mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 21:45:12 +00:00
change GL_LEGACY to only use GL1.1 (1.2?) features
This commit is contained in:
parent
655427f10f
commit
73c6c9105f
1 changed files with 283 additions and 304 deletions
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@ -3,6 +3,7 @@
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#include <stdint.h>
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#include <stdbool.h>
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#include <assert.h>
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#include <unistd.h>
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#ifndef _LANGUAGE_C
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# define _LANGUAGE_C
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@ -32,40 +33,11 @@
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# endif
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#endif
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// redefine this if using a different GL loader
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#define mglGetProcAddress(name) SDL_GL_GetProcAddress(name)
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// we'll define and load it manually in init, just in case
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typedef void (*PFNMGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer);
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static PFNMGLFOGCOORDPOINTERPROC mglFogCoordPointer = NULL;
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// since these can have different names, might as well redefine them to a single one
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#undef GL_FOG_COORD_SRC
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#undef GL_FOG_COORD
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#undef GL_FOG_COORD_ARRAY
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#define GL_FOG_COORD_SRC 0x8450
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#define GL_FOG_COORD 0x8451
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#define GL_FOG_COORD_ARRAY 0x8457
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#include "../platform.h"
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#include "gfx_cc.h"
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#include "gfx_rendering_api.h"
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#include "macros.h"
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enum MixFlags {
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SH_MF_OVERRIDE_ALPHA = 1,
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SH_MF_MULTIPLY = 2,
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SH_MF_MIX = 4,
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SH_MF_SINGLE = 8,
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SH_MF_MULTIPLY_ALPHA = 16,
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SH_MF_MIX_ALPHA = 32,
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SH_MF_SINGLE_ALPHA = 64,
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SH_MF_INPUT_ALPHA = 128,
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};
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enum MixType {
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SH_MT_NONE,
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SH_MT_TEXTURE,
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@ -76,119 +48,121 @@ enum MixType {
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};
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struct ShaderProgram {
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bool enabled;
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uint32_t shader_id;
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struct CCFeatures cc;
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enum MixType mix;
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uint32_t mix_flags;
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bool texture_used[2];
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int texture_ord[2];
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int num_inputs;
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};
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struct SamplerState {
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GLenum min_filter;
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GLenum mag_filter;
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GLenum wrap_s;
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GLenum wrap_t;
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GLuint tex;
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};
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static struct ShaderProgram shader_program_pool[64];
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static uint8_t shader_program_pool_size;
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static struct ShaderProgram *cur_shader = NULL;
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static struct SamplerState tmu_state[2];
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static const float *cur_buf = NULL;
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static const float *cur_fog_ofs = NULL;
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static size_t cur_buf_size = 0;
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static size_t cur_buf_num_tris = 0;
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static size_t cur_buf_stride = 0;
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static bool gl_blend = false;
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static bool gl_adv_fog = false;
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static bool gl_npot = false;
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static bool gl_multitexture = false;
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static void *scale_buf = NULL;
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static int scale_buf_size = 0;
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static float c_mix[] = { 0.f, 0.f, 0.f, 1.f };
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static float c_invmix[] = { 1.f, 1.f, 1.f, 1.f };
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static const float c_white[] = { 1.f, 1.f, 1.f, 1.f };
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// from https://github.com/z2442/sm64-port
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static void resample_32bit(const uint32_t *in, const int inwidth, const int inheight, uint32_t *out, const int outwidth, const int outheight) {
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int i, j;
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const uint32_t *inrow;
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uint32_t frac, fracstep;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j += 4) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 1] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 2] = inrow[frac >> 16];
