GLdc/GL/draw.c

1374 lines
38 KiB
C

#include <stdio.h>
#include <stdint.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "../include/gl.h"
#include "../include/glext.h"
#include "private.h"
#include "profiler.h"
static AttribPointer VERTEX_POINTER;
static AttribPointer UV_POINTER;
static AttribPointer ST_POINTER;
static AttribPointer NORMAL_POINTER;
static AttribPointer DIFFUSE_POINTER;
static GLuint ENABLED_VERTEX_ATTRIBUTES = 0;
static GLubyte ACTIVE_CLIENT_TEXTURE = 0;
void initAttributePointers() {
TRACE();
VERTEX_POINTER.ptr = NULL;
VERTEX_POINTER.stride = 0;
VERTEX_POINTER.type = GL_FLOAT;
VERTEX_POINTER.size = 4;
DIFFUSE_POINTER.ptr = NULL;
DIFFUSE_POINTER.stride = 0;
DIFFUSE_POINTER.type = GL_FLOAT;
DIFFUSE_POINTER.size = 4;
UV_POINTER.ptr = NULL;
UV_POINTER.stride = 0;
UV_POINTER.type = GL_FLOAT;
UV_POINTER.size = 4;
ST_POINTER.ptr = NULL;
ST_POINTER.stride = 0;
ST_POINTER.type = GL_FLOAT;
ST_POINTER.size = 4;
NORMAL_POINTER.ptr = NULL;
NORMAL_POINTER.stride = 0;
NORMAL_POINTER.type = GL_FLOAT;
NORMAL_POINTER.size = 3;
}
static inline GLuint byte_size(GLenum type) {
switch(type) {
case GL_BYTE: return sizeof(GLbyte);
case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
case GL_SHORT: return sizeof(GLshort);
case GL_UNSIGNED_SHORT: return sizeof(GLushort);
case GL_INT: return sizeof(GLint);
case GL_UNSIGNED_INT: return sizeof(GLuint);
case GL_DOUBLE: return sizeof(GLdouble);
case GL_FLOAT:
default: return sizeof(GLfloat);
}
}
typedef void (*FloatParseFunc)(GLfloat* out, const GLubyte* in);
typedef void (*ByteParseFunc)(GLubyte* out, const GLubyte* in);
typedef void (*PolyBuildFunc)(ClipVertex* first, ClipVertex* previous, ClipVertex* vertex, ClipVertex* next, const GLsizei i);
GLuint _glGetEnabledAttributes() {
return ENABLED_VERTEX_ATTRIBUTES;
}
AttribPointer* _glGetVertexAttribPointer() {
return &VERTEX_POINTER;
}
AttribPointer* _glGetDiffuseAttribPointer() {
return &DIFFUSE_POINTER;
}
AttribPointer* _glGetNormalAttribPointer() {
return &NORMAL_POINTER;
}
AttribPointer* _glGetUVAttribPointer() {
return &UV_POINTER;
}
AttribPointer* _glGetSTAttribPointer() {
return &ST_POINTER;
}
static inline void _parseVec3FromShort3(GLfloat* out, const GLubyte* in) {
GLshort* ptr = (GLshort*) in;
out[0] = (GLfloat) ptr[0];
out[1] = (GLfloat) ptr[1];
out[2] = (GLfloat) ptr[2];
}
static inline void _parseVec3FromInt3(GLfloat* out, const GLubyte* in) {
GLint* ptr = (GLint*) in;
out[0] = (GLfloat) ptr[0];
out[1] = (GLfloat) ptr[1];
out[2] = (GLfloat) ptr[2];
}
static inline void _parseVec3FromFloat3(GLfloat* out, const GLubyte* in) {
GLfloat* ptr = (GLfloat*) in;
out[0] = ptr[0];
out[1] = ptr[1];
out[2] = ptr[2];
}
static inline void _parseVec2FromFloat2(GLfloat* out, const GLubyte* in) {
GLfloat* ptr = (GLfloat*) in;
out[0] = ptr[0];
out[1] = ptr[1];
}
static inline void _parseVec3FromFloat2(GLfloat* out, const GLubyte* in) {
GLfloat* ptr = (GLfloat*) in;
out[0] = ptr[0];
out[1] = ptr[1];
out[2] = 0.0f;
}
static inline void _parseVec4FromFloat3(GLfloat* out, const GLubyte* in) {
GLfloat* ptr = (GLfloat*) in;
out[0] = ptr[0];
out[1] = ptr[1];
out[2] = ptr[2];
out[3] = 1.0;
}
static inline void _parseVec4FromFloat4(GLfloat* out, const GLubyte* in) {
GLfloat* ptr = (GLfloat*) in;
out[0] = ptr[0];
out[1] = ptr[1];
out[2] = ptr[2];
out[3] = ptr[3];
}
static inline void _parseColourFromUByte4(GLubyte* out, const GLubyte* in) {
out[R8IDX] = in[0];
out[G8IDX] = in[1];
out[B8IDX] = in[2];
out[A8IDX] = in[3];
}
static inline void _parseColourFromFloat4(GLubyte* out, const GLubyte* in) {
GLfloat* fin = (GLfloat*) in;
out[R8IDX] = (GLubyte) (fin[0] * 255.0f);
out[G8IDX] = (GLubyte) (fin[1] * 255.0f);
out[B8IDX] = (GLubyte) (fin[2] * 255.0f);
out[A8IDX] = (GLubyte) (fin[3] * 255.0f);
