+/*
+* Glide64 - Glide video plugin for Nintendo 64 emulators.
+* Copyright (c) 2002 Dave2001
+* Copyright (c) 2003-2009 Sergey 'Gonetz' Lipski
+*
+* This program is free software; you can redistribute it and/or modify
+* it under the terms of the GNU General Public License as published by
+* the Free Software Foundation; either version 2 of the License, or
+* any later version.
+*
+* This program is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+* GNU General Public License for more details.
+*
+* You should have received a copy of the GNU General Public License
+* along with this program; if not, write to the Free Software
+* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+*/
+
+#include <stdio.h>
+#include <string.h>
+#ifdef _WIN32
+#include <windows.h>
+#endif // _WIN32
+#include "glide.h"
+#include "main.h"
+#include "../Glide64/winlnxdefs.h"
+#include "../Glide64/rdp.h"
+
+
+
+#define Z_MAX (65536.0f)
+#define VERTEX_SIZE sizeof(VERTEX) //Size of vertex struct
+
+#ifdef PAULSCODE
+//#include "ae_bridge.h"
+static float polygonOffsetFactor;
+static float polygonOffsetUnits;
+#endif
+
+static int xy_off;
+static int xy_en;
+static int z_en;
+static int z_off;
+static int q_off;
+static int q_en;
+static int pargb_off;
+static int pargb_en;
+static int st0_off;
+static int st0_en;
+static int st1_off;
+static int st1_en;
+static int fog_ext_off;
+static int fog_ext_en;
+
+int w_buffer_mode;
+int inverted_culling;
+int culling_mode;
+
+#define VERTEX_BUFFER_SIZE 1500 //Max amount of vertices to buffer, this seems large enough.
+static VERTEX vertex_buffer[VERTEX_BUFFER_SIZE];
+static int vertex_buffer_count = 0;
+static GLenum vertex_draw_mode;
+static bool vertex_buffer_enabled = false;
+
+void vbo_init()
+{
+
+}
+
+void vbo_draw()
+{
+ if(vertex_buffer_count)
+ {
+ glDrawArrays(vertex_draw_mode,0,vertex_buffer_count);
+ vertex_buffer_count = 0;
+ }
+}
+
+#ifdef PAULSCODE
+void vbo_resetcount()
+{
+ vertex_buffer_count = 0;
+}
+#endif
+
+//Buffer vertices instead of glDrawArrays(...)
+void vbo_buffer(GLenum mode,GLint first,GLsizei count,void* pointers)
+{
+ if((count != 3 && mode != GL_TRIANGLES) || vertex_buffer_count + count > VERTEX_BUFFER_SIZE)
+ {
+ vbo_draw();
+ }
+
+ memcpy(&vertex_buffer[vertex_buffer_count],pointers,count * VERTEX_SIZE);
+ vertex_buffer_count += count;
+
+ if(count == 3 || mode == GL_TRIANGLES)
+ {
+ vertex_draw_mode = GL_TRIANGLES;
+ }
+ else
+ {
+ vertex_draw_mode = mode;
+ vbo_draw(); //Triangle fans and strips can't be joined as easily, just draw them straight away.