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frac += fracstep;
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out[j + 3] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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static inline uint32_t next_pot(uint32_t v) {
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v--;
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v |= v >> 1;
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v |= v >> 2;
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v |= v >> 4;
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v |= v >> 8;
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v |= v >> 16;
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v++;
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return v;
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}
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static inline uint32_t is_pot(const uint32_t v) {
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return (v & (v - 1)) == 0;
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}
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static bool gfx_opengl_z_is_from_0_to_1(void) {
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return false;
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}
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#define TEXENV_COMBINE_ON() glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE)
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#define TEXENV_COMBINE_OFF() glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
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#define TEXENV_COMBINE_OP(num, cval, aval) \
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do { \
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND ## num ## _RGB, cval); \
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND ## num ## _ALPHA, aval); \
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} while (0)
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#define TEXENV_COMBINE_SET1(what, mode, val) \
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do { \
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ ## what, mode); \
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ ## what, val); \
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} while (0)
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#define TEXENV_COMBINE_SET2(what, mode, val1, val2) \
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do { \
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ ## what, mode); \
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ ## what, val1); \
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ ## what, val2); \
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} while (0)
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#define TEXENV_COMBINE_SET3(what, mode, val1, val2, val3) \
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do { \
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ ## what, mode); \
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ ## what, val1); \
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ ## what, val2); \
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ ## what, val3); \
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} while (0)
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static inline void texenv_set_texture_color(struct ShaderProgram *prg) {
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glActiveTexture(GL_TEXTURE0);
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if (prg->mix_flags & SH_MF_OVERRIDE_ALPHA) {
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TEXENV_COMBINE_ON();
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if (prg->mix_flags & SH_MF_SINGLE_ALPHA) {
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if (prg->mix_flags & SH_MF_MULTIPLY) {
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// keep the alpha but modulate the color
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const GLenum alphasrc = (prg->mix_flags & SH_MF_INPUT_ALPHA) ? GL_PRIMARY_COLOR : GL_TEXTURE;
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TEXENV_COMBINE_SET2(RGB, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR);
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TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, alphasrc);
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} else {
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// somehow makes it keep the color while taking the alpha from primary color
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TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_TEXTURE);
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}
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} else { // if (prg->mix_flags & SH_MF_SINGLE) {
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if (prg->mix_flags & SH_MF_MULTIPLY_ALPHA) {
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// modulate the alpha but keep the color
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TEXENV_COMBINE_SET2(ALPHA, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR);
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TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_TEXTURE);
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} else {
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// somehow makes it keep the alpha
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TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, GL_TEXTURE);
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}
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}
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// TODO: MIX and the other one
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} else if (prg->mix_flags & SH_MF_MULTIPLY) {
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// TODO: is this right?
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TEXENV_COMBINE_OFF();
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} else if (prg->mix_flags & SH_MF_MIX) {
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TEXENV_COMBINE_ON();
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// HACK: determine this using flags and not this crap
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if (prg->num_inputs > 1) {
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// out.rgb = mix(color0.rgb, color1.rgb, texel0.rgb);
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// no color1 tho, so mix with white (texenv color is set in init())
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TEXENV_COMBINE_OP(2, GL_SRC_COLOR, GL_SRC_ALPHA);
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TEXENV_COMBINE_SET3(RGB, GL_INTERPOLATE, GL_CONSTANT, GL_PRIMARY_COLOR, GL_TEXTURE);
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TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, GL_CONSTANT);
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} else {