}
static inline void _parseColourFromFloat3(GLubyte* out, const GLubyte* in) {
out[A8IDX] = 255;
out[R8IDX] = (GLubyte) ((GLfloat) in[0]) * 255.0f;
out[G8IDX] = (GLubyte) ((GLfloat) in[1]) * 255.0f;
out[B8IDX] = (GLubyte) ((GLfloat) in[2]) * 255.0f;
}
static inline void _constVec2Zero(GLfloat* out, const GLubyte* in) {
out[0] = 0.0f;
out[1] = 0.0f;
}
static inline void _constVec3NegZ(GLfloat* out, const GLubyte* in) {
out[0] = 0.0f;
out[1] = 0.0f;
out[2] = -1.0f;
}
static inline void _constVec4One(GLfloat* out, const GLubyte* in) {
out[0] = 1.0f;
out[1] = 1.0f;
out[2] = 1.0f;
out[3] = 1.0f;
}
static inline void _constColourOne(GLubyte* out, const GLubyte* in) {
out[0] = 255;
out[1] = 255;
out[2] = 255;
out[3] = 255;
}
typedef GLuint (*IndexParseFunc)(const GLubyte* in);
static inline GLuint _parseUByteIndex(const GLubyte* in) {
return (GLuint) *in;
}
static inline GLuint _parseUIntIndex(const GLubyte* in) {
return *((GLuint*) in);
}
static inline GLuint _parseUShortIndex(const GLubyte* in) {
return *((GLshort*) in);
}
static inline IndexParseFunc _calcParseIndexFunc(GLenum type) {
switch(type) {
case GL_UNSIGNED_BYTE:
return &_parseUByteIndex;
break;
case GL_UNSIGNED_INT:
return &_parseUIntIndex;
break;
case GL_UNSIGNED_SHORT:
default:
break;
}
return &_parseUShortIndex;
}
/* There was a bug in this macro that shipped with Kos
* which has now been fixed. But just in case...
*/
#undef mat_trans_single3_nodiv
#define mat_trans_single3_nodiv(x, y, z) { \
register float __x __asm__("fr12") = (x); \
register float __y __asm__("fr13") = (y); \
register float __z __asm__("fr14") = (z); \
__asm__ __volatile__( \
"fldi1 fr15\n" \
"ftrv xmtrx, fv12\n" \
: "=f" (__x), "=f" (__y), "=f" (__z) \
: "0" (__x), "1" (__y), "2" (__z) \
: "fr15"); \
x = __x; y = __y; z = __z; \
}
/* FIXME: Is this right? Shouldn't it be fr12->15? */
#undef mat_trans_normal3
#define mat_trans_normal3(x, y, z) { \
register float __x __asm__("fr8") = (x); \
register float __y __asm__("fr9") = (y); \
register float __z __asm__("fr10") = (z); \
__asm__ __volatile__( \
"fldi0 fr11\n" \
"ftrv xmtrx, fv8\n" \
: "=f" (__x), "=f" (__y), "=f" (__z) \
: "0" (__x), "1" (__y), "2" (__z) \
: "fr11"); \
x = __x; y = __y; z = __z; \
}
static inline void transformToEyeSpace(GLfloat* point) {
_matrixLoadModelView();
mat_trans_single3_nodiv(point[0], point[1], point[2]);
}
static inline void transformNormalToEyeSpace(GLfloat* normal) {
_matrixLoadNormal();
mat_trans_normal3(normal[0], normal[1], normal[2]);
}
static inline void swapVertex(ClipVertex* v1, ClipVertex* v2) {
static ClipVertex tmp;
tmp = *v1;
*v1 = *v2;
*v2 = tmp;
}
static inline FloatParseFunc _calcVertexParseFunc() {
switch(VERTEX_POINTER.type) {
case GL_SHORT: {
if(VERTEX_POINTER.size == 3) {
return &_parseVec3FromShort3;
}
} break;
case GL_INT: {
if(VERTEX_POINTER.size == 3) {
return &_parseVec3FromInt3;
}
} break;
case GL_FLOAT: {
if(VERTEX_POINTER.size == 3) {
return &_parseVec3FromFloat3;
} else if(VERTEX_POINTER.size == 2) {
return &_parseVec3FromFloat2;
}
} break;
default:
break;
}
return NULL;
}
static inline ByteParseFunc _calcDiffuseParseFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) != DIFFUSE_ENABLED_FLAG) {
return &_constColourOne;
}
switch(DIFFUSE_POINTER.type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE: {
if(DIFFUSE_POINTER.size == 4) {
return &_parseColourFromUByte4;
}
} break;
case GL_FLOAT: {
if(DIFFUSE_POINTER.size == 3) {
return &_parseColourFromFloat3;
} else if(DIFFUSE_POINTER.size == 4) {
return &_parseColourFromFloat4;
}
} break;
default:
break;
}
return &_constColourOne;
}
static inline FloatParseFunc _calcUVParseFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) != UV_ENABLED_FLAG) {
