_t *dst = _glKosVertexBufPointer();
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
while(count--) {
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element = (GLfloat *) src;
__x = element[0];
__y = element[1];
__z = element[2];
mat_trans_fv12()
dst->x = __x;
dst->y = __y;
dst->z = __z;
++dst;
src += GL_KOS_VERTEX_STRIDE;
}
}
static void _glKosArraysTransformClip(GLuint count) {
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GLubyte *src = GL_KOS_VERTEX_POINTER;
GLfloat *element;
GLfloat *W = GL_KOS_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--) {
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element = (GLfloat *) src;
__x = element[0];
__y = element[1];
__z = element[2];
mat_trans_fv12_nodivw()
dst->x = __x;
dst->y = __y;
dst->z = __z;
*W++ = __w;
++dst;
src += GL_KOS_VERTEX_STRIDE;
}
}
static void _glKosArraysTransformElements(GLuint count) {
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GLubyte *src = GL_KOS_VERTEX_POINTER;
GLfloat *element;
GLuint i = 0;
register float __x __asm__("fr12");
register float __y __asm__("fr13");
register float __z __asm__("fr14");
for(i = 0; i < count; i++) {
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element = (GLfloat *) src;
__x = element[0];
__y = element[1];
__z = element[2];
mat_trans_fv12()
GL_KOS_ARRAY_BUF[i].pos[0] = __x;
GL_KOS_ARRAY_BUF[i].pos[1] = __y;
GL_KOS_ARRAY_BUF[i].pos[2] = __z;
src += GL_KOS_VERTEX_STRIDE;
}
}
static void _glKosArraysTransformClipElements(GLuint count) {
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GLubyte *src = GL_KOS_VERTEX_POINTER;
GLfloat *element;
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++) {
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element = (GLfloat *) src;
__x = element[0];
__y = element[1];
__z = element[2];
mat_trans_fv12_nodivw()
GL_KOS_ARRAY_BUF[i].pos[0] = __x;
GL_KOS_ARRAY_BUF[i].pos[1] = __y;
GL_KOS_ARRAY_BUF[i].pos[2] = __z;
GL_KOS_ARRAY_BUFW[i] = __w;
src += GL_KOS_VERTEX_STRIDE;
}
}
//========================================================================================//
//== Element Attribute Functions ==//
//== Color ==//
static inline void _glKosArrayColor0(pvr_vertex_t *dst, GLuint count) {
GLuint i;
dst[0].argb = _glKosVertexColor();
for(i = 1; i < count; i++)
dst[i].argb = dst[0].argb;
}
static inline void _glKosElementColor1uiU8(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *element;
GLubyte *src = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLuint *) (src + (GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_COLOR_STRIDE));
dst[i].argb = *element;
}
}
static inline void _glKosElementColor1uiU16(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLuint *) (color + (GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_COLOR_STRIDE));
dst[i].argb = *element;
}
}
static inline void _glKosElementColor4ubU8(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLuint *) (color + (GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_COLOR_STRIDE));
dst[i].argb = RGBA32_2_ARGB32(*element);
}
}
static inline void _glKosElementColor4ubU16(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLuint *) (color + (GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_COLOR_STRIDE));
dst[i].argb = RGBA32_2_ARGB32(*element);
}
}
static inline void _glKosElementColor3fU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgb3f* element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_COLOR_STRIDE;
element = (GLrgb3f *) (color + index);
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dst[i].argb = (0xFF000000
| ((GLubyte)((*element)[0] * 0xFF)) << 16
| ((GLubyte)((*element)[1] * 0xFF)) << 8
| ((GLubyte)((*element)[2] * 0xFF)));
}
}
static inline void _glKosElementColor3fU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgb3f* element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_COLOR_STRIDE;
element = (GLrgb3f *) (color + index);
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dst[i].argb = (0xFF000000
| ((GLubyte)((*element)[0] * 0xFF)) << 16
| ((GLubyte)((*element)[1] * 0xFF)) << 8
| ((GLubyte)((*element)[2] * 0xFF)));
}
}
static inline void _glKosElementColor4fU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgba4f* element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_COLOR_STRIDE;
element = (GLrgba4f *) (color + index);
dst[i].argb = ( ((GLubyte) ((*element)[3] * 0xFF)) << 24
| ((GLubyte) ((*element)[0] * 0xFF)) << 16
| ((GLubyte) ((*element)[1] * 0xFF)) << 8
| ((GLubyte) ((*element)[2] * 0xFF)));
}
}
static inline void _glKosElementColor4fU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
GLrgba4f* element;
GLubyte* color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_COLOR_STRIDE;
element = (GLrgba4f *) (color + index);
dst[i].argb = ( ((GLubyte)((*element)[3] * 0xFF)) << 24
| ((GLubyte)((*element)[0] * 0xFF)) << 16
| ((GLubyte)((*element)[1] * 0xFF)) << 8
| ((GLubyte)((*element)[2] * 0xFF)));
}
}
//== Texture Coordinates ==//
static inline void _glKosElementTexCoord2fU16(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
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GLubyte *src = GL_KOS_TEXCOORD0_POINTER;
GLfloat *t;
if(_glKosEnabledTextureMatrix()) {
_glKosMatrixLoadTexture();
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD0_STRIDE;
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t = (GLfloat *) (src + index);
mat_trans_texture2_nomod(t[0], t[1], dst[i].u, dst[i].v);
}
_glKosMatrixLoadRender();
}
else {
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD0_STRIDE;
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t = (GLfloat *) (src + index);
dst[i].u = t[0];
dst[i].v = t[1];
}
}
}
static inline void _glKosElementTexCoord2fU8(pvr_vertex_t *dst, GLuint count) {
GLuint i, index;
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GLubyte *src = GL_KOS_TEXCOORD0_POINTER;
GLfloat *t;
if(_glKosEnabledTextureMatrix()) {
_glKosMatrixLoadTexture();
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD0_STRIDE;
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t = (GLfloat *) (src + index);
mat_trans_texture2_nomod(t[0], t[1], dst[i].u, dst[i].v);
}
_glKosMatrixLoadRender();
}
else {
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD0_STRIDE;
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t = (GLfloat *) (src + index);
dst[i].u = t[0];
dst[i].v = t[1];
}
}
}
static inline void _glKosElementMultiTexCoord2fU16C(GLuint count) {
GLuint i, index;
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GLubyte *src = GL_KOS_TEXCOORD1_POINTER;
GLfloat *t;
GLfloat *dst = GL_KOS_ARRAY_BUFUV;
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD1_STRIDE;
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t = (GLfloat *) (src + index);
*dst++ = t[0];
*dst++ = t[1];
}
}
static inline void _glKosElementMultiTexCoord2fU8C(GLuint count) {
GLuint i, index;
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GLubyte *src = GL_KOS_TEXCOORD1_POINTER;
GLfloat *t;
GLfloat *dst = GL_KOS_ARRAY_BUFUV;
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD1_STRIDE;
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t = (GLfloat *) (src + index);
*dst++ = t[0];
*dst++ = t[1];
}
}
static inline void _glKosElementMultiTexCoord2fU16(GLuint count) {
if(_glKosEnabledNearZClip())
return _glKosElementMultiTexCoord2fU16C(count);
GLuint i, index;
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GLubyte *src = GL_KOS_TEXCOORD1_POINTER;
GLfloat *t;
glTexCoord *dst = (glTexCoord *)_glKosMultiUVBufPointer();
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD1_STRIDE;
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t = (GLfloat *) (src + index);
dst[i].u = t[0];
dst[i].v = t[1];
}
_glKosMultiUVBufAdd(count);
}
static inline void _glKosElementMultiTexCoord2fU8(GLuint count) {
if(_glKosEnabledNearZClip())
return _glKosElementMultiTexCoord2fU8C(count);
GLuint i, index;
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GLubyte *src = GL_KOS_TEXCOORD1_POINTER;
GLfloat *t;
glTexCoord *dst = (glTexCoord *)_glKosMultiUVBufPointer();
for(i = 0; i < count; i++) {
index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD1_STRIDE;
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t = (GLfloat *) (src + index);
dst[i].u = t[0];
dst[i].v = t[1];
}
_glKosMultiUVBufAdd(count);
}
//========================================================================================//
//== Element Unpacking ==//
static inline void _glKosArraysUnpackElementsS16(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_KOS_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_KOS_INDEX_POINTER_U16[i]].pos[0];
dst[i].y = vert[GL_KOS_INDEX_POINTER_U16[i]].pos[1];
dst[i].z = vert[GL_KOS_INDEX_POINTER_U16[i]].pos[2];
}
}
static inline void _glKosArraysUnpackElementsS8(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_KOS_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_KOS_INDEX_POINTER_U8[i]].pos[0];
dst[i].y = vert[GL_KOS_INDEX_POINTER_U8[i]].pos[1];
dst[i].z = vert[GL_KOS_INDEX_POINTER_U8[i]].pos[2];
}
}
static inline void _glKosArraysUnpackClipElementsS16(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_KOS_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_KOS_INDEX_POINTER_U16[i]].pos[0];
dst[i].y = vert[GL_KOS_INDEX_POINTER_U16[i]].pos[1];
dst[i].z = vert[GL_KOS_INDEX_POINTER_U16[i]].pos[2];
GL_KOS_ARRAY_DSTW[i] = GL_KOS_ARRAY_BUFW[GL_KOS_INDEX_POINTER_U16[i]];
}
}
static inline void _glKosArraysUnpackClipElementsS8(pvr_vertex_t *dst, GLuint count) {
glVertex *vert = GL_KOS_ARRAY_BUF;
GLuint i;
for(i = 0; i < count; i++) {
dst[i].x = vert[GL_KOS_INDEX_POINTER_U8[i]].pos[0];
dst[i].y = vert[GL_KOS_INDEX_POINTER_U8[i]].pos[1];
dst[i].z = vert[GL_KOS_INDEX_POINTER_U8[i]].pos[2];
GL_KOS_ARRAY_DSTW[i] = GL_KOS_ARRAY_BUFW[GL_KOS_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 _glKosTexCoordSwizzle(glTexCoord *uv1, glTexCoord *uv2) {
glTexCoord tmp = *uv1;
*uv1 = *uv2;
*uv2 = * &tmp;
}
//========================================================================================//
//== 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[i + 2], &dst[i + 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;
}
static inline void _glKosArraysSwizzleQuadsMultiTex(GLuint count) {
if(!_glKosEnabledNearZClip()) {
GLuint i;
glTexCoord *t = (glTexCoord *)_glKosMultiUVBufPointer() - count;
for(i = 0; i < count; i += 4)
_glKosTexCoordSwizzle(&t[i + 2], &t[i + 3]);
}
}
//========================================================================================//
//== OpenGL Error Code Generation ==//
static GLuint _glKosArraysVerifyParameter(GLenum mode, GLsizei count, GLenum type, GLubyte element) {
if(mode != GL_QUADS)
if(mode != GL_TRIANGLES)
if(mode != GL_TRIANGLE_STRIP)
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_glKosThrowError(GL_INVALID_ENUM, (element) ? "glDrawElements" : "glDrawArrays");
if(count < 0)
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_glKosThrowError(GL_INVALID_VALUE, (element) ? "glDrawElements" : "glDrawArrays");
if(count > GL_KOS_MAX_VERTS)
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_glKosThrowError(GL_OUT_OF_MEMORY, (element) ? "glDrawElements" : "glDrawArrays");
if(element) {
switch(type) {
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
break;
default:
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_glKosThrowError(GL_INVALID_ENUM, (element) ? "glDrawElements" : "glDrawArrays");
}
}
else if(type > count)
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_glKosThrowError(GL_INVALID_VALUE, (element) ? "glDrawElements" : "glDrawArrays");
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if(_glKosHasError()) {
_glKosPrintError();
return 0;
}
return (GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_ARRAY) ? 1 : 0;
}
static GLuint _glKosArraysApplyClipping(GLfloat *uvsrc, GLuint uvstride, GLenum mode, GLuint count) {
switch(mode) {
case GL_TRIANGLES:
if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) {
count = _glKosClipTrianglesTransformedMT((pvr_vertex_t *)_glKosClipBufAddress(),