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// out.rgb = mix(color0.rgb, texel0.rgb, texel0.a);
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TEXENV_COMBINE_OP(2, GL_SRC_ALPHA, GL_SRC_ALPHA);
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TEXENV_COMBINE_SET3(RGB, GL_INTERPOLATE, GL_TEXTURE, GL_PRIMARY_COLOR, GL_TEXTURE);
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}
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} else {
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TEXENV_COMBINE_OFF();
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}
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static inline GLenum texenv_set_color(UNUSED struct ShaderProgram *prg) {
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return GL_MODULATE;
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}
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static inline void texenv_set_texture_texture(UNUSED struct ShaderProgram *prg) {
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glActiveTexture(GL_TEXTURE0);
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TEXENV_COMBINE_OFF();
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glActiveTexture(GL_TEXTURE1);
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TEXENV_COMBINE_ON();
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// out.rgb = mix(texel0.rgb, texel1.rgb, color0.rgb);
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TEXENV_COMBINE_OP(2, GL_SRC_COLOR, GL_SRC_ALPHA);
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TEXENV_COMBINE_SET3(RGB, GL_INTERPOLATE, GL_PREVIOUS, GL_TEXTURE, GL_PRIMARY_COLOR);
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// out.a = texel0.a;
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TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, GL_PREVIOUS);
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static inline GLenum texenv_set_texture(UNUSED struct ShaderProgram *prg) {
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return GL_MODULATE;
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}
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static inline GLenum texenv_set_texture_color(struct ShaderProgram *prg) {
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GLenum mode;
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// HACK: lord forgive me for this, but this is easier
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switch (prg->shader_id) {
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case 0x0000038D: // mario's eyes
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case 0x01045A00: // peach letter
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case 0x01200A00: // intro copyright fade in
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mode = GL_DECAL;
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break;
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case 0x00000551: // goddard
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mode = GL_BLEND;
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break;
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default:
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mode = GL_MODULATE;
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break;
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}
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return mode;
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}
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static inline GLenum texenv_set_texture_texture(UNUSED struct ShaderProgram *prg) {
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return GL_MODULATE;
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}
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static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
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@ -199,31 +173,19 @@ static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
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ofs += 4;
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// have texture(s), specify same texcoords for every active texture
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for (int i = 0; i < 2; ++i) {
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if (prg->texture_used[i]) {
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glEnable(GL_TEXTURE0 + i);
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glClientActiveTexture(GL_TEXTURE0 + i);
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glActiveTexture(GL_TEXTURE0 + i);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, cur_buf_stride, ofs);
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glEnable(GL_TEXTURE_2D);
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ofs += 2;
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}
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if (prg->texture_used[0] || prg->texture_used[1]) {
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, cur_buf_stride, ofs);
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ofs += 2;
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} else {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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}
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if (prg->shader_id & SHADER_OPT_FOG) {
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// fog requested, we can deal with it in one of two ways
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if (gl_adv_fog) {
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// if GL_EXT_fog_coord is available, use the provided fog factor as scaled depth for GL fog
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const float fogrgb[] = { ofs[0], ofs[1], ofs[2] };
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glEnable(GL_FOG);
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glFogfv(GL_FOG_COLOR, fogrgb); // color is the same for all verts, only intensity is different
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glEnableClientState(GL_FOG_COORD_ARRAY);
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mglFogCoordPointer(GL_FLOAT, cur_buf_stride, ofs + 3); // point it to alpha, which is fog factor
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} else {
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// if there's no fog coords available, blend it on top of normal tris later
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cur_fog_ofs = ofs;
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}
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// blend it on top of normal tris later
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cur_fog_ofs = ofs;
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ofs += 4;
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}
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@ -232,139 +194,112 @@ static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
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// TODO: more than one color (maybe glSecondaryColorPointer?)
