daedalus/Source/SysVita/HLEGraphics/RendererLegacy.cpp
2024-09-16 19:31:30 +01:00

1055 lines
30 KiB
C++

#include "stdafx.h"
#include "RendererLegacy.h"
#include <vitaGL.h>
#include "Combiner/BlendConstant.h"
#include "Combiner/CombinerTree.h"
#include "Combiner/RenderSettings.h"
#include "Core/ROM.h"
#include "Debug/Dump.h"
#include "Debug/DBGConsole.h"
#include "Graphics/GraphicsContext.h"
#include "Graphics/NativeTexture.h"
#include "HLEGraphics/CachedTexture.h"
#include "HLEGraphics/DLDebug.h"
#include "HLEGraphics/RDPStateManager.h"
#include "HLEGraphics/TextureCache.h"
#include "Math/MathUtil.h"
#include "OSHLE/ultra_gbi.h"
#include "Utility/IO.h"
#include "Utility/Profiler.h"
#define NORMALIZE_C1842XX(x) ((x) > 16.5f ? ((x) / ((x) / 16.0f)) : (x))
BaseRenderer *gRenderer = nullptr;
RendererLegacy *gRendererLegacy = nullptr;
extern float *gVertexBuffer;
extern uint32_t *gColorBuffer;
extern float *gTexCoordBuffer;
extern u32 aux_draws;
extern u32 aux_discard;
bool gUseMipmaps = false;
struct ScePspFMatrix4
{
float m[16];
};
ScePspFMatrix4 gProjection;
void sceGuSetMatrix(int type, const ScePspFMatrix4 * mtx)
{
if (type == GL_PROJECTION)
{
sceClibMemcpy(&gProjection, mtx, sizeof(gProjection));
}
}
static void InitBlenderMode()
{
u32 cycle_type = gRDPOtherMode.cycle_type;
u32 cvg_x_alpha = gRDPOtherMode.cvg_x_alpha;
u32 alpha_cvg_sel = gRDPOtherMode.alpha_cvg_sel;
u32 blendmode = gRDPOtherMode.blender;
// NB: If we're running in 1cycle mode, ignore the 2nd cycle.
u32 active_mode = (cycle_type == CYCLE_2CYCLE) ? blendmode : (blendmode & 0xCCCC);
if (alpha_cvg_sel && (gRDPOtherMode.L & 0x7000) != 0x7000) {
switch (active_mode) {
case 0x4055: // Mario Golf
case 0x5055: // Paper Mario Intro
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
break;
default:
glDisable(GL_BLEND);
}
return;
}
switch (active_mode)
{
case 0x00C0: // ISS 64
case 0x0091: // Mace special blend mode
case 0x0302: // Bomberman 2 special blend mode
case 0x0382: // Mace objects
case 0x07C2: // ISS 64
case 0x0C08: // 1080 sky
case 0xC302: // ISS 64
case 0xC702: // Donald Duck: Quack Attack
case 0xC800: // Conker's Bad Fur Day
case 0x0F0A: // DK64 blueprints
case 0xA500: // Sin and Punishment
case 0xFA00: // Bomberman second attack
glDisable(GL_BLEND);
break;
case 0x55F0: // Bust-A-Move 3 DX
glBlendFunc(GL_ONE, GL_SRC_ALPHA);
glEnable(GL_BLEND);
break;
case 0x0F1A:
if (cycle_type == CYCLE_1CYCLE)
glDisable(GL_BLEND);
else {
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
}
break;
case 0x0448: // Space Invaders
case 0x0554:
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
break;
case 0x0F5A: // Zelda: MM
case 0x0FA5: // OOT menu
case 0x5055: // Paper Mario intro
case 0xAF50: // Zelda: MM
case 0xC712: // Pokemon Stadium
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
break;
case 0x0C40: // Extreme-G
case 0x0C48: // Star Wars: Shadow of the Empire text and hud
case 0x4C40: // Wave Race
case 0x5F50:
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
break;
case 0x0010: // Diddy Kong rare logo
case 0x0040: // F-Zero X
case 0x0050: // A Bug's Life
case 0x0051:
case 0x0055:
case 0x0150: // Spiderman
case 0x0321:
case 0x0440: // Bomberman 64
case 0x04D0: // Conker's Bad Fur Day
case 0x0550: // Bomberman 64
case 0x0C18: // StarFox 64 main menu
case 0x0F54: // Star Wars racers
case 0xC410: // Donald Duck: Quack Attack dust
case 0xC440: // