GLdc/GL/private.h

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#ifndef PRIVATE_H
#define PRIVATE_H
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#include <stdint.h>
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#include <dc/matrix.h>
#include <dc/pvr.h>
#include <dc/vec3f.h>
#include <dc/fmath.h>
#include <dc/matrix3d.h>
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#include "../include/gl.h"
#include "../containers/aligned_vector.h"
#include "../containers/named_array.h"
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#define TRACE_ENABLED 0
#define TRACE() if(TRACE_ENABLED) {fprintf(stderr, "%s\n", __func__);}
#define VERTEX_ENABLED_FLAG (1 << 0)
#define UV_ENABLED_FLAG (1 << 1)
#define ST_ENABLED_FLAG (1 << 2)
#define DIFFUSE_ENABLED_FLAG (1 << 3)
#define NORMAL_ENABLED_FLAG (1 << 4)
#define MAX_TEXTURE_SIZE 1024
typedef float Matrix4x4[16];
/* This gives us an easy way to switch
* internal matrix order if necessary */
#define TRANSPOSE 0
#if TRANSPOSE
#define M0 0
#define M1 4
#define M2 8
#define M3 12
#define M4 1
#define M5 5
#define M6 9
#define M7 13
#define M8 2
#define M9 6
#define M10 10
#define M11 14
#define M12 3
#define M13 7
#define M14 11
#define M15 15
#else
#define M0 0
#define M1 1
#define M2 2
#define M3 3
#define M4 4
#define M5 5
#define M6 6
#define M7 7
#define M8 8
#define M9 9
#define M10 10
#define M11 11
#define M12 12
#define M13 13
#define M14 14
#define M15 15
#endif
typedef struct {
pvr_poly_hdr_t hdr;
} PVRHeader;
typedef struct {
unsigned int flags; /* Constant PVR_CMD_USERCLIP */
unsigned int d1, d2, d3; /* Ignored for this type */
unsigned int sx, /* Start x */
sy, /* Start y */
ex, /* End x */
ey; /* End y */
} PVRTileClipCommand; /* Tile Clip command for the pvr */
typedef struct {
unsigned int list_type;
AlignedVector vector;
} PolyList;
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typedef struct {
/* Palette data is always stored in RAM as RGBA8888 and packed as ARGB8888
* when uploaded to the PVR */
GLubyte* data;
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GLushort width; /* The user specified width */
GLushort size; /* The size of the bank (16 or 256) */
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GLenum format;
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GLshort bank;
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} TexturePalette;
typedef struct {
GLushort width;
GLushort height;
GLuint color; /* This is the PVR texture format */
GLubyte env;
GLushort mipmap; /* Bitmask of supplied mipmap levels */
GLubyte mipmapCount; /* The number of mipmap levels */
GLubyte uv_clamp;
GLuint index;
GLvoid *data;
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GLuint dataStride;
GLenum minFilter;
GLenum magFilter;
GLboolean isCompressed;
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GLboolean isPaletted;
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TexturePalette* palette;
/* When using the shared palette, this is the bank (0-3) */
GLushort shared_bank;
} TextureObject;
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typedef struct {
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GLfloat emissive[4];
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GLfloat ambient[4];
GLfloat diffuse[4];
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GLfloat specular[4];
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GLfloat exponent;
} Material;
typedef struct {
GLfloat position[4];
GLfloat spot_direction[3];
GLfloat spot_cutoff;
GLfloat constant_attenuation;
GLfloat linear_attenuation;
GLfloat quadratic_attenuation;
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GLfloat spot_exponent;
GLfloat diffuse[4];
GLfloat specular[4];
GLfloat ambient[4];
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GLboolean is_directional;
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} LightSource;
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typedef struct {
/* Same 32 byte layout as pvr_vertex_t */
uint32_t flags;
float xyz[3];
float uv[2];
uint8_t bgra[4];
/* In the pvr_vertex_t structure, this next 4 bytes is oargb
* but we're not using that for now, so having W here makes the code
* simpler */
float w;
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} Vertex;
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/* FIXME: SH4 has a swap.w instruction, we should leverage it here! */
#define _SWAP32(x, y) \
do { \
uint32_t t = *((uint32_t*) &x); \
*((uint32_t*) &x) = *((uint32_t*) &y); \
*((uint32_t*) &y) = t; \
} while(0)
/*
*((uint32_t*) &x) = *((uint32_t*) &x) ^ *((uint32_t*) &y); \
*((uint32_t*) &y) = *((uint32_t*) &x) ^ *((uint32_t*) &y); \
*((uint32_t*) &x) = *((uint32_t*) &x) ^ *((uint32_t*) &y); */
#define swapVertex(a, b) \
do { \
_SWAP32(a->flags, b->flags); \
_SWAP32(a->xyz[0], b->xyz[0]); \
_SWAP32(a->xyz[1], b->xyz[1]); \
_SWAP32(a->xyz[2], b->xyz[2]); \
_SWAP32(a->uv[0], b->uv[0]); \
_SWAP32(a->uv[1], b->uv[1]); \
_SWAP32(a->bgra, b->bgra); \
_SWAP32(a->w, b->w); \
} while(0)
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/* ClipVertex doesn't have room for these, so we need to parse them
* out separately. Potentially 'w' will be housed here if we support oargb */
typedef struct {
float nxyz[3];
float st[2];
} VertexExtra;
/* Generating PVR vertices from the user-submitted data gets complicated, particularly
* when a realloc could invalidate pointers. This structure holds all the information
* we need on the target vertex array to allow passing around to the various stages (e.g. generate/clip etc.)
