/* 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 #include #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; static GLfloat *GL_KOS_VERTEX_POINTER = NULL; static GLfloat *GL_KOS_NORMAL_POINTER = NULL; static GLfloat *GL_KOS_TEXCOORD0_POINTER = NULL; static GLfloat *GL_KOS_TEXCOORD1_POINTER = NULL; static GLfloat *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 ==// static inline void _glKosArraysTransformNormals(GLfloat *normal, GLuint count); static inline void _glKosArraysTransformPositions(GLfloat *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); //========================================================================================// //== 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(_glKosGetError()) { _glKosPrintError(); return; } GL_KOS_VERTEX_SIZE = size; (stride) ? (GL_KOS_VERTEX_STRIDE = stride / 4) : (GL_KOS_VERTEX_STRIDE = 3); GL_KOS_VERTEX_POINTER = (float *)pointer; GL_KOS_VERTEX_PTR_MODE |= GL_KOS_USE_ARRAY; } /* 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(_glKosGetError()) { _glKosPrintError(); return; } (stride) ? (GL_KOS_NORMAL_STRIDE = stride / 4) : (GL_KOS_NORMAL_STRIDE = 3); GL_KOS_NORMAL_POINTER = (float *)pointer; GL_KOS_VERTEX_PTR_MODE |= GL_KOS_USE_NORMAL; } /* 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(_glKosGetError()) { _glKosPrintError(); return; } if(GL_KOS_CLIENT_ACTIVE_TEXTURE) { (stride) ? (GL_KOS_TEXCOORD1_STRIDE = stride / 4) : (GL_KOS_TEXCOORD1_STRIDE = 2); GL_KOS_TEXCOORD1_POINTER = (float *)pointer; GL_KOS_VERTEX_PTR_MODE |= GL_KOS_USE_TEXTURE1; } else { (stride) ? (GL_KOS_TEXCOORD0_STRIDE = stride / 4) : (GL_KOS_TEXCOORD0_STRIDE = 2); GL_KOS_TEXCOORD0_POINTER = (float *)pointer; GL_KOS_VERTEX_PTR_MODE |= GL_KOS_USE_TEXTURE0; } } /* 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 = 1; GL_KOS_COLOR_POINTER = (GLvoid *)pointer; GL_KOS_COLOR_TYPE = type; } else if((type == GL_UNSIGNED_BYTE) && (size == 4)) { GL_KOS_COLOR_COMPONENTS = 4; GL_KOS_COLOR_POINTER = (GLvoid *)pointer; GL_KOS_COLOR_TYPE = type; } else if((type == GL_FLOAT) && (size == 3)) { GL_KOS_COLOR_COMPONENTS = 3; GL_KOS_COLOR_POINTER = (GLfloat *)pointer; GL_KOS_COLOR_TYPE = type; } else if((type == GL_FLOAT) && (size == 4)) { GL_KOS_COLOR_COMPONENTS = 4; GL_KOS_COLOR_POINTER = (GLfloat *)pointer; GL_KOS_COLOR_TYPE = type; } else { _glKosThrowError(GL_INVALID_ENUM, "glColorPointer"); _glKosPrintError(); return; } (stride) ? (GL_KOS_COLOR_STRIDE = stride / 4) : (GL_KOS_COLOR_STRIDE = size); GL_KOS_VERTEX_PTR_MODE |= GL_KOS_USE_COLOR; } //========================================================================================// //== 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; } static inline void _glKosArraysTransformNormals(GLfloat *normal, GLuint count) { glVertex *v = &GL_KOS_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_KOS_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 _glKosArraysTransform2D(GLuint count) { GLfloat *src = GL_KOS_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[0]; __y = src[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) { GLfloat *src = GL_KOS_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[0]; __y = src[1]; __z = src[2]; mat_trans_fv12() dst->x = __x; dst->y = __y; dst->z = __z; ++dst; src += GL_KOS_VERTEX_STRIDE; } } static void _glKosArraysTransformClip(GLuint count) { GLfloat *src = GL_KOS_VERTEX_POINTER; 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--) { __x = src[0]; __y = src[1]; __z = src[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) { GLfloat *src = GL_KOS_VERTEX_POINTER; GLuint i = 0; register float __x __asm__("fr12"); register float __y __asm__("fr13"); register float __z __asm__("fr14"); for(i = 0; i < count; i++) { __x = src[0]; __y = src[1]; __z = src[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) { GLfloat *src = GL_KOS_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_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 *src = (GLuint *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) dst[i].argb = src[GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_COLOR_STRIDE]; } static inline void _glKosElementColor1uiU16(pvr_vertex_t *dst, GLuint count) { GLuint i; GLuint *color = (GLuint *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) dst[i].argb = color[GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_COLOR_STRIDE]; } static inline void _glKosElementColor4ubU8(pvr_vertex_t *dst, GLuint count) { GLuint i, *color = (GLuint *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) dst[i].argb = RGBA32_2_ARGB32(color[GL_KOS_INDEX_POINTER_U8[i]] * GL_KOS_COLOR_STRIDE); } static inline void _glKosElementColor4ubU16(pvr_vertex_t *dst, GLuint count) { GLuint i, *color = (GLuint *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) dst[i].argb = RGBA32_2_ARGB32(color[GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_COLOR_STRIDE]); } static inline void _glKosElementColor3fU8(pvr_vertex_t *dst, GLuint count) { GLuint i, index; GLrgb3f *color = (GLrgb3f *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_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_KOS_COLOR_POINTER; for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_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_KOS_COLOR_POINTER; for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_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_KOS_COLOR_POINTER; for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_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_KOS_TEXCOORD0_POINTER; if(_glKosEnabledTextureMatrix()) { _glKosMatrixLoadTexture(); for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD0_STRIDE; mat_trans_texture2_nomod(t[index], t[index + 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; 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_KOS_TEXCOORD0_POINTER; if(_glKosEnabledTextureMatrix()) { _glKosMatrixLoadTexture(); for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD0_STRIDE; mat_trans_texture2_nomod(t[index], t[index + 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; dst[i].u = t[index]; dst[i].v = t[index + 1]; } } } static inline void _glKosElementMultiTexCoord2fU16C(GLuint count) { GLuint i, index; GLfloat *t = GL_KOS_TEXCOORD1_POINTER; GLfloat *dst = GL_KOS_ARRAY_BUFUV; for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD1_STRIDE; *dst++ = t[index]; *dst++ = t[index + 1]; } } static inline void _glKosElementMultiTexCoord2fU8C(GLuint count) { GLuint i, index; GLfloat *t = GL_KOS_TEXCOORD1_POINTER; GLfloat *dst = GL_KOS_ARRAY_BUFUV; for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD1_STRIDE; *dst++ = t[index]; *dst++ = t[index + 1]; } } static inline void _glKosElementMultiTexCoord2fU16(GLuint count) { if(_glKosEnabledNearZClip()) return _glKosElementMultiTexCoord2fU16C(count); GLuint i, index; GLfloat *t = GL_KOS_TEXCOORD1_POINTER; glTexCoord *dst = (glTexCoord *)_glKosMultiUVBufPointer(); for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U16[i] * GL_KOS_TEXCOORD1_STRIDE; dst[i].u = t[index]; dst[i].v = t[index + 1]; } _glKosMultiUVBufAdd(count); } static inline void _glKosElementMultiTexCoord2fU8(GLuint count) { if(_glKosEnabledNearZClip()) return _glKosElementMultiTexCoord2fU8C(count); GLuint i, index; GLfloat *t = GL_KOS_TEXCOORD1_POINTER; glTexCoord *dst = (glTexCoord *)_glKosMultiUVBufPointer(); for(i = 0; i < count; i++) { index = GL_KOS_INDEX_POINTER_U8[i] * GL_KOS_TEXCOORD1_STRIDE; dst[i].u = t[index]; dst[i].v = t[index + 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; } static inline void _glKosArraysResetState() { GL_KOS_VERTEX_PTR_MODE = 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[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) _glKosThrowError(GL_INVALID_ENUM, "glDrawArrays"); if(count < 0) _glKosThrowError(GL_INVALID_VALUE, "glDrawArrays"); if(!