return &_constVec2Zero;
}
switch(UV_POINTER.type) {
case GL_FLOAT: {
if(UV_POINTER.size == 2) {
return &_parseVec2FromFloat2;
}
} break;
default:
break;
}
return &_constVec2Zero;
}
static inline FloatParseFunc _calcSTParseFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) != ST_ENABLED_FLAG) {
return &_constVec2Zero;
}
switch(ST_POINTER.type) {
case GL_FLOAT: {
if(ST_POINTER.size == 2) {
return &_parseVec2FromFloat2;
}
} break;
default:
break;
}
return &_constVec2Zero;
}
static inline FloatParseFunc _calcNormalParseFunc() {
if((ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) != NORMAL_ENABLED_FLAG) {
return &_constVec3NegZ;
}
switch(NORMAL_POINTER.type) {
case GL_SHORT: {
if(NORMAL_POINTER.size == 3) {
return &_parseVec3FromShort3;
}
} break;
case GL_INT: {
if(NORMAL_POINTER.size == 3) {
return &_parseVec3FromInt3;
}
} break;
case GL_FLOAT: {
if(NORMAL_POINTER.size == 3) {
return &_parseVec3FromFloat3;
} else if(NORMAL_POINTER.size == 2) {
return &_parseVec3FromFloat2;
}
} break;
default:
break;
}
return &_constVec3NegZ;
}
static inline void _buildTriangle(ClipVertex* first, ClipVertex* previous, ClipVertex* vertex, ClipVertex* next, const GLsizei i) {
if(((i + 1) % 3) == 0) {
vertex->flags = PVR_CMD_VERTEX_EOL;
}
}
static inline GLsizei fast_mod(const GLsizei input, const GLsizei ceil) {
return input >= ceil ? input % ceil : input;
}
static inline void _buildQuad(ClipVertex* first, ClipVertex* previous, ClipVertex* vertex, ClipVertex* next, const GLsizei i) {
if((i + 1) % 4 == 0) {
previous->flags = PVR_CMD_VERTEX_EOL;
swapVertex(previous, vertex);
}
}
static void _buildTriangleFan(ClipVertex* first, ClipVertex* previous, ClipVertex* vertex, ClipVertex* next, const GLsizei i) {
if(i == 2) {
swapVertex(previous, vertex);
vertex->flags = PVR_CMD_VERTEX_EOL;
} else if(i > 2) {
ClipVertex* next = vertex + 1;
*next = *first;
swapVertex(next, vertex);
vertex = next + 1;
*vertex = *previous;
vertex->flags = PVR_CMD_VERTEX_EOL;
}
}
static void _buildStrip(ClipVertex* first, ClipVertex* previous, ClipVertex* vertex, ClipVertex* next, const GLsizei i) {
if(!next) {
/* If the mode was triangle strip, then the last vertex is the last vertex */
vertex->flags = PVR_CMD_VERTEX_EOL;
}
}
static inline PolyBuildFunc _calcBuildFunc(const GLenum type) {
switch(type) {
case GL_TRIANGLES:
return &_buildTriangle;
break;
case GL_QUADS:
return &_buildQuad;
break;
case GL_TRIANGLE_FAN:
case GL_POLYGON:
return &_buildTriangleFan;
break;
default:
break;
}
return &_buildStrip;
}
static inline void genElementsCommon(
ClipVertex* output,
const GLubyte* iptr, GLuint istride, GLenum type,
GLsizei count,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting
) {
const FloatParseFunc vertexFunc = _calcVertexParseFunc();
const ByteParseFunc diffuseFunc = _calcDiffuseParseFunc();
const FloatParseFunc uvFunc = _calcUVParseFunc();
const FloatParseFunc stFunc = _calcSTParseFunc();
const FloatParseFunc normalFunc = _calcNormalParseFunc();
const IndexParseFunc indexFunc = _calcParseIndexFunc(type);
GLsizei i = 0;
const GLubyte* idx = iptr;
ClipVertex* vertex = output;
for(; i < count; ++i, idx += istride, ++vertex) {
GLuint j = indexFunc(idx);
vertex->flags = PVR_CMD_VERTEX;
vertexFunc(vertex->xyz, vptr + (j * vstride));
}
idx = iptr;
vertex = output;
for(i = 0; i < count; ++i, idx += istride, ++vertex) {
GLuint j = indexFunc(idx);
diffuseFunc(vertex->bgra, cptr + (j * cstride));
}
if(doTexture) {
idx = iptr;
vertex = output;
for(i = 0; i < count; ++i, idx += istride, ++vertex) {
GLuint j = indexFunc(idx);
uvFunc(vertex->uv, uvptr + (j * uvstride));
}
}
if(doMultitexture) {
idx = iptr;
vertex = output;
for(i = 0; i < count; ++i, idx += istride, ++vertex) {
GLuint j = indexFunc(idx);