GL_KOS_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(),
uvsrc,
(glTexCoord *)_glKosMultiUVBufPointer(),
uvstride,
count);
_glKosMultiUVBufAdd(count);
}
else
count = _glKosClipTrianglesTransformed((pvr_vertex_t *)_glKosClipBufAddress(),
GL_KOS_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(),
count);
break;
case GL_QUADS:
if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) {
count = _glKosClipQuadsTransformedMT((pvr_vertex_t *)_glKosClipBufAddress(),
GL_KOS_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(),
uvsrc,
(glTexCoord *)_glKosMultiUVBufPointer(),
uvstride,
count);
_glKosMultiUVBufAdd(count);
}
else
count = _glKosClipQuadsTransformed((pvr_vertex_t *)_glKosClipBufAddress(),
GL_KOS_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(),
count);
break;
case GL_TRIANGLE_STRIP:
if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) {
count = _glKosClipTriangleStripTransformedMT((pvr_vertex_t *)_glKosClipBufAddress(),
GL_KOS_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(),
uvsrc,
(glTexCoord *)_glKosMultiUVBufPointer(),
uvstride,
count);
_glKosMultiUVBufAdd(count);
}
else
count = _glKosClipTriangleStripTransformed((pvr_vertex_t *)_glKosClipBufAddress(),
GL_KOS_ARRAY_DSTW,
(pvr_vertex_t *)_glKosVertexBufPointer(),
count);
break;
default:
count = 0;
break;
}
return count;
}
static inline void _glKosArraysApplyVertexFlags(GLenum mode, pvr_vertex_t *dst, GLuint count) {
switch(mode) {
case GL_QUADS:
_glKosArrayFlagsSetQuad(dst, count);
break;
case GL_TRIANGLES:
_glKosArrayFlagsSetTriangle(dst, count);
break;
case GL_TRIANGLE_STRIP:
_glKosArrayFlagsSetTriangleStrip(dst, count);
break;
}
}
static inline void _glKosArraysApplyLighting(pvr_vertex_t *dst, GLuint count) {
_glKosArraysTransformNormals(GL_KOS_NORMAL_POINTER, count);
_glKosArraysTransformPositions(GL_KOS_VERTEX_POINTER, count);
_glKosVertexLights(GL_KOS_ARRAY_BUF, dst, count);
}
static inline void _glKosArraysApplyHeader() {
if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE0) && _glKosBoundTexID() > 0)
_glKosCompileHdrTx();
else
_glKosCompileHdr();
}
static inline pvr_vertex_t *_glKosArraysDest() {
if(_glKosEnabledNearZClip())
return _glKosClipBufAddress();
return _glKosVertexBufPointer();
}
static inline void _glKosArraysFlush(GLuint count) {
_glKosVertexBufAdd(count);
}
//========================================================================================//
//== OpenGL Elemental Array Submission ==//
//GLAPI void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
// /* Before we process the vertex data, ensure all parameters are valid */
// if(!_glKosArraysVerifyParameter(mode, count, type, 1))
// return;
// /* Compile the PVR polygon context with the currently enabled flags */
// _glKosArraysApplyHeader();
// /* Destination of Output Vertex Array */
// pvr_vertex_t *dst = _glKosArraysDest();
// switch(type) {
// case GL_UNSIGNED_BYTE:
// GL_KOS_INDEX_POINTER_U8 = (GLubyte *)indices;
// break;
// case GL_UNSIGNED_SHORT:
// GL_KOS_INDEX_POINTER_U16 = (GLushort *)indices;
// break;
// }
// /* Check if Vertex Lighting is enabled. Else, check for Color Submission */
// if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_NORMAL) && _glKosEnabledLighting())
// _glKosArraysApplyLighting(dst, count);
// else if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_COLOR) {
// switch(GL_KOS_COLOR_TYPE) {
// case GL_FLOAT:
// switch(GL_KOS_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_KOS_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_KOS_COLOR_COMPONENTS == 4)
// switch(type) {
// case GL_UNSIGNED_BYTE:
// _glKosElementColor4ubU8(dst, count);
// break;
// case GL_UNSIGNED_SHORT:
// _glKosElementColor4ubU16(dst, count);
// break;
// }
// break;
// }
// }
// else
// _glKosArrayColor0(dst, count); /* No colors bound */
// /* Check if Texture Coordinates are enabled */
// if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE0) && (_glKosEnabledTexture2D() >= 0))
// switch(type) {
// case GL_UNSIGNED_BYTE:
// _glKosElementTexCoord2fU8(dst, count);
// break;
// case GL_UNSIGNED_SHORT:
// _glKosElementTexCoord2fU16(dst, count);
// break;
// }
// /* Check if Multi Texture Coordinates are enabled */
// if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) && (_glKosEnabledTexture2D() >= 0))
// switch(type) {
// case GL_UNSIGNED_BYTE:
// _glKosElementMultiTexCoord2fU8(count);
// break;
// case GL_UNSIGNED_SHORT:
// _glKosElementMultiTexCoord2fU16(count);
// break;
// }
// _glKosMatrixApplyRender(); /* Apply the Render Matrix Stack */
// if(!(_glKosEnabledNearZClip())) {/* Transform the element vertices */
// /* Transform vertices with perspective divide */
// _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 */
// _glKosArraysApplyVertexFlags(mode, dst, count);
// }
// else {
// /* Transform vertices with no perspective divide, 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;
// }
// count = _glKosArraysApplyClipping(GL_KOS_ARRAY_BUFUV, 2, mode, count);
// }
// _glKosArraysApplyMultiTexture(mode, count);
// _glKosArraysFlush(count);
//}
//========================================================================================//
//== Array Attribute Functions ==//
//== Color ==//
static inline void _glKosArrayColor1ui(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLbyte *color = (GLbyte *)GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
dst[i].argb = *((GLuint *) color);
color += GL_KOS_COLOR_STRIDE;
}
}
static inline void _glKosArrayColor4ub(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLuint *element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLuint *) color;
dst[i].argb = RGBA32_2_ARGB32(*element);
color += GL_KOS_COLOR_STRIDE;
}
}
static inline void _glKosArrayColor3f(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLfloat *element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLfloat *) color;
dst[i].argb = (0xFF000000 | ((GLubyte)(element[0] * 0xFF)) << 16
| ((GLubyte)(element[1] * 0xFF)) << 8
| ((GLubyte)(element[2] * 0xFF)));
color += GL_KOS_COLOR_STRIDE;
}
}
static inline void _glKosArrayColor4f(pvr_vertex_t *dst, GLuint count) {
GLuint i;
GLfloat *element;
GLubyte *color = GL_KOS_COLOR_POINTER;
for(i = 0; i < count; i++) {
element = (GLfloat *) color;
dst[i].argb = (((GLubyte)(element[3] * 0xFF)) << 24
| ((GLubyte)(element[0] * 0xFF)) << 16
| ((GLubyte)(element[1] * 0xFF)) << 8
| ((GLubyte)(element[2] * 0xFF)));
color += GL_KOS_COLOR_STRIDE;
}
}
//== Texture Coordinates ==//
static inline void _glKosArrayTexCoord2f(pvr_vertex_t *dst, GLuint count) {
GLuint i;
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GLubyte *src = GL_KOS_TEXCOORD0_POINTER;
GLfloat *uv;
if(_glKosEnabledTextureMatrix()) {
_glKosMatrixLoadTexture();
for(i = 0; i < count; i++) {
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uv = (GLfloat *) src;
mat_trans_texture2_nomod(uv[0], uv[1], dst[i].u, dst[i].v);
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src += GL_KOS_TEXCOORD0_STRIDE;
}
_glKosMatrixLoadRender();
}
else {
for(i = 0; i < count; i++) {
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uv = (GLfloat *) src;
dst[i].u = uv[0];
dst[i].v = uv[1];
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src += GL_KOS_TEXCOORD0_STRIDE;
}
}
}
static inline void _glKosArrayMultiTexCoord2f(GLuint count) {
if(_glKosEnabledNearZClip())
return;
GLuint i;
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GLubyte *src = GL_KOS_TEXCOORD1_POINTER;
GLfloat *uv;
glTexCoord *dst = (glTexCoord *)_glKosMultiUVBufPointer();
for(i = 0; i < count; i++) {
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uv = (GLfloat *) src;
dst[i].u = uv[0];
dst[i].v = uv[1];
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src += GL_KOS_TEXCOORD1_STRIDE;
}
_glKosMultiUVBufAdd(count);
}
//========================================================================================//
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//== Open GL Draw Arrays ==//
static void _glKosDrawArrays2D(GLenum mode, GLint first, GLsizei count) {