(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_ARRAY)) _glKosThrowError(GL_INVALID_OPERATION, "glDrawArrays"); if(count > GL_KOS_MAX_VERTS) _glKosThrowError(GL_OUT_OF_MEMORY, "glDrawArrays"); if(element) { switch(type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT: break; default: _glKosThrowError(GL_INVALID_ENUM, "glDrawArrays"); } } else if(type > count) _glKosThrowError(GL_INVALID_VALUE, "glDrawArrays"); if(_glKosGetError()) { _glKosPrintError(); return 0; } return 1; } 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 _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) { if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) { _glKosPushMultiTexObject(_glKosBoundMultiTexID(), (pvr_vertex_t *)_glKosVertexBufPointer(), count); if(mode == GL_QUADS) _glKosArraysSwizzleQuadsMultiTex(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); _glKosArraysResetState(); } //========================================================================================// //== 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; GLuint *color = (GLuint *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) { dst[i].argb = *color; color += GL_KOS_COLOR_STRIDE; } } static inline void _glKosArrayColor4ub(pvr_vertex_t *dst, GLuint count) { GLuint i, *color = (GLuint *)GL_KOS_COLOR_POINTER; for(i = 0; i < count; i++) { dst[i].argb = RGBA32_2_ARGB32(*color); color += GL_KOS_COLOR_STRIDE; } } static inline void _glKosArrayColor3f(pvr_vertex_t *dst, GLuint count) { GLuint i; GLfloat *color = (GLfloat *)GL_KOS_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_KOS_COLOR_STRIDE; } } static inline void _glKosArrayColor4f(pvr_vertex_t *dst, GLuint count) { GLuint i; GLfloat *color = (GLfloat *)GL_KOS_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_KOS_COLOR_STRIDE; } } //== Texture Coordinates ==// static inline void _glKosArrayTexCoord2f(pvr_vertex_t *dst, GLuint count) { GLuint i; GLfloat *uv = GL_KOS_TEXCOORD0_POINTER; if(_glKosEnabledTextureMatrix()) { _glKosMatrixLoadTexture(); for(i = 0; i < count; i++) { mat_trans_texture2_nomod(uv[0], uv[1], dst[i].u, dst[i].v); uv += GL_KOS_TEXCOORD0_STRIDE; } _glKosMatrixLoadRender(); } else { for(i = 0; i < count; i++) { dst[i].u = uv[0]; dst[i].v = uv[1]; uv += GL_KOS_TEXCOORD0_STRIDE; } } } static inline void _glKosArrayMultiTexCoord2f(GLuint count) { if(_glKosEnabledNearZClip()) return; GLuint i; GLfloat *uv = GL_KOS_TEXCOORD1_POINTER; glTexCoord *dst = (glTexCoord *)_glKosMultiUVBufPointer(); for(i = 0; i < count; i++) { dst[i].u = uv[0]; dst[i].v = uv[1]; uv += GL_KOS_TEXCOORD1_STRIDE; } _glKosMultiUVBufAdd(count); } //========================================================================================// //== 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; /* Add Pointer Offset */ GL_KOS_TEXCOORD0_POINTER += first; GL_KOS_COLOR_POINTER += first; GL_KOS_NORMAL_POINTER += first; /* 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(GL_KOS_TEXCOORD1_POINTER, GL_KOS_TEXCOORD1_STRIDE, mode, count); } _glKosArraysApplyMultiTexture(mode, count); _glKosArraysFlush(count); } void APIENTRY glClientActiveTextureARB(GLenum texture) { if(texture < GL_TEXTURE0_ARB || texture > GL_TEXTURE0_ARB + _glKosMaxTextureUnits()) _glKosThrowError(GL_INVALID_ENUM, "glClientActiveTextureARB"); if(_glKosGetError()) { _glKosPrintError(); return; } GL_KOS_CLIENT_ACTIVE_TEXTURE = texture & 0xF; }