stFunc(vertex->st, stptr + (j * ststride));
}
}
if(doLighting) {
idx = iptr;
vertex = output;
for(i = 0; i < count; ++i, idx += istride, ++vertex) {
GLuint j = indexFunc(idx);
normalFunc(vertex->nxyz, nptr + (j * nstride));
}
}
}
static inline void genElementsTriangles(
ClipVertex* output,
GLsizei count,
const GLubyte* iptr, GLuint istride, GLenum type,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genElementsCommon(
output,
iptr, istride, type, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
GLsizei i = 2;
for(; i < count; i += 3) {
output[i].flags = PVR_CMD_VERTEX_EOL;
}
}
static inline void genElementsQuads(
ClipVertex* output,
GLsizei count,
const GLubyte* iptr, GLuint istride, GLenum type,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genElementsCommon(
output,
iptr, istride, type, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
GLsizei i = 3;
for(; i < count; i += 4) {
swapVertex(&output[i], &output[i - 1]);
output[i].flags = PVR_CMD_VERTEX_EOL;
}
}
static inline void genElementsTriangleFan(
ClipVertex* output,
GLsizei count,
const GLubyte* iptr, GLuint istride, GLenum type,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genElementsCommon(
output,
iptr, istride, type, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
swapVertex(&output[1], &output[2]);
output[2].flags = PVR_CMD_VERTEX_EOL;
GLsizei i = 3;
ClipVertex* first = &output[0];
for(; i < count - 1; ++i) {
ClipVertex* next = &output[i + 1];
ClipVertex* previous = &output[i - 1];
ClipVertex* vertex = &output[i];
*next = *first;
swapVertex(next, vertex);
vertex = next + 1;
*vertex = *previous;
vertex->flags = PVR_CMD_VERTEX_EOL;
}
}
static inline void genElementsTriangleStrip(
ClipVertex* output,
GLsizei count,
const GLubyte* iptr, GLuint istride, GLenum type,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genElementsCommon(
output,
iptr, istride, type, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
output[count - 1].flags = PVR_CMD_VERTEX_EOL;
}
static inline void genArraysCommon(
ClipVertex* output,
GLsizei count,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting
) {
const FloatParseFunc vertexFunc = _calcVertexParseFunc();
const ByteParseFunc diffuseFunc = _calcDiffuseParseFunc();
const FloatParseFunc uvFunc = _calcUVParseFunc();
const FloatParseFunc stFunc = _calcSTParseFunc();
const FloatParseFunc normalFunc = _calcNormalParseFunc();
GLsizei i = count;
ClipVertex* vertex = output;
while(i--) {
vertex->flags = PVR_CMD_VERTEX;
vertexFunc(vertex->xyz, vptr);
vptr += vstride;
vertex++;
}
i = count;
vertex = output;
while(i--) {
diffuseFunc(vertex->bgra, cptr);
cptr += cstride;
vertex++;
}
if(doTexture) {
i = count;
vertex = output;
while(i--) {
uvFunc(vertex->uv, uvptr);
uvptr += uvstride;
vertex++;
}
}
if(doMultitexture) {
i = count;
vertex = output;
while(i--) {
stFunc(vertex->st, stptr);
stptr += ststride;
++vertex;
}
}
if(doLighting) {
i = count;
vertex = output;
while(i--) {
normalFunc(vertex->nxyz, nptr);
nptr += nstride;
++vertex;
}
}
}
static inline void genArraysTriangles(
ClipVertex* output,
GLsizei count,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genArraysCommon(
output, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
GLsizei i = count;
ClipVertex* vertex = output;
for(i = 2; i < count; i += 3) {
vertex[i].flags = PVR_CMD_VERTEX_EOL;
}
}
static void genArraysQuads(
ClipVertex* output,
GLsizei count,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genArraysCommon(
output, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
GLsizei i = 3;
for(; i < count; i += 4) {
ClipVertex* this = output + i;
ClipVertex* previous = output + (i - 1);
swapVertex(previous, this);
this->flags = PVR_CMD_VERTEX_EOL;
}
}