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// HACK: if there's a texture and two colors, one of them is likely for speculars or some shit (see mario head)
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// if there's two colors but no texture, the real color is likely the second one
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const int hack = (prg->num_inputs > 1) * (4 - (int)prg->texture_used[0]);
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_FLOAT, cur_buf_stride, ofs + hack);
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ofs += 4 * prg->num_inputs;
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// HACKHACK: alpha is 0 in the transition shader (0x01A00045), maybe figure out the flags instead
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const int vlen = (prg->cc.opt_alpha && prg->shader_id != 0x01A00045) ? 4 : 3;
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const int hack = vlen * (prg->num_inputs > 1);
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if (prg->texture_used[1] && prg->cc.do_mix[0]) {
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// HACK: when two textures are mixed by vertex color, store the color
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// it will be used later when rendering two texture passes
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c_mix[0] = *(ofs + hack + 0);
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c_mix[1] = *(ofs + hack + 1);
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c_mix[2] = *(ofs + hack + 2);
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c_invmix[0] = 1.f - c_mix[0];
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c_invmix[1] = 1.f - c_mix[1];
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c_invmix[2] = 1.f - c_mix[2];
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glDisableClientState(GL_COLOR_ARRAY);
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glColor3f(c_mix[0], c_mix[1], c_mix[2]);
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} else {
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// otherwise use vertex colors as normal
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(vlen, GL_FLOAT, cur_buf_stride, ofs + hack);
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}
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ofs += prg->num_inputs * vlen;
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} else {
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glDisableClientState(GL_COLOR_ARRAY);
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}
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if (prg->shader_id & SHADER_OPT_TEXTURE_EDGE) {
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// (horrible) alpha discard
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.3f);
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}
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if (!prg->enabled) {
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// we only need to do this once
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prg->enabled = true;
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// configure formulae
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switch (prg->mix) {
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case SH_MT_TEXTURE:
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glActiveTexture(GL_TEXTURE0);
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TEXENV_COMBINE_OFF();
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break;
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if (prg->shader_id & SHADER_OPT_TEXTURE_EDGE) {
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// (horrible) alpha discard
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.666f);
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} else {
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glDisable(GL_ALPHA_TEST);
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}
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case SH_MT_TEXTURE_COLOR:
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texenv_set_texture_color(prg);
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break;
