/* gu_triapi.c - TriAPI draw methods Copyright (C) 2011 Uncle Mike Copyright (C) 2019 a1batross Copyright (C) 2021 Sergey Galushko 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 3 of the License, or (at your option) 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. */ #include "gu_local.h" #include "const.h" static struct { int renderMode; // override kRenderMode from TriAPI vec4_t triRGBA; } ds; static struct { byte *start; byte *end; int count; int prim; uint flags; float lastTexCord[2]; uint lastColor; }triContext = { 0 }; /* =============================================================== TRIAPI IMPLEMENTATION =============================================================== */ /* ============= TriRenderMode set rendermode ============= */ void TriRenderMode( int mode ) { ds.renderMode = mode; switch( mode ) { case kRenderNormal: sceGuTexFunc( GU_TFX_MODULATE, GU_TCC_RGBA ); sceGuDisable( GU_BLEND ); sceGuDepthMask( GU_FALSE ); break; case kRenderTransAlpha: sceGuEnable( GU_BLEND ); sceGuTexFunc( GU_TFX_MODULATE, GU_TCC_RGBA ); sceGuBlendFunc( GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 ); sceGuDepthMask( GU_TRUE ); break; case kRenderTransColor: case kRenderTransTexture: sceGuEnable( GU_BLEND ); sceGuBlendFunc( GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0 ); break; case kRenderGlow: case kRenderTransAdd: sceGuBlendFunc( GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, GUBLEND1 ); sceGuEnable( GU_BLEND ); sceGuDepthMask( GU_TRUE ); break; } } /* ============= TriBegin begin triangle sequence ============= */ void TriBegin( int mode ) { switch( mode ) { case TRI_POINTS: triContext.prim = GU_POINTS; break; case TRI_TRIANGLES: triContext.prim = GU_TRIANGLES; break; case TRI_TRIANGLE_FAN: triContext.prim = GU_TRIANGLE_FAN; break; case TRI_QUADS: triContext.prim = GU_TRIANGLE_FAN; break; case TRI_LINES: triContext.prim = GU_LINES; break; case TRI_TRIANGLE_STRIP: triContext.prim = GU_TRIANGLE_STRIP; break; case TRI_QUAD_STRIP: triContext.prim = GU_TRIANGLE_STRIP; break; case TRI_POLYGON: default: triContext.prim = GU_TRIANGLE_FAN; break; } triContext.start = extGuBeginPacket( NULL ); triContext.end = triContext.start; triContext.count = 0; triContext.flags = 0; } /* ============= TriEnd draw triangle sequence ============= */ void TriEnd( void ) { if( !triContext.start || triContext.count == 0 ) return; extGuEndPacket(( void* )triContext.end ); sceGuDrawArray( triContext.prim, triContext.flags, triContext.count, 0, triContext.start ); triContext.start = NULL; triContext.end = NULL; triContext.count = 0; } /* ============= _TriColor4f ============= */ void _TriColor4f( float r, float g, float b, float a ) { if( triContext.start ) { if( triContext.count > 0 && !( triContext.flags & GU_COLOR_8888 )) return; triContext.flags |= GU_COLOR_8888; triContext.lastColor = GUCOLOR4F( r, g, b, a ); } else sceGuColor( GUCOLOR4F( r, g, b, a )); } /* ============= _TriColor4ub ============= */ void _TriColor4ub( byte r, byte g, byte b, byte a ) { if( triContext.start ) { if( triContext.count > 0 && !( triContext.flags & GU_COLOR_8888 )) return; triContext.flags |= GU_COLOR_8888; triContext.lastColor = GUCOLOR4UB( r, g, b, a ); } else sceGuColor( GUCOLOR4UB( r, g, b, a )); } /* ============= TriColor4ub ============= */ void TriColor4ub( byte r, byte g, byte b, byte a ) { ds.triRGBA[0] = r * (1.0f / 255.0f); ds.triRGBA[1] = g * (1.0f / 255.0f); ds.triRGBA[2] = b * (1.0f / 255.0f); ds.triRGBA[3] = a * (1.0f / 255.0f); _TriColor4f( ds.triRGBA[0], ds.triRGBA[1], ds.triRGBA[2], 1.0f ); } /* ================= TriColor4f ================= */ void TriColor4f( float r, float g, float b, float a ) { if( ds.renderMode == kRenderTransAlpha ) TriColor4ub( r * 255.0f, g * 255.0f, b * 255.0f, a * 255.0f ); else _TriColor4f( r * a, g * a, b * a, 1.0 ); ds.triRGBA[0] = r; ds.triRGBA[1] = g; ds.triRGBA[2] = b; ds.triRGBA[3] = a; } /* ============= TriTexCoord2f ============= */ void TriTexCoord2f( float u, float v ) { if( !triContext.start ) return; if( triContext.count > 0 && !