+ }
+
+
+}
+
+void vbo_enable()
+{
+ if(vertex_buffer_enabled)
+ return;
+
+ vertex_buffer_enabled = true;
+ glEnableVertexAttribArray(POSITION_ATTR);
+ glVertexAttribPointer(POSITION_ATTR, 4, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].x); //Position
+
+ glEnableVertexAttribArray(COLOUR_ATTR);
+ glVertexAttribPointer(COLOUR_ATTR, 4, GL_UNSIGNED_BYTE, true, VERTEX_SIZE, &vertex_buffer[0].b); //Colour
+
+ glEnableVertexAttribArray(TEXCOORD_0_ATTR);
+ glVertexAttribPointer(TEXCOORD_0_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[2]); //Tex0
+
+ glEnableVertexAttribArray(TEXCOORD_1_ATTR);
+ glVertexAttribPointer(TEXCOORD_1_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[0]); //Tex1
+
+ glEnableVertexAttribArray(FOG_ATTR);
+ glVertexAttribPointer(FOG_ATTR, 1, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].f); //Fog
+}
+
+void vbo_disable()
+{
+ vbo_draw();
+ vertex_buffer_enabled = false;
+}
+
+
+inline float ZCALC(const float & z, const float & q) {
+ float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f;
+ return res;
+}
+
+/*
+#define zclamp (1.0f-1.0f/zscale)
+static inline void zclamp_glVertex4f(float a, float b, float c, float d)
+{
+ if (c<zclamp) c = zclamp;
+ glVertex4f(a,b,c,d);
+}
+#define glVertex4f(a,b,c,d) zclamp_glVertex4f(a,b,c,d)
+*/
+
+
+static inline float ytex(int tmu, float y) {
+ if (invtex[tmu])
+ return invtex[tmu] - y;
+ else
+ return y;
+}
+
+void init_geometry()
+{
+ xy_en = q_en = pargb_en = st0_en = st1_en = z_en = 0;
+ w_buffer_mode = 0;
+ inverted_culling = 0;
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+
+ vbo_init();
+}
+
+FX_ENTRY void FX_CALL
+grCoordinateSpace( GrCoordinateSpaceMode_t mode )
+{
+ LOG("grCoordinateSpace(%d)\r\n", mode);
+ switch(mode)
+ {
+ case GR_WINDOW_COORDS:
+ break;
+ default:
+ display_warning("unknwown coordinate space : %x", mode);
+ }
+}
+
+FX_ENTRY void FX_CALL
+grVertexLayout(FxU32 param, FxI32 offset, FxU32 mode)
+{
+ LOG("grVertexLayout(%d,%d,%d)\r\n", param, offset, mode);
+ switch(param)
+ {
+ case GR_PARAM_XY:
+ xy_en = mode;
+ xy_off = offset;
+ break;
+ case GR_PARAM_Z:
+ z_en = mode;
+ z_off = offset;
+ break;
+ case GR_PARAM_Q:
+ q_en = mode;
+ q_off = offset;
+ break;
+ case GR_PARAM_FOG_EXT:
+ fog_ext_en = mode;
+ fog_ext_off = offset;
+ break;
+ case GR_PARAM_PARGB:
+ pargb_en = mode;
+ pargb_off = offset;
+ break;
+ case GR_PARAM_ST0:
+ st0_en = mode;
+ st0_off = offset;
+ break;
+ case GR_PARAM_ST1:
+ st1_en = mode;
+ st1_off = offset;
+ break;
+ default:
+ display_warning("unknown grVertexLayout parameter : %x", param);
+ }
+}
+
+FX_ENTRY void FX_CALL
+grCullMode( GrCullMode_t mode )
+{
+ LOG("grCullMode(%d)\r\n", mode);
+ static int oldmode = -1, oldinv = -1;
+ culling_mode = mode;
+ if (inverted_culling == oldinv && oldmode == mode)
+ return;
+ oldmode = mode;
+ oldinv = inverted_culling;
+ switch(mode)
+ {
+ case GR_CULL_DISABLE:
+ glDisable(GL_CULL_FACE);
+ break;
+ case GR_CULL_NEGATIVE:
+ if (!inverted_culling)
+ glCullFace(GL_FRONT);
+ else
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ break;
+ case GR_CULL_POSITIVE:
+ if (!inverted_culling)
+ glCullFace(GL_BACK);
+ else
+ glCullFace(GL_FRONT);
+ glEnable(GL_CULL_FACE);
+ break;
+ default:
+ display_warning("unknown cull mode : %x", mode);
+ }
+}
+
+// Depth buffer
+
+FX_ENTRY void FX_CALL
+grDepthBufferMode( GrDepthBufferMode_t mode )