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case SH_MT_TEXTURE_TEXTURE:
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texenv_set_texture_texture(prg);
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break;
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default:
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break;
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// configure texenv
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GLenum mode;
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switch (prg->mix) {
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case SH_MT_TEXTURE: mode = texenv_set_texture(prg); break;
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case SH_MT_TEXTURE_TEXTURE: mode = texenv_set_texture_texture(prg); break;
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case SH_MT_TEXTURE_COLOR: mode = texenv_set_texture_color(prg); break;
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default: mode = texenv_set_color(prg); break;
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
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}
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}
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static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) {
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if (cur_shader == old_prg || old_prg == NULL)
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if (cur_shader && (cur_shader == old_prg || !old_prg)) {
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cur_shader->enabled = false;
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cur_shader = NULL;
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glClientActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE1);
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glDisable(GL_TEXTURE0);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_FOG);
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}
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cur_fog_ofs = NULL; // clear fog colors
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glDisableClientState(GL_COLOR_ARRAY);
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if (gl_adv_fog) glDisableClientState(GL_FOG_COORD_ARRAY);
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}
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static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) {
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cur_shader = new_prg;
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// gfx_opengl_apply_shader(cur_shader);
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if (cur_shader)
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cur_shader->enabled = false;
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}
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static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shader_id) {
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uint8_t c[2][4];
|
||||
for (int i = 0; i < 4; i++) {
|
||||
c[0][i] = (shader_id >> (i * 3)) & 7;
|
||||
c[1][i] = (shader_id >> (12 + i * 3)) & 7;
|
||||
}
|
||||
|
||||
bool used_textures[2] = {0, 0};
|
||||
int num_inputs = 0;
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
if (c[i][j] >= SHADER_INPUT_1 && c[i][j] <= SHADER_INPUT_4) {
|
||||
if (c[i][j] > num_inputs) {
|
||||
num_inputs = c[i][j];
|
||||
}
|
||||
}
|
||||
if (c[i][j] == SHADER_TEXEL0 || c[i][j] == SHADER_TEXEL0A) {
|
||||
used_textures[0] = true;
|
||||
}
|
||||
if (c[i][j] == SHADER_TEXEL1) {
|
||||
used_textures[1] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const bool color_alpha_same = (shader_id & 0xfff) == ((shader_id >> 12) & 0xfff);
|
||||
const bool do_multiply[2] = {c[0][1] == 0 && c[0][3] == 0, c[1][1] == 0 && c[1][3] == 0};
|
||||
const bool do_mix[2] = {c[0][1] == c[0][3], c[1][1] == c[1][3]};
|
||||
const bool do_single[2] = {c[0][2] == 0, c[1][2] == 0};
|
||||
struct CCFeatures ccf;
|
||||
gfx_cc_get_features(shader_id, &ccf);
|
||||
|
||||
struct ShaderProgram *prg = &shader_program_pool[shader_program_pool_size++];
|
||||
|
||||
prg->shader_id = shader_id;
|
||||
prg->num_inputs = num_inputs;
|
||||