static void genArraysTriangleStrip(
ClipVertex* output,
GLsizei count,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genArraysCommon(
output, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
output[count - 1].flags = PVR_CMD_VERTEX_EOL;
}
static void genArraysTriangleFan(
ClipVertex* output,
GLsizei count,
const GLubyte* vptr, GLuint vstride,
const GLubyte* cptr, GLuint cstride,
const GLubyte* uvptr, GLuint uvstride,
const GLubyte* stptr, GLuint ststride,
const GLubyte* nptr, GLuint nstride,
GLboolean doTexture, GLboolean doMultitexture, GLboolean doLighting) {
genArraysCommon(
output, count,
vptr, vstride, cptr, cstride, uvptr, uvstride, stptr, ststride, nptr, nstride,
doTexture, doMultitexture, doLighting
);
swapVertex(&output[1], &output[2]);
output[2].flags = PVR_CMD_VERTEX_EOL;
GLsizei i = 3;
ClipVertex* first = &output[0];
for(; i < count - 1; ++i) {
ClipVertex* next = &output[i + 1];
ClipVertex* previous = &output[i - 1];
ClipVertex* vertex = &output[i];
*next = *first;
swapVertex(next, vertex);
vertex = next + 1;
*vertex = *previous;
vertex->flags = PVR_CMD_VERTEX_EOL;
}
}
static void generate(ClipVertex* output, const GLenum mode, const GLsizei first, const GLsizei count,
const GLubyte* indices, const GLenum type, const GLboolean doTexture, const GLboolean doMultitexture, const GLboolean doLighting) {
/* Read from the client buffers and generate an array of ClipVertices */
const GLuint vstride = (VERTEX_POINTER.stride) ? VERTEX_POINTER.stride : VERTEX_POINTER.size * byte_size(VERTEX_POINTER.type);
const GLuint cstride = (DIFFUSE_POINTER.stride) ? DIFFUSE_POINTER.stride : DIFFUSE_POINTER.size * byte_size(DIFFUSE_POINTER.type);
const GLuint uvstride = (UV_POINTER.stride) ? UV_POINTER.stride : UV_POINTER.size * byte_size(UV_POINTER.type);
const GLuint ststride = (ST_POINTER.stride) ? ST_POINTER.stride : ST_POINTER.size * byte_size(ST_POINTER.type);
const GLuint nstride = (NORMAL_POINTER.stride) ? NORMAL_POINTER.stride : NORMAL_POINTER.size * byte_size(NORMAL_POINTER.type);
const GLubyte* vptr = VERTEX_POINTER.ptr + (first * vstride);
const GLubyte* cptr = DIFFUSE_POINTER.ptr + (first * cstride);
const GLubyte* uvptr = UV_POINTER.ptr + (first * uvstride);
const GLubyte* stptr = ST_POINTER.ptr + (first * ststride);
const GLubyte* nptr = NORMAL_POINTER.ptr + (first * nstride);
const GLsizei istride = byte_size(type);
if(!indices) {
// Drawing arrays
switch(mode) {
case GL_TRIANGLES:
genArraysTriangles(
output,
count,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
break;
case GL_QUADS:
genArraysQuads(
output,
count,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
break;
case GL_TRIANGLE_FAN:
genArraysTriangleFan(
output,
count,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
break;
case GL_TRIANGLE_STRIP:
default:
genArraysTriangleStrip(
output,
count,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
}
} else if(mode == GL_TRIANGLES) {
genElementsTriangles(
output,
count,
indices, istride, type,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
} else if(mode == GL_QUADS) {
genElementsQuads(
output,
count,
indices, istride, type,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
} else if(mode == GL_TRIANGLE_FAN) {
genElementsTriangleFan(
output,
count,
indices, istride, type,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
} else {
genElementsTriangleStrip(
output,
count,
indices, istride, type,
vptr, vstride,
cptr, cstride,
uvptr, uvstride,
stptr, ststride,
nptr, nstride,
doTexture, doMultitexture, doLighting
);
}
}
static void transform(ClipVertex* output, const GLsizei count) {
/* Perform modelview transform, storing W */
ClipVertex* vertex = output;
_applyRenderMatrix(); /* Apply the Render Matrix Stack */
GLsizei i = count;