+{
+ LOG("grDepthBufferMode(%d)\r\n", mode);
+ switch(mode)
+ {
+ case GR_DEPTHBUFFER_DISABLE:
+ glDisable(GL_DEPTH_TEST);
+ w_buffer_mode = 0;
+ return;
+ case GR_DEPTHBUFFER_WBUFFER:
+ case GR_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
+ glEnable(GL_DEPTH_TEST);
+ w_buffer_mode = 1;
+ break;
+ case GR_DEPTHBUFFER_ZBUFFER:
+ case GR_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
+ glEnable(GL_DEPTH_TEST);
+ w_buffer_mode = 0;
+ break;
+ default:
+ display_warning("unknown depth buffer mode : %x", mode);
+ }
+}
+
+FX_ENTRY void FX_CALL
+grDepthBufferFunction( GrCmpFnc_t function )
+{
+ LOG("grDepthBufferFunction(%d)\r\n", function);
+ switch(function)
+ {
+ case GR_CMP_GEQUAL:
+ if (w_buffer_mode)
+ glDepthFunc(GL_LEQUAL);
+ else
+ glDepthFunc(GL_GEQUAL);
+ break;
+ case GR_CMP_LEQUAL:
+ if (w_buffer_mode)
+ glDepthFunc(GL_GEQUAL);
+ else
+ glDepthFunc(GL_LEQUAL);
+ break;
+ case GR_CMP_LESS:
+ if (w_buffer_mode)
+ glDepthFunc(GL_GREATER);
+ else
+ glDepthFunc(GL_LESS);
+ break;
+ case GR_CMP_ALWAYS:
+ glDepthFunc(GL_ALWAYS);
+ break;
+ case GR_CMP_EQUAL:
+ glDepthFunc(GL_EQUAL);
+ break;
+ case GR_CMP_GREATER:
+ if (w_buffer_mode)
+ glDepthFunc(GL_LESS);
+ else
+ glDepthFunc(GL_GREATER);
+ break;
+ case GR_CMP_NEVER:
+ glDepthFunc(GL_NEVER);
+ break;
+ case GR_CMP_NOTEQUAL:
+ glDepthFunc(GL_NOTEQUAL);
+ break;
+
+ default:
+ display_warning("unknown depth buffer function : %x", function);
+ }
+}
+
+FX_ENTRY void FX_CALL
+grDepthMask( FxBool mask )
+{
+ LOG("grDepthMask(%d)\r\n", mask);
+ glDepthMask(mask);
+}
+
+float biasFactor = 0;
+void FindBestDepthBias()
+{
+#ifdef PAULSCODE
+/* int hardwareType = Android_JNI_GetHardwareType();
+ Android_JNI_GetPolygonOffset(hardwareType, 1, &polygonOffsetFactor, &polygonOffsetUnits);*/
+// glPolygonOffset(0.2f, 0.2f);
+ polygonOffsetFactor=0.2f;
+ polygonOffsetUnits=0.2f;
+#else
+ float f, bestz = 0.25f;
+ int x;
+ if (biasFactor) return;
+ biasFactor = 64.0f; // default value
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glDrawBuffer(GL_BACK);
+ glReadBuffer(GL_BACK);
+ glDisable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ glColor4ub(255,255,255,255);
+ glDepthMask(GL_TRUE);
+ for (x=0, f=1.0f; f<=65536.0f; x+=4, f*=2.0f) {
+ float z;
+ glPolygonOffset(0, f);
+ glBegin(GL_TRIANGLE_STRIP);
+ glVertex3f(float(x+4 - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5);
+ glVertex3f(float(x - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5);
+ glVertex3f(float(x+4 - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5);
+ glVertex3f(float(x - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5);
+ glEnd();
+ glReadPixels(x+2, 2+viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
+ z -= 0.75f + 8e-6f;
+ if (z<0.0f) z = -z;
+ if (z > 0.01f) continue;
+ if (z < bestz) {
+ bestz = z;
+ biasFactor = f;
+ }
+ //printf("f %g z %g\n", f, z);
+ }
+ //printf(" --> bias factor %g\n", biasFactor);
+ glPopAttrib();
+#endif
+}
+
+FX_ENTRY void FX_CALL
+grDepthBiasLevel( FxI32 level )
+{
+ LOG("grDepthBiasLevel(%d)\r\n", level);
+ if (level)
+ {
+ #ifdef PAULSCODE
+ glPolygonOffset(polygonOffsetFactor, polygonOffsetUnits);
+/* if(w_buffer_mode)
+ glPolygonOffset(1.0f, -(float)level*polygonOffsetUnits);
+ else
+ glPolygonOffset(0, (float)level*3.0f);*/
+ #else
+ if(w_buffer_mode)
+ glPolygonOffset(1.0f, -(float)level*zscale/255.0f);
+ else
