#ifndef PRIVATE_H #define PRIVATE_H #include #include #include #include #include #include #include "../include/gl.h" #include "../containers/aligned_vector.h" #include "../containers/named_array.h" #include "sh4_math.h" extern void* memcpy4 (void *dest, const void *src, size_t count); #define GL_NO_INSTRUMENT inline __attribute__((no_instrument_function)) #define GL_INLINE_DEBUG GL_NO_INSTRUMENT __attribute__((always_inline)) #define GL_FORCE_INLINE static GL_INLINE_DEBUG #define _GL_UNUSED(x) (void)(x) #define FASTCPY(dst, src, bytes) \ (bytes % 32 == 0) ? sq_cpy(dst, src, bytes) : memcpy(dst, src, bytes); #define FASTCPY4(dst, src, bytes) \ (bytes % 32 == 0) ? sq_cpy(dst, src, bytes) : memcpy4(dst, src, bytes); #define _PACK4(v) ((v * 0xF) / 0xFF) #define PACK_ARGB4444(a,r,g,b) (_PACK4(a) << 12) | (_PACK4(r) << 8) | (_PACK4(g) << 4) | (_PACK4(b)) #define PACK_ARGB8888(a,r,g,b) ( ((a & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF) ) #define PACK_ARGB1555(a,r,g,b) \ (((GLushort)(a > 0) << 15) | (((GLushort) r >> 3) << 10) | (((GLushort)g >> 3) << 5) | ((GLushort)b >> 3)) #define PACK_RGB565(r,g,b) \ ((((GLushort)r & 0xf8) << 8) | (((GLushort) g & 0xfc) << 3) | ((GLushort) b >> 3)) #define TRACE_ENABLED 0 #define TRACE() if(TRACE_ENABLED) {fprintf(stderr, "%s\n", __func__);} (void) 0 #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; typedef struct { /* Palette data is always stored in RAM as RGBA8888 and packed as ARGB8888 * when uploaded to the PVR */ GLubyte* data; GLushort width; /* The user specified width */ GLushort size; /* The size of the bank (16 or 256) */ GLenum format; GLshort bank; } TexturePalette; typedef struct { //0 GLuint index; GLuint color; /* This is the PVR texture format */ //8 GLenum minFilter; GLenum magFilter; //16 GLvoid *data; TexturePalette* palette; //24 GLushort width; GLushort height; //28 GLushort mipmap; /* Bitmask of supplied mipmap levels */ /* When using the shared palette, this is the bank (0-3) */ GLushort shared_bank; //32 GLuint dataStride; //36 GLubyte mipmap_bias; GLubyte env; GLubyte mipmapCount; /* The number of mipmap levels */ GLubyte uv_clamp; //40 /* Mipmap textures have a different * offset for the base level when supplying the data, this * keeps track of that. baseDataOffset == 0 * means that the texture has no mipmaps */ GLuint baseDataOffset; GLuint baseDataSize; /* The data size of mipmap level 0 */ //48 GLboolean isCompressed; GLboolean isPaletted; //50 } TextureObject; typedef struct { GLfloat emissive[4]; GLfloat ambient[4]; GLfloat diffuse[4]; GLfloat specular[4]; /* Valid values are 0-128 */ GLfloat exponent; /* Base ambient + emission colour for * the current material + light */ GLubyte baseColour[4]; } Material; typedef struct { GLfloat position[4]; GLfloat spot_direction[3]; GLfloat spot_cutoff; GLfloat constant_attenuation; GLfloat linear_attenuation; GLfloat quadratic_attenuation; GLfloat spot_exponent; GLfloat diffuse[4]; GLfloat specular[4]; GLfloat ambient[4]; GLboolean isDirectional; GLboolean isEnabled; /* We set these when the material changes * so we don't calculate them per-vertex. They are * light_value * materia_value */ GLfloat ambientMaterial[4]; GLfloat diffuseMaterial[4]; GLfloat specularMaterial[4]; } LightSource; 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; } Vertex; #define argbcpy(src, dst) \ *((GLuint*) src) = *((GLuint*) dst) \ #define vec4cpy(src, dst) \ do { \ src[0] = dst[0]; \ src[1] = dst[1]; \ src[2] = dst[2]; \ src[3] = dst[3]; \ } while(0) \ #define swapVertex(a, b) \ do { \ Vertex c = *a; \ *a = *b; \ *b = c; \ } while(0) /* 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); Vertex* _glSubmissionTargetStart(SubmissionTarget* target); Vertex* _glSubmissionTargetEnd(SubmissionTarget* target); 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; float _glClipLineToNearZ(const Vertex* v1, const Vertex* v2, Vertex* vout); void _glClipTriangleStrip(SubmissionTarget* target, uint8_t fladeShade); PolyList *_glActivePolyList(); PolyList *_glTransparentPolyList(); void _glInitAttributePointers(); void _glInitContext(); void _glInitLights(); 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); pvr_poly_cxt_t* _glGetPVRContext(); GLubyte _glInitTextures(); void _glUpdatePVRTextureContext(pvr_poly_cxt_t* context, GLshort textureUnit); void _glAllocateSpaceForMipmaps(TextureObject* active); typedef struct { const void* ptr; GLenum type; GLsizei stride; GLint size; } AttribPointer; GLboolean _glCheckValidEnum(GLint param, GLint* values, const char* func); GLuint* _glGetEnabledAttributes(); AttribPointer* _glGetVertexAttribPointer(); AttribPointer* _glGetDiffuseAttribPointer(); AttribPointer* _glGetNormalAttribPointer(); AttribPointer* _glGetUVAttribPointer(); AttribPointer* _glGetSTAttribPointer(); 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); GLubyte* _glGetMipmapLocation(const TextureObject* obj, GLuint level); GLuint _glGetMipmapLevelCount(const TextureObject* obj); GLboolean _glIsLightingEnabled(); void _glEnableLight(GLubyte light, unsigned char value); GLboolean _glIsColorMaterialEnabled(); GLboolean _glIsNormalizeEnabled(); GLboolean _glRecalcFastPath(); typedef struct { float xyz[3]; float n[3]; } EyeSpaceData; extern void _glPerformLighting(Vertex* vertices, const EyeSpaceData* es, const int32_t count); unsigned char _glIsClippingEnabled(); void _glEnableClipping(unsigned char v); void _glKosThrowError(GLenum error, const char *function); void _glKosPrintError(); GLubyte _glKosHasError(); #define PVR_VERTEX_BUF_SIZE 2560 * 256 #define MAX_TEXTURE_UNITS 2 #define MAX_LIGHTS 8 #define MIN(a,b) (((a)<(b))?(a):(b)) #define MAX(a,b) (((a)>(b))?(a):(b)) #define CLAMP( X, _MIN, _MAX ) ( (X)<(_MIN) ? (_MIN) : ((X)>(_MAX) ? (_MAX) : (X)) ) #endif // PRIVATE_H