while(i--) {
register float __x __asm__("fr12") = (vertex->xyz[0]);
register float __y __asm__("fr13") = (vertex->xyz[1]);
register float __z __asm__("fr14") = (vertex->xyz[2]);
register float __w __asm__("fr15");
__asm__ __volatile__(
"fldi1 fr15\n"
"ftrv xmtrx,fv12\n"
: "=f" (__x), "=f" (__y), "=f" (__z), "=f" (__w)
: "0" (__x), "1" (__y), "2" (__z), "3" (__w)
);
vertex->xyz[0] = __x;
vertex->xyz[1] = __y;
vertex->xyz[2] = __z;
vertex->w = __w;
++vertex;
}
}
static GLsizei clip(AlignedVector* polylist, uint32_t offset, const GLsizei count) {
/* Perform clipping, generating new vertices as necessary */
clipTriangleStrip2(polylist, offset, _glGetShadeModel() == GL_FLAT);
/* List size, minus the original offset (which includes the header), minus the header */
return polylist->size - offset - 1;
}
static void mat_transform3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
uint8_t* dataIn = (uint8_t*) xyz;
uint8_t* dataOut = (uint8_t*) xyzOut;
uint32_t i = count;
while(i--) {
float* in = (float*) dataIn;
float* out = (float*) dataOut;
mat_trans_single3_nodiv_nomod(in[0], in[1], in[2], out[0], out[1], out[2]);
dataIn += inStride;
dataOut += outStride;
}
}
static void mat_transform_normal3(const float* xyz, const float* xyzOut, const uint32_t count, const uint32_t inStride, const uint32_t outStride) {
uint8_t* dataIn = (uint8_t*) xyz;
uint8_t* dataOut = (uint8_t*) xyzOut;
uint32_t i = count;
while(i--) {
float* in = (float*) dataIn;
float* out = (float*) dataOut;
mat_trans_normal3_nomod(in[0], in[1], in[2], out[0], out[1], out[2]);
dataIn += inStride;
dataOut += outStride;
}
}
static void light(ClipVertex* output, const GLsizei count) {
if(!isLightingEnabled()) {
return;
}
typedef struct {
float xyz[3];
float n[3];
} EyeSpaceData;
static AlignedVector* eye_space_data = NULL;
if(!eye_space_data) {
eye_space_data = (AlignedVector*) malloc(sizeof(AlignedVector));
aligned_vector_init(eye_space_data, sizeof(EyeSpaceData));
}
aligned_vector_resize(eye_space_data, count);
/* Perform lighting calculations and manipulate the colour */
ClipVertex* vertex = output;
EyeSpaceData* eye_space = (EyeSpaceData*) eye_space_data->data;
_matrixLoadModelView();
mat_transform3(vertex->xyz, eye_space->xyz, count, sizeof(ClipVertex), sizeof(EyeSpaceData));
_matrixLoadNormal();
mat_transform_normal3(vertex->nxyz, eye_space->n, count, sizeof(ClipVertex), sizeof(EyeSpaceData));
GLsizei i;
EyeSpaceData* ES = aligned_vector_at(eye_space_data, 0);
for(i = 0; i < count; ++i, ++vertex, ++ES) {
/* We ignore diffuse colour when lighting is enabled. If GL_COLOR_MATERIAL is enabled
* then the lighting calculation should possibly take it into account */
GLfloat total [] = {0.0f, 0.0f, 0.0f, 0.0f};
GLfloat to_add [] = {0.0f, 0.0f, 0.0f, 0.0f};
GLubyte j;
for(j = 0; j < MAX_LIGHTS; ++j) {
if(isLightEnabled(j)) {
_glCalculateLightingContribution(j, ES->xyz, ES->n, vertex->bgra, to_add);
total[0] += to_add[0];
total[1] += to_add[1];
total[2] += to_add[2];
total[3] += to_add[3];
}
}
vertex->bgra[A8IDX] = (GLubyte) (255.0f * fminf(total[3], 1.0f));
vertex->bgra[R8IDX] = (GLubyte) (255.0f * fminf(total[0], 1.0f));
vertex->bgra[G8IDX] = (GLubyte) (255.0f * fminf(total[1], 1.0f));
vertex->bgra[B8IDX] = (GLubyte) (255.0f * fminf(total[2], 1.0f));
}
}
static void divide(ClipVertex* output, const GLsizei count) {
/* Perform perspective divide on each vertex */
ClipVertex* vertex = output;
GLsizei i = count;
while(i--) {
vertex->xyz[2] = 1.0f / vertex->w;
vertex->xyz[0] *= vertex->xyz[2];
vertex->xyz[1] *= vertex->xyz[2];
++vertex;
}
}
static void push(PVRHeader* header, ClipVertex* output, const GLsizei count, PolyList* activePolyList, GLshort textureUnit) {
// Compile the header
pvr_poly_cxt_t cxt = *getPVRContext();
