143 lines
3.6 KiB
C
143 lines
3.6 KiB
C
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#include "../containers/aligned_vector.h"
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#include "private.h"
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PolyList OP_LIST;
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PolyList PT_LIST;
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PolyList TR_LIST;
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/**
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* FAST_MODE will use invW for all Z coordinates sent to the
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* GPU.
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*
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* This will break orthographic mode so default is FALSE
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**/
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#define FAST_MODE GL_FALSE
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GLboolean AUTOSORT_ENABLED = GL_FALSE;
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PolyList* _glOpaquePolyList() {
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return &OP_LIST;
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}
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PolyList* _glPunchThruPolyList() {
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return &PT_LIST;
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}
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PolyList *_glTransparentPolyList() {
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return &TR_LIST;
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}
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void APIENTRY glFlush() {
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}
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void APIENTRY glFinish() {
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}
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void APIENTRY glKosInitConfig(GLdcConfig* config) {
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config->autosort_enabled = GL_FALSE;
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config->fsaa_enabled = GL_FALSE;
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config->initial_op_capacity = 1024 * 3;
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config->initial_pt_capacity = 512 * 3;
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config->initial_tr_capacity = 1024 * 3;
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config->initial_immediate_capacity = 1024 * 3;
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// RGBA4444 is the fastest general format - 8888 will cause a perf issue
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config->internal_palette_format = GL_RGBA4;
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config->texture_twiddle = GL_TRUE;
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}
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static bool _initialized = false;
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void APIENTRY glKosInitEx(GLdcConfig* config) {
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if(_initialized) {
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return;
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}
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_initialized = true;
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TRACE();
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printf("\nWelcome to GLdc! Git revision: %s\n\n", GLDC_VERSION);
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InitGPU(config->autosort_enabled, config->fsaa_enabled);
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AUTOSORT_ENABLED = config->autosort_enabled;
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_glInitSubmissionTarget();
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_glInitMatrices();
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_glInitAttributePointers();
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_glInitContext();
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_glInitLights();
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_glInitImmediateMode(config->initial_immediate_capacity);
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_glInitFramebuffers();
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_glSetInternalPaletteFormat(config->internal_palette_format);
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_glInitTextures();
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if(config->texture_twiddle) {
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glEnable(GL_TEXTURE_TWIDDLE_KOS);
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}
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OP_LIST.list_type = GPU_LIST_OP_POLY;
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PT_LIST.list_type = GPU_LIST_PT_POLY;
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TR_LIST.list_type = GPU_LIST_TR_POLY;
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aligned_vector_init(&OP_LIST.vector, sizeof(Vertex));
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aligned_vector_init(&PT_LIST.vector, sizeof(Vertex));
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aligned_vector_init(&TR_LIST.vector, sizeof(Vertex));
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aligned_vector_reserve(&OP_LIST.vector, config->initial_op_capacity);
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aligned_vector_reserve(&PT_LIST.vector, config->initial_pt_capacity);
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aligned_vector_reserve(&TR_LIST.vector, config->initial_tr_capacity);
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}
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void APIENTRY glKosShutdown() {
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aligned_vector_clear(&OP_LIST.vector);
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aligned_vector_clear(&PT_LIST.vector);
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aligned_vector_clear(&TR_LIST.vector);
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}
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void APIENTRY glKosInit() {
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GLdcConfig config;
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glKosInitConfig(&config);
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glKosInitEx(&config);
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}
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void APIENTRY glKosSwapBuffers() {
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TRACE();
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SceneBegin();
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if(aligned_vector_header(&OP_LIST.vector)->size > 2) {
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SceneListBegin(GPU_LIST_OP_POLY);
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SceneListSubmit((Vertex*) aligned_vector_front(&OP_LIST.vector), aligned_vector_size(&OP_LIST.vector));
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SceneListFinish();
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}
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if(aligned_vector_header(&PT_LIST.vector)->size > 2) {
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SceneListBegin(GPU_LIST_PT_POLY);
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SceneListSubmit((Vertex*) aligned_vector_front(&PT_LIST.vector), aligned_vector_size(&PT_LIST.vector));
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SceneListFinish();
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}
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if(aligned_vector_header(&TR_LIST.vector)->size > 2) {
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SceneListBegin(GPU_LIST_TR_POLY);
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SceneListSubmit((Vertex*) aligned_vector_front(&TR_LIST.vector), aligned_vector_size(&TR_LIST.vector));
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SceneListFinish();
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}
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SceneFinish();
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aligned_vector_clear(&OP_LIST.vector);
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aligned_vector_clear(&PT_LIST.vector);
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aligned_vector_clear(&TR_LIST.vector);
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_glApplyScissor(true);
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}
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