Files
xash3d-fwgs/ref_gu/gu_triapi.c
2022-06-08 16:15:38 +03:00

496 lines
9.6 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;
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 );
}