( triContext.flags & GU_TEXTURE_32BITF )) return; triContext.flags |= GU_TEXTURE_32BITF; triContext.lastTexCord[0] = u; triContext.lastTexCord[1] = v; } /* ============= TriVertex3fv ============= */ void TriVertex3fv( const float *v ) { if( !triContext.start ) return; if( triContext.flags & GU_TEXTURE_32BITF ) { *( float* )triContext.end = triContext.lastTexCord[0]; triContext.end += sizeof( float ); *( float* )triContext.end = triContext.lastTexCord[1]; triContext.end += sizeof( float ); } if( triContext.flags & GU_COLOR_8888 ) { *( uint* )triContext.end = triContext.lastColor; triContext.end += sizeof( uint ); } triContext.flags |= GU_VERTEX_32BITF; *( float* )triContext.end = v[0]; triContext.end += sizeof( float ); *( float* )triContext.end = v[1]; triContext.end += sizeof( float ); *( float* )triContext.end = v[2]; triContext.end += sizeof( float ); triContext.count++; } /* ============= TriVertex3f ============= */ void TriVertex3f( float x, float y, float z ) { if( !triContext.start ) return; if( triContext.flags & GU_TEXTURE_32BITF ) { *( float* )triContext.end = triContext.lastTexCord[0]; triContext.end += sizeof( float ); *( float* )triContext.end = triContext.lastTexCord[1]; triContext.end += sizeof( float ); } if( triContext.flags & GU_COLOR_8888 ) { *( uint* )triContext.end = triContext.lastColor; triContext.end += sizeof( uint ); } triContext.flags |= GU_VERTEX_32BITF; *( float* )triContext.end = x; triContext.end += sizeof( float ); *( float* )triContext.end = y; triContext.end += sizeof( float ); *( float* )triContext.end = z; triContext.end += sizeof( float ); triContext.count++; } /* ============= TriWorldToScreen convert world coordinates (x,y,z) into screen (x, y) ============= */ int TriWorldToScreen( const float *world, float *screen ) { int retval; retval = R_WorldToScreen( world, screen ); screen[0] = 0.5f * screen[0] * (float)RI.viewport[2]; screen[1] = -0.5f * screen[1] * (float)RI.viewport[3]; screen[0] += 0.5f * (float)RI.viewport[2]; screen[1] += 0.5f * (float)RI.viewport[3]; return retval; } /* ============= TriSpriteTexture bind current texture ============= */ int TriSpriteTexture( model_t *pSpriteModel, int frame ) { int gl_texturenum; if(( gl_texturenum = R_GetSpriteTexture( pSpriteModel, frame )) == 0 ) return 0; if( gl_texturenum <= 0 || gl_texturenum > MAX_TEXTURES ) gl_texturenum = tr.defaultTexture; GL_Bind( XASH_TEXTURE0, gl_texturenum ); return 1; } /* ============= TriFog enables global fog on the level ============= */ void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn ) { // overrided by internal fog if( RI.fogEnabled ) return; RI.fogCustom = bOn; // check for invalid parms if( flEnd <= flStart ) { glState.isFogEnabled = RI.fogCustom = false; #if 1 sceGuDisable( GU_FOG ); #else pglDisable( GL_FOG ); #endif return; } #if 1 if( RI.fogCustom ) sceGuEnable( GU_FOG ); else sceGuDisable( GU_FOG ); #else if( RI.fogCustom ) pglEnable( GL_FOG ); else pglDisable( GL_FOG ); #endif // copy fog params RI.fogColor[0] = flFogColor[0] / 255.0f; RI.fogColor[1] = flFogColor[1] / 255.0f; RI.fogColor[2] = flFogColor[2] / 255.0f; RI.fogStart = flStart; RI.fogColor[3] = 1.0f; RI.fogDensity = 0.0f; RI.fogSkybox = true; RI.fogEnd = flEnd; #if 1 printf("TRI FOG: s %f e %f c %f %f %f %f \n", RI.fogStart, RI.fogEnd, RI.fogColor[0], RI.fogColor[1], RI.fogColor[2], RI.fogColor[3] ); //glState.fogDensity = RI.fogDensity glState.fogColor = GUCOLOR4F( RI.fogColor[0], RI.fogColor[1], RI.fogColor[2], glState.fogDensity ); glState.fogStart = RI.fogStart; glState.fogEnd = RI.fogEnd; sceGuFog( glState.fogStart, glState.fogEnd, glState.fogColor ); #else pglFogi( GL_FOG_MODE, GL_LINEAR ); pglFogfv( GL_FOG_COLOR, RI.fogColor ); pglFogf( GL_FOG_START, RI.fogStart ); pglFogf( GL_FOG_END, RI.fogEnd ); pglHint( GL_FOG_HINT, GL_NICEST ); #endif } /* ============= TriGetMatrix very strange export ============= */ void TriGetMatrix( const int pname, float *matrix ) { #if 1 printf("%s:%i:%s - Not implemented\n", __FILE__, __LINE__, __FUNCTION__ ); #else pglGetFloatv( pname, matrix ); #endif } /* ============= TriForParams ============= */ void TriFogParams( float flDensity, int iFogSkybox ) { RI.fogDensity = flDensity; RI.fogSkybox = iFogSkybox; } /* ============= TriCullFace ============= */ void TriCullFace( TRICULLSTYLE mode ) { int glMode; switch( mode ) { case TRI_FRONT: glMode = GL_FRONT; break; default: glMode = GL_NONE; break; } GL_Cull( mode ); } /* ============= TriBrightness ============= */ void TriBrightness( float brightness ) { float r, g, b; r = ds.triRGBA[0] * ds.triRGBA[3] * brightness; g = ds.triRGBA[1] * ds.triRGBA[3] * brightness; b = ds.triRGBA[2] * ds.triRGBA[3] * brightness; _TriColor4f( r, g, b, 1.0f ); } unsigned int getTriBrightness( float brightness ) { vec3_t color; if(brightness < 0.0f) return 0; color[0] = ds.triRGBA[0] * ds.triRGBA[3] * brightness; color[1] = ds.triRGBA[1] * ds.triRGBA[3] * brightness; color[2] = ds.triRGBA[2] * ds.triRGBA[3] * brightness; VectorNormalizeFast( color ); return GUCOLOR3FV( color ); }