prg->texture_used[0] = used_textures[0];
|
||||
prg->texture_used[1] = used_textures[1];
|
||||
prg->cc = ccf;
|
||||
prg->num_inputs = ccf.num_inputs;
|
||||
prg->texture_used[0] = ccf.used_textures[0];
|
||||
prg->texture_used[1] = ccf.used_textures[1];
|
||||
|
||||
if (used_textures[0] && used_textures[1])
|
||||
if (ccf.used_textures[0] && ccf.used_textures[1]) {
|
||||
prg->mix = SH_MT_TEXTURE_TEXTURE;
|
||||
else if (used_textures[0] && num_inputs)
|
||||
if (ccf.do_single[1]) {
|
||||
prg->texture_ord[0] = 1;
|
||||
prg->texture_ord[1] = 0;
|
||||
} else {
|
||||
prg->texture_ord[0] = 0;
|
||||
prg->texture_ord[1] = 1;
|
||||
}
|
||||
} else if (ccf.used_textures[0] && ccf.num_inputs) {
|
||||
prg->mix = SH_MT_TEXTURE_COLOR;
|
||||
else if (used_textures[0])
|
||||
} else if (ccf.used_textures[0]) {
|
||||
prg->mix = SH_MT_TEXTURE;
|
||||
else if (num_inputs > 1)
|
||||
} else if (ccf.num_inputs > 1) {
|
||||
prg->mix = SH_MT_COLOR_COLOR;
|
||||
else if (num_inputs)
|
||||
} else if (ccf.num_inputs) {
|
||||
prg->mix = SH_MT_COLOR;
|
||||
|
||||
if (do_single[0]) prg->mix_flags |= SH_MF_SINGLE;
|
||||
if (do_multiply[0]) prg->mix_flags |= SH_MF_MULTIPLY;
|
||||
if (do_mix[0]) prg->mix_flags |= SH_MF_MIX;
|
||||
|
||||
if (!color_alpha_same && (shader_id & SHADER_OPT_ALPHA)) {
|
||||
prg->mix_flags |= SH_MF_OVERRIDE_ALPHA;
|
||||
if (do_single[1]) prg->mix_flags |= SH_MF_SINGLE_ALPHA;
|
||||
if (do_multiply[1]) prg->mix_flags |= SH_MF_MULTIPLY_ALPHA;
|
||||
if (do_mix[1]) prg->mix_flags |= SH_MF_MIX_ALPHA;
|
||||
if (c[1][3] < SHADER_TEXEL0) prg->mix_flags |= SH_MF_INPUT_ALPHA;
|
||||
}
|
||||
|
||||
prg->enabled = false;
|
||||
|
||||
gfx_opengl_load_shader(prg);
|
||||
|
||||
return prg;
|
||||
}
|
||||
|
||||
static struct ShaderProgram *gfx_opengl_lookup_shader(uint32_t shader_id) {
|
||||
for (size_t i = 0; i < shader_program_pool_size; i++) {
|
||||
if (shader_program_pool[i].shader_id == shader_id) {
|
||||
for (size_t i = 0; i < shader_program_pool_size; i++)
|
||||
if (shader_program_pool[i].shader_id == shader_id)
|
||||
return &shader_program_pool[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -381,35 +316,72 @@ static GLuint gfx_opengl_new_texture(void) {
|
|||
}
|
||||
|
||||
static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
tmu_state[tile].tex = texture_id; // remember this for multitexturing later
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
}
|
||||
|
||||
static void gfx_opengl_upload_texture(uint8_t *rgba32_buf, int width, int height) {
|
||||
static inline void *gfx_opengl_scale_texture(const uint8_t *data, const int w, const int h, const int to_w, const int to_h) {
|
||||
const int psize = to_w * to_h * 4;
|
||||
|
||||
// realloc scale buffer if it's too small
|
||||
if (psize > scale_buf_size) {
|
||||
scale_buf = realloc(scale_buf, psize);
|
||||
if (!scale_buf) sys_fatal("Out of memory allocating NPOT scale buffer\n");
|
||||
scale_buf_size = psize;
|
||||
}
|
||||
|
||||
resample_32bit((const uint32_t *)data, w, h, scale_buf, to_w, to_h);
|
||||
|
||||
return scale_buf;
|
||||
}
|
||||
|
||||
static void gfx_opengl_upload_texture(const uint8_t *rgba32_buf, int width, int height) {
|
||||
if (!gl_npot) {
|
||||
// we don't support non power of two textures, scale to next power of two if necessary
|
||||
if (!is_pot(width) || !is_pot(height)) {
|
||||
const int pwidth = next_pot(width);
|
||||
const int pheight = next_pot(height);
|
||||
rgba32_buf = gfx_opengl_scale_texture(rgba32_buf, width, height, pwidth, pheight);
|
||||
width = pwidth;
|
||||
height = pheight;
|
||||
}
|
||||
}
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf);
|
||||
}
|
||||
|
||||
static uint32_t gfx_cm_to_opengl(uint32_t val) {
|
||||
if (val & G_TX_CLAMP)
|
||||
return GL_CLAMP_TO_EDGE;
|
||||
static inline GLenum gfx_cm_to_opengl(uint32_t val) {
|
||||
if (val & G_TX_CLAMP) return GL_CLAMP_TO_EDGE;
|
||||
return (val & G_TX_MIRROR) ? GL_MIRRORED_REPEAT : GL_REPEAT;
|
||||
}
|
||||
|
||||
static inline void gfx_opengl_apply_tmu_state(const int tile) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tmu_state[tile].min_filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tmu_state[tile].mag_filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tmu_state[tile].wrap_s);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tmu_state[tile].wrap_t);
