Files
xash3d-fwgs/ref_gu/gu_triapi.c
Sergey Galushko 64020b2902 PSP Port initial
2022-03-30 21:36:08 +03:00

578 lines
10 KiB
C

/*
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;
/*
===============================================================
TRIAPI IMPLEMENTATION
===============================================================
*/
#if 1
static struct
{
void *start;
gu_vert_ftcv_t *list;
qboolean begin;
int count;
int prim;
unsigned int flags;
}tri_gucontext =
{
.start = NULL,
.list = NULL,
.begin = false,
.count = 0,
.prim = 0,
.flags = 0
};
#endif
/*
=============
TriRenderMode
set rendermode
=============
*/
void TriRenderMode( int mode )
{
#if 1
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;
}
#else
ds.renderMode = mode;
switch( mode )
{
case kRenderNormal:
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglDisable( GL_BLEND );
pglDepthMask( GL_TRUE );
break;
case kRenderTransAlpha:
pglEnable( GL_BLEND );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglDepthMask( GL_FALSE );
break;
case kRenderTransColor:
case kRenderTransTexture:
pglEnable( GL_BLEND );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
case kRenderGlow:
case kRenderTransAdd:
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
pglEnable( GL_BLEND );
pglDepthMask( GL_FALSE );
break;
}
#endif
}
/*
=============
TriBegin
begin triangle sequence
=============
*/
void TriBegin( int mode )
{
#if 1
switch( mode )
{
case TRI_POINTS:
tri_gucontext.prim = GU_POINTS;
break;
case TRI_TRIANGLES:
tri_gucontext.prim = GU_TRIANGLES;
break;
case TRI_TRIANGLE_FAN:
tri_gucontext.prim = GU_TRIANGLE_FAN;
break;
case TRI_QUADS:
tri_gucontext.prim = GU_TRIANGLE_FAN;
break;
case TRI_LINES:
tri_gucontext.prim = GU_LINES;
break;
case TRI_TRIANGLE_STRIP:
tri_gucontext.prim = GU_TRIANGLE_STRIP;
break;
case TRI_QUAD_STRIP:
tri_gucontext.prim = GU_TRIANGLE_STRIP;
break;
case TRI_POLYGON:
default:
tri_gucontext.prim = GU_TRIANGLE_FAN;
break;
}
tri_gucontext.start = extGuBeginPacket( NULL );
tri_gucontext.list = ( gu_vert_ftcv_t* )tri_gucontext.start;
tri_gucontext.begin = true;
tri_gucontext.count = 0;
tri_gucontext.flags = 0;
#else
switch( mode )
{
case TRI_POINTS:
mode = GL_POINTS;
break;
case TRI_TRIANGLES:
mode = GL_TRIANGLES;
break;
case TRI_TRIANGLE_FAN:
mode = GL_TRIANGLE_FAN;
break;
case TRI_QUADS:
mode = GL_QUADS;
break;
case TRI_LINES:
mode = GL_LINES;
break;
case TRI_TRIANGLE_STRIP:
mode = GL_TRIANGLE_STRIP;
break;
case TRI_QUAD_STRIP:
mode = GL_QUAD_STRIP;
break;
case TRI_POLYGON:
default:
mode = GL_POLYGON;
break;
}
pglBegin( mode );
#endif
}
/*
=============
TriEnd
draw triangle sequence
=============
*/
void TriEnd( void )
{
#if 1
unsigned int vert_size;
if( !tri_gucontext.begin )
return;
extGuEndPacket( ( void* )tri_gucontext.list );
sceGuDrawArray( tri_gucontext.prim, tri_gucontext.flags, tri_gucontext.count, 0, tri_gucontext.start );
tri_gucontext.begin = false;
#else
pglEnd( );
#endif
}
/*
=============
_TriColor4f
=============
*/
void _TriColor4f( float r, float g, float b, float a )
{
#if 1
if( tri_gucontext.begin )
{
tri_gucontext.flags |= GU_COLOR_8888;
tri_gucontext.list->c = GUCOLOR4F( r, g, b, a );
}
else
{
sceGuColor( GUCOLOR4F( r, g, b, a ) );
}
#else
pglColor4f( r, g, b, a );
#endif
}
/*
=============
_TriColor4ub
=============
*/
void _TriColor4ub( byte r, byte g, byte b, byte a )
{
#if 1
if( tri_gucontext.begin )
{
tri_gucontext.flags |= GU_COLOR_8888;
tri_gucontext.list->c = GUCOLOR4UB( r, g, b, a );
}
else
{
sceGuColor( GUCOLOR4UB( r, g, b, a ) );
}
#else
pglColor4ub( r, g, b, a );
#endif
}
/*
=============
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 1
if( !tri_gucontext.begin )
return;
tri_gucontext.flags |= GU_TEXTURE_32BITF;
tri_gucontext.list->u = u;
tri_gucontext.list->v = v;
#else
pglTexCoord2f( u, v );
#endif
}
/*
=============
TriVertex3fv
=============
*/
void TriVertex3fv( const float *v )
{
#if 1
if( !tri_gucontext.begin )
return;
if( !(tri_gucontext.flags & GU_TEXTURE_32BITF) )
{
tri_gucontext.list->u = 0;
tri_gucontext.list->v = 0;
}
if( !(tri_gucontext.flags & GU_COLOR_8888) )
{
tri_gucontext.list->c = 0xffffffff;
}
tri_gucontext.flags |= GU_VERTEX_32BITF;
tri_gucontext.list->x = v[0];
tri_gucontext.list->y = v[1];
tri_gucontext.list->z = v[2];
tri_gucontext.list++;
tri_gucontext.count++;
#else
pglVertex3fv( v );
#endif
}
/*
=============
TriVertex3f
=============
*/
void TriVertex3f( float x, float y, float z )
{
#if 1
if( !tri_gucontext.begin )
return;
if( !(tri_gucontext.flags & GU_TEXTURE_32BITF) )
{
tri_gucontext.list->u = 0;
tri_gucontext.list->v = 0;
}
if( !(tri_gucontext.flags & GU_COLOR_8888) )
{
tri_gucontext.list->c = 0xffffffff;
}
tri_gucontext.flags |= GU_VERTEX_32BITF;
tri_gucontext.list->x = x;
tri_gucontext.list->y = y;
tri_gucontext.list->z = z;
tri_gucontext.list++;
tri_gucontext.count++;
#else
pglVertex3f( x, y, z );
#endif
}
/*
=============
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 );
}