cxt.list_type = activePolyList->list_type;
_glUpdatePVRTextureContext(&cxt, textureUnit);
pvr_poly_compile(&header->hdr, &cxt);
/* Post-process the vertex list */
ClipVertex* vout = output;
GLuint i = count;
while(i--) {
vout->oargb = 0;
}
}
#define DEBUG_CLIPPING 0
static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum type, const GLvoid* indices) {
/* Do nothing if vertices aren't enabled */
if(!(ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
return;
}
GLboolean doMultitexture, doTexture, doLighting;
GLint activeTexture;
glGetIntegerv(GL_ACTIVE_TEXTURE_ARB, &activeTexture);
glActiveTextureARB(GL_TEXTURE0);
glGetBooleanv(GL_TEXTURE_2D, &doTexture);
glActiveTextureARB(GL_TEXTURE1);
glGetBooleanv(GL_TEXTURE_2D, &doMultitexture);
doLighting = isLightingEnabled();
glActiveTextureARB(activeTexture);
profiler_push(__func__);
PolyList* activeList = activePolyList();
/* Make room in the list buffer */
GLsizei spaceNeeded = (mode == GL_POLYGON || mode == GL_TRIANGLE_FAN) ? ((count - 2) * 3) : count;
ClipVertex* start = aligned_vector_extend(&activeList->vector, spaceNeeded + 1);
/* Store a pointer to the header for later */
PVRHeader* header = (PVRHeader*) start++;
/* We store an offset to the first ClipVertex because clipping may generate more
* vertices, which may cause a realloc and thus invalidate start and header
* we use this startOffset to reset those pointers after clipping */
uint32_t startOffset = start - (ClipVertex*) activeList->vector.data;
profiler_checkpoint("allocate");
generate(start, mode, first, count, (GLubyte*) indices, type, doTexture, doMultitexture, doLighting);
profiler_checkpoint("generate");
light(start, spaceNeeded);
profiler_checkpoint("light");
transform(start, spaceNeeded);
profiler_checkpoint("transform");
if(isClippingEnabled()) {
uint32_t offset = ((start - 1) - (ClipVertex*) activeList->vector.data);
#if DEBUG_CLIPPING
uint32_t i = 0;
fprintf(stderr, "=========\n");
for(i = offset; i < activeList->vector.size; ++i) {
ClipVertex* v = aligned_vector_at(&activeList->vector, i);
if(v->flags == 0xe0000000 || v->flags == 0xf0000000) {
fprintf(stderr, "(%f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->flags);
} else {
fprintf(stderr, "%x\n", *((uint32_t*)v));
}
}
#endif
spaceNeeded = clip(&activeList->vector, offset, spaceNeeded);
/* Clipping may have realloc'd so reset the start pointer */
start = ((ClipVertex*) activeList->vector.data) + startOffset;
header = (PVRHeader*) (start - 1); /* Update the header pointer */
#if DEBUG_CLIPPING
fprintf(stderr, "--------\n");
for(i = offset; i < activeList->vector.size; ++i) {
ClipVertex* v = aligned_vector_at(&activeList->vector, i);
if(v->flags == 0xe0000000 || v->flags == 0xf0000000) {
fprintf(stderr, "(%f, %f, %f) -> %x\n", v->xyz[0], v->xyz[1], v->xyz[2], v->flags);
} else {
fprintf(stderr, "%x\n", *((uint32_t*)v));
}
}
#endif
}
profiler_checkpoint("clip");
divide(start, spaceNeeded);
profiler_checkpoint("divide");
push(header, start, spaceNeeded, activePolyList(), 0);
profiler_checkpoint("push");
/*
Now, if multitexturing is enabled, we want to send exactly the same vertices again, except:
- We want to enable blending, and send them to the TR list
- We want to set the depth func to GL_EQUAL
- We want to set the second texture ID
- We want to set the uv coordinates to the passed st ones
*/
if(!doMultitexture) {
/* Multitexture actively disabled */
profiler_pop();
return;
}
TextureObject* texture1 = getTexture1();
if(!texture1 || ((ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) != ST_ENABLED_FLAG)) {
/* Multitexture implicitly disabled */
profiler_pop();
return;
}
/* Push back a copy of the list to the transparent poly list, including the header
