MacGLide/MacGLide/OpenGLide/grguBuffer.cpp

350 lines
9.6 KiB
C++

//**************************************************************
//* OpenGLide - Glide to OpenGL Wrapper
//* http://openglide.sourceforge.net
//*
//* Buffer functions
//*
//* OpenGLide is OpenSource under LGPL license
//* Originaly made by Fabio Barros
//* Modified by Paul for Glidos (http://www.glidos.net)
//* Mac version and additional features by Jens-Olaf Hemprich
//**************************************************************
#include "FormatConversion.h"
#include "Framebuffer.h"
#include "Glide.h"
#include "GLRender.h"
#include "GLRenderUpdateState.h"
#include "GLUtil.h"
// Write colored pixels only
void gapfixSetSimpleColorState()
{
glReportErrors("gapfixSetSimpleColorState");
// Disable the cull mode
glDisable(GL_CULL_FACE);
// Disable clip volume hint manually to avoid recursion
if (InternalConfig.EXT_clip_volume_hint && OpenGL.ClipVerticesEnabledState)
{
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
}
// Blend
glDisable(GL_BLEND);
SetBlendState();
// Alpha
glDisable(GL_ALPHA_TEST);
SetChromaKeyAndAlphaState();
// disable depth buffer
glDepthMask(false);
// Enable colormask
glColorMask(true, true, true, false);
// Needed for displaying in-game menus
if (Glide.State.DepthBufferMode != GR_DEPTHBUFFER_DISABLE)
{
glDisable(GL_DEPTH_TEST);
}
if (InternalConfig.EXT_secondary_color)
{
glDisable(GL_COLOR_SUM_EXT);
}
const bool useCompiledVertexArrays = InternalConfig.EXT_compiled_vertex_array;
if (OpenGL.Fog && OpenGL.FogTextureUnit)
{
glActiveTextureARB(OpenGL.FogTextureUnit);
if (useCompiledVertexArrays)
{
glClientActiveTextureARB(OpenGL.FogTextureUnit);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, NULL);
}
glDisable(GL_TEXTURE_2D);
OpenGL.FogTextureUnitEnabledState = false;
SetFogModeState();
}
for(long unit_index = 1; unit_index >= 0; unit_index--)
{
glActiveTextureARB(OpenGL.ColorAlphaUnit1 + unit_index);
if (useCompiledVertexArrays)
{
glClientActiveTextureARB(OpenGL.ColorAlphaUnit1 + unit_index);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, NULL);
}
glDisable(GL_TEXTURE_2D);
OpenGL.ColorAlphaUnitColorEnabledState[unit_index] = false;
OpenGL.ColorAlphaUnitAlphaEnabledState[unit_index] = false;
}
SetTextureState();
SetColorCombineState();
SetAlphaCombineState();
VERIFY_ACTIVE_TEXTURE_UNIT(OpenGL.ColorAlphaUnit1);
VERIFY_TEXTURE_ENABLED_STATE();
}
void gapfixRestoreFromSimpleColorState()
{
glReportErrors("gapfixRestoreFromSimpleColorState");
// Restore state
switch (Glide.State.CullMode)
{
case GR_CULL_DISABLE:
break;
case GR_CULL_NEGATIVE:
case GR_CULL_POSITIVE:
glEnable(GL_CULL_FACE);
break;
}
if (InternalConfig.EXT_clip_volume_hint && OpenGL.ClipVerticesEnabledState)
{
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
}
// restore previous state
if (OpenGL.DepthBufferWritting)
{
glDepthMask(true);
}
const bool colormask = Glide.State.ColorMask;
glColorMask(colormask, colormask, colormask, Glide.State.AlphaMask);
if (Glide.State.DepthBufferMode != GR_DEPTHBUFFER_DISABLE)
{
glEnable(GL_DEPTH_TEST);
}
// Restore colormask
bool rgb = Glide.State.ColorMask;
glColorMask(rgb, rgb, rgb, Glide.State.AlphaMask);
if (InternalConfig.EXT_secondary_color)
{
glEnable(GL_COLOR_SUM_EXT);
}
// Return to normal rendering
glStencilFunc(GL_ALWAYS, 0x02, 0x03);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
VERIFY_ACTIVE_TEXTURE_UNIT(OpenGL.ColorAlphaUnit1);
VERIFY_TEXTURE_ENABLED_STATE();
}
//*************************************************
//* Clear buffer
//*************************************************
FX_ENTRY void FX_CALL
grBufferClear( GrColor_t color, GrAlpha_t alpha, FxU16 depth )
{
#if defined( OGL_PARTDONE ) || defined( OGL_COMBINE )
GlideMsg( "grBufferClear( %d, %d, %d )\n", color, alpha, depth );
#endif
glReportErrors("grBufferClear");
RenderDrawTriangles( );
s_Framebuffer.OnBeforeBufferClear();
unsigned int Bits = 0;
if ( Glide.State.ColorMask )
{
Bits = GL_COLOR_BUFFER_BIT;
float r, g, b, a;
ConvertColorF(color, r, g, b, a);
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
Bits |= GL_STENCIL_BUFFER_BIT;
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// By making the background green,
// holes in the geometry are easy to spot
g = 1.0f;
}
}
glClearColor(r, g, b, a);
glReportError();
}
if ( Glide.State.DepthBufferWritting)
{
glClearDepth( depth * D1OVER65535 );
glReportError();
Bits |= GL_DEPTH_BUFFER_BIT;
}
if ( ! OpenGL.Clipping )
{
glClear( Bits );
glReportError();
}
else
{
glEnable( GL_SCISSOR_TEST );
glClear( Bits );
glReportError();
glDisable( GL_SCISSOR_TEST );
}
// In Tomb Raider 1, the last column/row of framebuffer pixels contains gapfix rendering artefacts.