pvr_vertex_t *dst = _glKosVertexBufPointer();
/* Check for Color Submission */
if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_COLOR) {
switch(GL_KOS_COLOR_TYPE) {
case GL_FLOAT:
switch(GL_KOS_COLOR_COMPONENTS) {
case 3:
_glKosArrayColor3f(dst, count);
break;
case 4:
_glKosArrayColor4f(dst, count);
break;
}
break;
case GL_UNSIGNED_INT:
if(GL_KOS_COLOR_COMPONENTS == 1)
_glKosArrayColor1ui(dst, count);
break;
case GL_UNSIGNED_BYTE:
if(GL_KOS_COLOR_COMPONENTS == 4)
_glKosArrayColor4ub(dst, count);
break;
}
}
else
_glKosArrayColor0(dst, count); /* No colors bound */
/* Check if Texture Coordinates are enabled */
if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE0) && (_glKosEnabledTexture2D() >= 0))
_glKosArrayTexCoord2f(dst, count);
_glKosMatrixApplyRender(); /* Apply the Render Matrix Stack */
/* Transform Vertex Positions */
_glKosArraysTransform2D(count);
/* Set the vertex flags for use with the PVR */
_glKosArraysApplyVertexFlags(mode, dst, count);
_glKosArraysFlush(count);
}
//GLAPI void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
// /* Before we process the vertex data, ensure all parameters are valid */
// if(!_glKosArraysVerifyParameter(mode, count, first, 0))
// return;
// GL_KOS_VERTEX_POINTER += (first * GL_KOS_VERTEX_STRIDE); /* Add Pointer Offset */
// GL_KOS_TEXCOORD0_POINTER += (first * GL_KOS_TEXCOORD0_STRIDE);
// GL_KOS_TEXCOORD1_POINTER += (first * GL_KOS_TEXCOORD1_STRIDE);
// GL_KOS_COLOR_POINTER += (first * GL_KOS_COLOR_STRIDE);
// GL_KOS_NORMAL_POINTER += (first * GL_KOS_NORMAL_STRIDE);
// /* Compile the PVR polygon context with the currently enabled flags */
// _glKosArraysApplyHeader();
// if(GL_KOS_VERTEX_SIZE == 2)
// return _glKosDrawArrays2D(mode, first, count);
// /* Destination of Output Vertex Array */
// pvr_vertex_t *dst = _glKosArraysDest();
// /* Check if Vertex Lighting is enabled. Else, check for Color Submission */
// if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_NORMAL) && _glKosEnabledLighting())
// _glKosArraysApplyLighting(dst, count);
// else if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_COLOR) {
// switch(GL_KOS_COLOR_TYPE) {
// case GL_FLOAT:
// switch(GL_KOS_COLOR_COMPONENTS) {
// case 3:
// _glKosArrayColor3f(dst, count);
// break;
// case 4:
// _glKosArrayColor4f(dst, count);
// break;
// }
// break;
// case GL_UNSIGNED_INT:
// if(GL_KOS_COLOR_COMPONENTS == 1)
// _glKosArrayColor1ui(dst, count);
// break;
// case GL_UNSIGNED_BYTE:
// if(GL_KOS_COLOR_COMPONENTS == 4)
// _glKosArrayColor4ub(dst, count);
// break;
// }
// }
// else
// _glKosArrayColor0(dst, count); /* No colors bound, color white */
// /* Check if Texture Coordinates are enabled */
// if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE0) && (_glKosEnabledTexture2D() >= 0))
// _glKosArrayTexCoord2f(dst, count);
// /* Check if Multi Texture Coordinates are enabled */
// if((GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) && (_glKosEnabledTexture2D() >= 0))
// _glKosArrayMultiTexCoord2f(count);
// _glKosMatrixApplyRender(); /* Apply the Render Matrix Stack */
// if(!_glKosEnabledNearZClip()) { /* No NearZ Clipping Enabled */
// /* Transform Vertex Positions */
// _glKosArraysTransform(count);
// /* Set the vertex flags for use with the PVR */
// _glKosArraysApplyVertexFlags(mode, dst, count);
// }
// else { /* NearZ Clipping is Enabled */
// /* Transform vertices with no perspective divide, store w component */
// _glKosArraysTransformClip(count);
// /* Finally, clip the input vertex data into the output vertex buffer */
// count = _glKosArraysApplyClipping(
// (GLfloat *) GL_KOS_TEXCOORD1_POINTER,
// GL_KOS_TEXCOORD1_STRIDE / 4,
// mode, count
// );
// /* FIXME: The above function should really accept a GLbyte* and the stride directly
// but that affects a lot of other code, so dividing the stride by float size
// hopefully results in the same thing for now */
// }
// _glKosArraysApplyMultiTexture(mode, count);
// _glKosArraysFlush(count);
//}