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