// This happens, because TR1 doesn't render the last column/row. Because the gapfix actually renders
// into this area the stencil buffer value must be set to "pixel normally renderded"
if ((InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled) && (s_GlideApplication.GetType() == GlideApplication::TombRaiderI))
{
// write "pixel normally rendered" stencil value in the last column/row
gapfixSetSimpleColorState();
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// Write Cyan colored pixels
GLfloat clearcolor[] =
{
0.0f, 1.0f, 1.0f, 0.0f
};
glColorMask(true, true, true, false);
glColor4fv(clearcolor);
}
// Stencil already set to "pixel normally rendered"
const GLfloat xmin = 0.0;
const GLfloat ymin = 0.0;
const GLfloat xmax = Glide.WindowWidth;
const GLfloat ymax = Glide.WindowHeight;
const GLfloat depth = 1.0f;
// Because we're rendering a quad, one more line maybe not gap-fixed
// Bottom
glBegin(GL_QUADS);
glVertex3f(xmin, ymax - 1.0, depth);
glVertex3f(xmax, ymax - 1.0, depth);
glVertex3f(xmax, ymax, depth);
glVertex3f(xmin, ymax, depth);
glEnd();
// right
glBegin(GL_QUADS);
glVertex3f(xmax - 1.0, ymin, depth);
glVertex3f(xmax - 1.0, ymax, depth);
glVertex3f(xmax, ymax, depth);
glVertex3f(xmax, ymin, depth);
glEnd();
gapfixRestoreFromSimpleColorState();
}
glReportError();
}
//*************************************************
//* Swaps front and back Buffer
//*************************************************
FX_ENTRY void FX_CALL
grBufferSwap(int swap_interval)
{
#if defined( OGL_DONE ) || defined( OGL_COMBINE )
GlideMsg( "grBufferSwap( %d )\n", swap_interval );
#endif
glReportErrors("grBufferSwap");
RenderDrawTriangles();
#ifdef OGL_DEBUG
static float Temp = 1.0f;
if (OGLRender.FrameTriangles > OGLRender.MaxTriangles)
{
OGLRender.MaxTriangles = OGLRender.FrameTriangles;
}
OGLRender.FrameTriangles = 0;
#endif
// Flush the framebuffer
s_Framebuffer.OnBeforeBufferSwap();
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
gapfixSetSimpleColorState();
glStencilFunc(GL_NOTEQUAL, 0x02, 0x03);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glReportError();
GLfloat clearcolor[] =
{
0.0f, 0.0f, 0.0f, 0.0f
};
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Enabled)
{
if (InternalConfig.GapFix & OpenGLideGapFixFlag_Debug)
{
// By making the gaps red, they're easily to spot
clearcolor[0] = 1.0f;
}
}
// @todo: Turn off clipping
const FxU32 xmin = 0;
const FxU32 ymin = 0;
const GlideApplication::Type application = s_GlideApplication.GetType();
const FxU32 xmax = Glide.WindowWidth - ((application == GlideApplication::TombRaiderI) ? 1 : 0);
const FxU32 ymax = Glide.WindowHeight - ((application == GlideApplication::TombRaiderI) ? 1 : 0);
const GLfloat depth = 1.0f;
glBegin(GL_QUADS);
glColor4fv(clearcolor);
glVertex3f(xmin, ymin, depth);
glColor4fv(clearcolor);
glVertex3f(xmax, ymin, depth);
glColor4fv(clearcolor);
glVertex3f(xmax, ymax, depth);
glColor4fv(clearcolor);
glVertex3f(xmin, ymax, depth);
glEnd();
gapfixRestoreFromSimpleColorState();
}
// @todo: setting the swap interval doesn't seem to work
// - the 3Dfx splash animation appears a bit to fast
// and using higher values doesn't work
// - happens in Classic as well as in OS9 native
GLint swap = swap_interval;
aglSetInteger(pWindowInfo->aglContext, AGL_SWAP_INTERVAL, &swap);
aglReportError();
#if defined (OGL_DONE) || defined (OGL_PARTDONE) || defined (OGL_NOTDONE) || defined(OGL_OPTIMISE_DEBUG)
GlideMsg("Calling aglSwapBuffers() with swapinterval %d\n", swap);
#endif
// swap buffers
aglSwapBuffers(pWindowInfo->aglContext);
s_Framebuffer.OnAfterBufferSwap();
#ifdef OGL_DEBUG
// RDTSC( FinalTick );
// Temp = (float)(FinalTick - InitialTick);
// FpsAux += Temp;
// Frame++;
// RDTSC( InitialTick );
#endif
}
//*************************************************
//* Return the number of queued buffer swap requests
//* Always 0, never pending
//*************************************************
FX_ENTRY int FX_CALL
grBufferNumPending( void )
{
#ifdef OGL_DONE
GlideMsg( "grBufferNumPending( ) = 0\n" );
#endif
RenderDrawTriangles();
// s_Framebuffer.OnBufferNumPending();
return 0;
}
//*************************************************
//* Defines the Buffer to Render
//*************************************************
FX_ENTRY void FX_CALL
grRenderBuffer( GrBuffer_t dwBuffer )
{
#ifdef OGL_DONE
GlideMsg( "grRenderBuffer( %d )\n", dwBuffer );
#endif
glReportErrors("grRenderBuffer");
RenderDrawTriangles( );
Glide.State.RenderBuffer = dwBuffer;
// Valid parameters are only FRONT and BACK ( 0x0 and 0x1 )
OpenGL.RenderBuffer = GL_FRONT + dwBuffer;
glDrawBuffer( OpenGL.RenderBuffer );
glReportError();
}