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
|
||||
const GLenum filter = linear_filter ? GL_LINEAR : GL_NEAREST;
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gfx_cm_to_opengl(cms));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gfx_cm_to_opengl(cmt));
|
||||
|
||||
const GLenum wrap_s = gfx_cm_to_opengl(cms);
|
||||
const GLenum wrap_t = gfx_cm_to_opengl(cmt);
|
||||
|
||||
tmu_state[tile].min_filter = filter;
|
||||
tmu_state[tile].mag_filter = filter;
|
||||
tmu_state[tile].wrap_s = wrap_s;
|
||||
tmu_state[tile].wrap_t = wrap_t;
|
||||
|
||||
// set state for the first texture right away
|
||||
if (!tile) gfx_opengl_apply_tmu_state(tile);
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_depth_test(bool depth_test) {
|
||||
if (depth_test) {
|
||||
if (depth_test)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
} else {
|
||||
else
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_depth_mask(bool z_upd) {
|
||||
|
@ -436,26 +408,19 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
|
|||
|
||||
static void gfx_opengl_set_use_alpha(bool use_alpha) {
|
||||
gl_blend = use_alpha;
|
||||
if (use_alpha) {
|
||||
if (use_alpha)
|
||||
glEnable(GL_BLEND);
|
||||
} else {
|
||||
else
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
// draws the same triangles as plain fog color + fog intensity as alpha
|
||||
// on top of the normal tris and blends them to achieve sort of the same effect
|
||||
// as fog would
|
||||
static inline void gfx_opengl_blend_fog_tris(void) {
|
||||
// if a texture was used, replace it with fog color instead, but still keep the alpha
|
||||
if (cur_shader->texture_used[0]) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
TEXENV_COMBINE_ON();
|
||||
// out.rgb = input0.rgb
|
||||
TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_PRIMARY_COLOR);
|
||||
// out.a = texel0.a * input0.a
|
||||
TEXENV_COMBINE_SET2(ALPHA, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR);
|
||||
}
|
||||
static inline void gfx_opengl_pass_fog(void) {
|
||||
// if texturing is enabled, disable it, since we're blending colors
|
||||
if (cur_shader->texture_used[0] || cur_shader->texture_used[1])
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY); // enable color array temporarily
|
||||
glColorPointer(4, GL_FLOAT, cur_buf_stride, cur_fog_ofs); // set fog colors as primary colors
|
||||
|
@ -467,11 +432,38 @@ static inline void gfx_opengl_blend_fog_tris(void) {
|
|||
glDepthFunc(GL_LESS); // set back to default
|
||||
if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled
|
||||
glDisableClientState(GL_COLOR_ARRAY); // will get reenabled later anyway
|
||||
|
||||
// if texturing was enabled, re-enable it
|
||||
if (cur_shader->texture_used[0] || cur_shader->texture_used[1])
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
// this assumes the two textures are combined like so:
|
||||
// result = mix(tex0.rgb, tex1.rgb, vertex.rgb)
|
||||
static inline void gfx_opengl_pass_mix_texture(void) {
|
||||
// set second texture
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[1]].tex);
|
||||
gfx_opengl_apply_tmu_state(cur_shader->texture_ord[1]);
|
||||
|
||||
if (!gl_blend) glEnable(GL_BLEND); // enable blending temporarily
|
||||
glBlendFunc(GL_ONE, GL_ONE); // additive blending
|
||||
glDepthFunc(GL_LEQUAL); // Z is the same as the base triangles
|
||||
|
||||
// draw the same triangles, but with the inverse of the mix color
|
||||
glColor3f(c_invmix[0], c_invmix[1], c_invmix[2]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
|
||||
glColor3f(1.f, 1.f, 1.f); // reset color
|
||||
|
||||
glDepthFunc(GL_LESS); // set back to default
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // same here
|
||||
if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled
|
||||
|
||||
// set old texture
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[0]].tex);
|
||||
gfx_opengl_apply_tmu_state(cur_shader->texture_ord[0]);
|
||||
}
|
||||
|
||||
static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
|
||||
//printf("flushing %d tris\n", buf_vbo_num_tris);