+ glPolygonOffset(0, (float)level*biasFactor);
+ #endif
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ }
+ else
+ {
+ glPolygonOffset(0,0);
+ glDisable(GL_POLYGON_OFFSET_FILL);
+ }
+}
+
+// draw
+
+FX_ENTRY void FX_CALL
+grDrawTriangle( const void *a, const void *b, const void *c )
+{
+ LOG("grDrawTriangle()\r\n\t");
+/*
+ if(nvidia_viewport_hack && !render_to_texture)
+ {
+ glViewport(0, viewport_offset, viewport_width, viewport_height);
+ nvidia_viewport_hack = 0;
+ }
+*/
+ reloadTexture();
+
+ if(need_to_compile) compile_shader();
+
+ if(vertex_buffer_count + 3 > VERTEX_BUFFER_SIZE)
+ {
+ vbo_draw();
+ }
+ vertex_draw_mode = GL_TRIANGLES;
+ memcpy(&vertex_buffer[vertex_buffer_count],a,VERTEX_SIZE);
+ memcpy(&vertex_buffer[vertex_buffer_count+1],b,VERTEX_SIZE);
+ memcpy(&vertex_buffer[vertex_buffer_count+2],c,VERTEX_SIZE);
+ vertex_buffer_count += 3;
+}
+
+FX_ENTRY void FX_CALL
+grDrawPoint( const void *pt )
+{
+/*
+ float *x = (float*)pt + xy_off/sizeof(float);
+ float *y = (float*)pt + xy_off/sizeof(float) + 1;
+ float *z = (float*)pt + z_off/sizeof(float);
+ float *q = (float*)pt + q_off/sizeof(float);
+ unsigned char *pargb = (unsigned char*)pt + pargb_off;
+ float *s0 = (float*)pt + st0_off/sizeof(float);
+ float *t0 = (float*)pt + st0_off/sizeof(float) + 1;
+ float *s1 = (float*)pt + st1_off/sizeof(float);
+ float *t1 = (float*)pt + st1_off/sizeof(float) + 1;
+ float *fog = (float*)pt + fog_ext_off/sizeof(float);
+ LOG("grDrawPoint()\r\n");
+
+ if(nvidia_viewport_hack && !render_to_texture)
+ {
+ glViewport(0, viewport_offset, viewport_width, viewport_height);
+ nvidia_viewport_hack = 0;
+ }
+
+ reloadTexture();
+
+ if(need_to_compile) compile_shader();
+
+ glBegin(GL_POINTS);
+
+ if (nbTextureUnits > 2)
+ {
+ if (st0_en)
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width,
+ ytex(0, *t0 / *q / (float)tex1_height));
+ if (st1_en)
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width,
+ ytex(1, *t1 / *q / (float)tex0_height));
+ }
+ else
+ {
+ if (st0_en)
+ glTexCoord2f(*s0 / *q / (float)tex0_width,
+ ytex(0, *t0 / *q / (float)tex0_height));
+ }
+ if (pargb_en)
+ glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f);
+ if (fog_enabled && fog_coord_support)
+ {
+ if(!fog_ext_en || fog_enabled != 2)
+ glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f);
+ else
+ glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
+ }
+ glVertex4f((*x - (float)widtho) / (float)(width/2) / *q,
+ -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q);
+
+ glEnd();
+*/
+}
+
+FX_ENTRY void FX_CALL
+grDrawLine( const void *a, const void *b )
+{
+/*
+ float *a_x = (float*)a + xy_off/sizeof(float);
+ float *a_y = (float*)a + xy_off/sizeof(float) + 1;
+ float *a_z = (float*)a + z_off/sizeof(float);
+ float *a_q = (float*)a + q_off/sizeof(float);
+ unsigned char *a_pargb = (unsigned char*)a + pargb_off;
+ float *a_s0 = (float*)a + st0_off/sizeof(float);
+ float *a_t0 = (float*)a + st0_off/sizeof(float) + 1;
+ float *a_s1 = (float*)a + st1_off/sizeof(float);
+ float *a_t1 = (float*)a + st1_off/sizeof(float) + 1;
+ float *a_fog = (float*)a + fog_ext_off/sizeof(float);
+
+ float *b_x = (float*)b + xy_off/sizeof(float);
+ float *b_y = (float*)b + xy_off/sizeof(float) + 1;
+ float *b_z = (float*)b + z_off/sizeof(float);
+ float *b_q = (float*)b + q_off/sizeof(float);
+ unsigned char *b_pargb = (unsigned char*)b + pargb_off;