(hence the - 1)
*/
ClipVertex* vertex = aligned_vector_push_back(
&transparentPolyList()->vector, start - 1, spaceNeeded + 1
);
PVRHeader* mtHeader = (PVRHeader*) vertex++;
ClipVertex* mtStart = vertex;
/* Copy ST coordinates to UV ones */
GLsizei i = spaceNeeded;
while(i--) {
vertex->uv[0] = vertex->st[0];
vertex->uv[1] = vertex->st[1];
++vertex;
}
/* Store state, as we're about to mess around with it */
GLint depthFunc, blendSrc, blendDst;
glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
glGetIntegerv(GL_BLEND_SRC, &blendSrc);
glGetIntegerv(GL_BLEND_DST, &blendDst);
GLboolean blendEnabled = glIsEnabled(GL_BLEND);
GLboolean depthEnabled = glIsEnabled(GL_DEPTH_TEST);
glDepthFunc(GL_EQUAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* Send the buffer again to the transparent list */
push(mtHeader, mtStart, spaceNeeded, transparentPolyList(), 1);
/* Reset state */
glDepthFunc(depthFunc);
glBlendFunc(blendSrc, blendDst);
(blendEnabled) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
(depthEnabled) ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
}
void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
TRACE();
if(checkImmediateModeInactive(__func__)) {
return;
}
submitVertices(mode, 0, count, type, indices);
}
void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
TRACE();
if(checkImmediateModeInactive(__func__)) {
return;
}
submitVertices(mode, first, count, GL_UNSIGNED_SHORT, NULL);
}
void APIENTRY glEnableClientState(GLenum cap) {
TRACE();
switch(cap) {
case GL_VERTEX_ARRAY:
ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG;
break;
case GL_COLOR_ARRAY:
ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
break;
case GL_NORMAL_ARRAY:
ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG;
break;
case GL_TEXTURE_COORD_ARRAY:
(ACTIVE_CLIENT_TEXTURE) ?
(ENABLED_VERTEX_ATTRIBUTES |= ST_ENABLED_FLAG):
(ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG);
break;
default:
_glKosThrowError(GL_INVALID_ENUM, "glEnableClientState");
}
}
void APIENTRY glDisableClientState(GLenum cap) {
TRACE();
switch(cap) {
case GL_VERTEX_ARRAY:
ENABLED_VERTEX_ATTRIBUTES &= ~VERTEX_ENABLED_FLAG;
break;
case GL_COLOR_ARRAY:
ENABLED_VERTEX_ATTRIBUTES &= ~DIFFUSE_ENABLED_FLAG;
break;
case GL_NORMAL_ARRAY:
ENABLED_VERTEX_ATTRIBUTES &= ~NORMAL_ENABLED_FLAG;
break;
case GL_TEXTURE_COORD_ARRAY:
(ACTIVE_CLIENT_TEXTURE) ?
(ENABLED_VERTEX_ATTRIBUTES &= ~ST_ENABLED_FLAG):
(ENABLED_VERTEX_ATTRIBUTES &= ~UV_ENABLED_FLAG);
break;
default:
_glKosThrowError(GL_INVALID_ENUM, "glDisableClientState");
}
}
GLuint _glGetActiveClientTexture() {
return ACTIVE_CLIENT_TEXTURE;
}
void APIENTRY glClientActiveTextureARB(GLenum texture) {
TRACE();
if(texture < GL_TEXTURE0_ARB || texture > GL_TEXTURE0_ARB + MAX_TEXTURE_UNITS) {
_glKosThrowError(GL_INVALID_ENUM, "glClientActiveTextureARB");
}
if(_glKosHasError()) {
_glKosPrintError();
return;
}
ACTIVE_CLIENT_TEXTURE = (texture == GL_TEXTURE1_ARB) ? 1 : 0;
}
void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
AttribPointer* tointer = (ACTIVE_CLIENT_TEXTURE == 0) ? &UV_POINTER : &ST_POINTER;
tointer->ptr = pointer;
tointer->stride = stride;
tointer->type = type;
tointer->size = size;
}
void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
VERTEX_POINTER.ptr = pointer;
VERTEX_POINTER.stride = stride;
VERTEX_POINTER.type = type;
VERTEX_POINTER.size = size;
}
void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
DIFFUSE_POINTER.ptr = pointer;
DIFFUSE_POINTER.stride = stride;
DIFFUSE_POINTER.type = type;
DIFFUSE_POINTER.size = size;
}
void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer) {
TRACE();
NORMAL_POINTER.ptr = pointer;
NORMAL_POINTER.stride = stride;
NORMAL_POINTER.type = type;
NORMAL_POINTER.size = 3;
}