|
||||
|
||||
cur_buf = buf_vbo;
|
||||
cur_buf_size = buf_vbo_len * 4;
|
||||
cur_buf_num_tris = buf_vbo_num_tris;
|
||||
|
@ -479,10 +471,17 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_
|
|||
|
||||
gfx_opengl_apply_shader(cur_shader);
|
||||
|
||||
// if there's two textures, set primary texture first
|
||||
if (cur_shader->texture_used[1])
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[0]].tex);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
|
||||
|
||||
// if there's two textures, draw polys with the second texture
|
||||
if (cur_shader->texture_used[1]) gfx_opengl_pass_mix_texture();
|
||||
|
||||
// cur_fog_ofs is only set if GL_EXT_fog_coord isn't used
|
||||
if (cur_fog_ofs) gfx_opengl_blend_fog_tris();
|
||||
if (cur_fog_ofs) gfx_opengl_pass_fog();
|
||||
}
|
||||
|
||||
static inline bool gl_check_ext(const char *name) {
|
||||
|
@ -492,7 +491,7 @@ static inline bool gl_check_ext(const char *name) {
|
|||
extstr = (const char *)glGetString(GL_EXTENSIONS);
|
||||
|
||||
if (!strstr(extstr, name)) {
|
||||
fprintf(stderr, "GL extension not supported: %s\n", name);
|
||||
printf("GL extension not supported: %s\n", name);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -526,54 +525,34 @@ static void gfx_opengl_init(void) {
|
|||
int vmajor, vminor;
|
||||
bool is_es = false;
|
||||
gl_get_version(&vmajor, &vminor, &is_es);
|
||||
if (vmajor < 2 && vminor < 2 && !is_es)
|
||||
sys_fatal("OpenGL 1.2+ is required.\nReported version: %s%d.%d", is_es ? "ES" : "", vmajor, vminor);
|
||||
if ((vmajor < 2 && vminor < 1) || is_es)
|
||||
sys_fatal("OpenGL 1.1+ is required.\nReported version: %s%d.%d\n", is_es ? "ES" : "", vmajor, vminor);
|
||||
|
||||
// check extensions that we need
|
||||
const bool supported =
|
||||
gl_check_ext("GL_ARB_multitexture") &&
|
||||
gl_check_ext("GL_ARB_texture_env_combine");
|
||||
|
||||
if (!supported)
|
||||
sys_fatal("required GL extensions are not supported");
|
||||
|
||||
gl_adv_fog = false;
|
||||
|
||||
// check whether we can use advanced fog shit
|
||||
const bool fog_ext =
|
||||
vmajor > 1 || vminor > 3 ||
|
||||
gl_check_ext("GL_EXT_fog_coord") ||
|
||||
gl_check_ext("GL_ARB_fog_coord");
|
||||
|
||||
if (fog_ext) {
|
||||
// try to load manually, as this might be an extension, and even then the ext list may lie
|
||||
mglFogCoordPointer = mglGetProcAddress("glFogCoordPointer");
|
||||
if (!mglFogCoordPointer) mglFogCoordPointer = mglGetProcAddress("glFogCoordPointerEXT");
|
||||
if (!mglFogCoordPointer) mglFogCoordPointer = mglGetProcAddress("glFogCoordPointerARB");
|
||||
if (!mglFogCoordPointer)
|
||||
printf("glFogCoordPointer is not actually available, it won't be used.\n");
|
||||
else
|
||||
gl_adv_fog = true; // appears to be all good
|
||||
// check if we support non power of two textures
|
||||
gl_npot = gl_check_ext("GL_ARB_texture_non_power_of_two");
|
||||
if (!gl_npot) {
|
||||
// don't support NPOT textures, prepare buffer for rescaling
|
||||
// this will be realloc'd as necessary
|
||||
scale_buf_size = 64 * 64 * 4;
|
||||
scale_buf = malloc(scale_buf_size);
|
||||
if (!scale_buf) sys_fatal("Out of memory allocating for NPOT scale buffer\n");
|
||||
}
|
||||
|
||||
// check if we support multitexturing
|
||||
gl_multitexture = vmajor > 1 || vminor > 2 || gl_check_ext("GL_ARB_multitexture");
|
||||
|
||||
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
|
||||
printf("GL_EXTENSIONS =\n%s\n", glGetString(GL_EXTENSIONS));
|
||||
|
||||
if (gl_adv_fog) {
|
||||
// set fog params, they never change
|
||||
printf("GL_EXT_fog_coord available, using that for fog\n");
|
||||
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
|
||||
glFogi(GL_FOG_MODE, GL_LINEAR);
|
||||
glFogf(GL_FOG_START, 0.0f);
|
||||
glFogf(GL_FOG_END, 1.0f);
|
||||
}
|
||||
|
||||
// these also never change
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
// glDisable(GL_DITHER);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, c_white);
|
||||
TEXENV_COMBINE_OP(0, GL_SRC_COLOR, GL_SRC_ALPHA);
|
||||
TEXENV_COMBINE_OP(1, GL_SRC_COLOR, GL_SRC_ALPHA);
|
||||
}
|
||||
|
||||
static void gfx_opengl_on_resize(void) {
|
||||
|
|
Loading…
Reference in a new issue