+ float *b_s0 = (float*)b + st0_off/sizeof(float);
+ float *b_t0 = (float*)b + st0_off/sizeof(float) + 1;
+ float *b_s1 = (float*)b + st1_off/sizeof(float);
+ float *b_t1 = (float*)b + st1_off/sizeof(float) + 1;
+ float *b_fog = (float*)b + fog_ext_off/sizeof(float);
+ LOG("grDrawLine()\r\n");
+
+ if(nvidia_viewport_hack && !render_to_texture)
+ {
+ glViewport(0, viewport_offset, viewport_width, viewport_height);
+ nvidia_viewport_hack = 0;
+ }
+
+ reloadTexture();
+
+ if(need_to_compile) compile_shader();
+
+ glBegin(GL_LINES);
+
+ if (nbTextureUnits > 2)
+ {
+ if (st0_en)
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
+ if (st1_en)
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
+ }
+ else
+ {
+ if (st0_en)
+ glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height));
+ }
+ if (pargb_en)
+ glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f);
+ if (fog_enabled && fog_coord_support)
+ {
+ if(!fog_ext_en || fog_enabled != 2)
+ glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f);
+ else
+ glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
+ }
+ glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q,
+ -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
+
+ if (nbTextureUnits > 2)
+ {
+ if (st0_en)
+ glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width,
+ ytex(0, *b_t0 / *b_q / (float)tex1_height));
+ if (st1_en)
+ glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width,
+ ytex(1, *b_t1 / *b_q / (float)tex0_height));
+ }
+ else
+ {
+ if (st0_en)
+ glTexCoord2f(*b_s0 / *b_q / (float)tex0_width,
+ ytex(0, *b_t0 / *b_q / (float)tex0_height));
+ }
+ if (pargb_en)
+ glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f);
+ if (fog_enabled && fog_coord_support)
+ {
+ if(!fog_ext_en || fog_enabled != 2)
+ glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f);
+ else
+ glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
+ }
+ glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q,
+ -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
+
+ glEnd();
+*/
+}
+
+FX_ENTRY void FX_CALL
+grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2)
+{
+ void **pointers = (void**)pointers2;
+ LOG("grDrawVertexArray(%d,%d)\r\n", mode, Count);
+/*
+ if(nvidia_viewport_hack && !render_to_texture)
+ {
+ glViewport(0, viewport_offset, viewport_width, viewport_height);
+ nvidia_viewport_hack = 0;
+ }
+*/
+ reloadTexture();
+
+ if(need_to_compile) compile_shader();
+
+ if(mode != GR_TRIANGLE_FAN)
+ {
+ display_warning("grDrawVertexArray : unknown mode : %x", mode);
+ }
+
+ vbo_enable();
+ vbo_buffer(GL_TRIANGLE_FAN,0,Count,pointers[0]);
+}
+
+FX_ENTRY void FX_CALL
+grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride)
+{
+ LOG("grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride);
+/*
+ if(nvidia_viewport_hack && !render_to_texture)
+ {
+ glViewport(0, viewport_offset, viewport_width, viewport_height);
+ nvidia_viewport_hack = 0;
+ }
+*/
+ if(stride != 156)
+ {
+ LOGINFO("Incompatible stride\n");
+ }
+
+ reloadTexture();
+
+ if(need_to_compile) compile_shader();
+
+ vbo_enable();
+
+ switch(mode)
+ {
+ case GR_TRIANGLE_STRIP:
+ vbo_buffer(GL_TRIANGLE_STRIP,0,Count,pointers);
+ break;
+ case GR_TRIANGLE_FAN:
+ vbo_buffer(GL_TRIANGLE_FAN,0,Count,pointers);
+ break;
+ default:
+ display_warning("grDrawVertexArrayContiguous : unknown mode : %x", mode);
+ }
+}