*/
typedef struct {
PolyList* output;
uint32_t header_offset; // The offset of the header in the output list
uint32_t start_offset; // The offset into the output list
uint32_t count; // The number of vertices in this output
/* Pointer to count * VertexExtra; */
AlignedVector* extras;
} SubmissionTarget;
PVRHeader* _glSubmissionTargetHeader(SubmissionTarget* target);
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Vertex* _glSubmissionTargetStart(SubmissionTarget* target);
Vertex* _glSubmissionTargetEnd(SubmissionTarget* target);
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typedef enum {
CLIP_RESULT_ALL_IN_FRONT,
CLIP_RESULT_ALL_BEHIND,
CLIP_RESULT_ALL_ON_PLANE,
CLIP_RESULT_FRONT_TO_BACK,
CLIP_RESULT_BACK_TO_FRONT
} ClipResult;
#define A8IDX 3
#define R8IDX 2
#define G8IDX 1
#define B8IDX 0
struct SubmissionTarget;
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void _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout, float* t);
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void _glClipTriangleStrip(SubmissionTarget* target, uint8_t fladeShade);
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PolyList *_glActivePolyList();
PolyList *_glTransparentPolyList();
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void _glInitAttributePointers();
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void _glInitContext();
void _glInitLights();
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void _glInitImmediateMode(GLuint initial_size);
void _glInitMatrices();
void _glInitFramebuffers();
void _glMatrixLoadNormal();
void _glMatrixLoadModelView();
void _glMatrixLoadTexture();
void _glApplyRenderMatrix();
extern GLfloat DEPTH_RANGE_MULTIPLIER_L;
extern GLfloat DEPTH_RANGE_MULTIPLIER_H;
Matrix4x4* _glGetProjectionMatrix();
Matrix4x4* _glGetModelViewMatrix();
void _glWipeTextureOnFramebuffers(GLuint texture);
GLubyte _glCheckImmediateModeInactive(const char* func);
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pvr_poly_cxt_t* _glGetPVRContext();
GLubyte _glInitTextures();
void _glUpdatePVRTextureContext(pvr_poly_cxt_t* context, GLshort textureUnit);
void _glAllocateSpaceForMipmaps(TextureObject* active);
extern GLfloat NEAR_PLANE_DISTANCE;
GLfloat _glGetNearPlane();
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typedef struct {
const void* ptr;
GLenum type;
GLsizei stride;
GLint size;
} AttribPointer;
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GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func);
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GLuint* _glGetEnabledAttributes();
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AttribPointer* _glGetVertexAttribPointer();
AttribPointer* _glGetDiffuseAttribPointer();
AttribPointer* _glGetNormalAttribPointer();
AttribPointer* _glGetUVAttribPointer();
AttribPointer* _glGetSTAttribPointer();
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GLenum _glGetShadeModel();
TextureObject* _glGetTexture0();
TextureObject* _glGetTexture1();
TextureObject* _glGetBoundTexture();
GLubyte _glGetActiveTexture();
GLuint _glGetActiveClientTexture();
TexturePalette* _glGetSharedPalette(GLshort bank);
void _glSetInternalPaletteFormat(GLenum val);
GLboolean _glIsSharedTexturePaletteEnabled();
void _glApplyColorTable(TexturePalette *palette);
GLboolean _glIsBlendingEnabled();
GLboolean _glIsAlphaTestEnabled();
GLboolean _glIsMipmapComplete(const TextureObject* obj);
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GLubyte* _glGetMipmapLocation(TextureObject* obj, GLuint level);
GLuint _glGetMipmapLevelCount(TextureObject* obj);
GLboolean _glIsLightingEnabled();
GLboolean _glIsLightEnabled(GLubyte light);
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GLboolean _glIsColorMaterialEnabled();
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typedef struct {
float xyz[3];
float n[3];
} EyeSpaceData;
extern void _glCalculateLighting(EyeSpaceData* ES, Vertex* vertex);
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unsigned char _glIsClippingEnabled();
void _glEnableClipping(unsigned char v);
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void _glKosThrowError(GLenum error, const char *function);
void _glKosPrintError();
GLubyte _glKosHasError();
#define PVR_VERTEX_BUF_SIZE 2560 * 256
#define MAX_TEXTURE_UNITS 2
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#define MAX_LIGHTS 8
#define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) )
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#define mat_trans_fv12() { \
__asm__ __volatile__( \
"fldi1 fr15\n" \
"ftrv xmtrx, fv12\n" \
"fldi1 fr14\n" \
"fdiv fr15, fr14\n" \
"fmul fr14, fr12\n" \
"fmul fr14, fr13\n" \
: "=f" (__x), "=f" (__y), "=f" (__z) \
: "0" (__x), "1" (__y), "2" (__z) \
: "fr15" ); \
}
#endif // PRIVATE_H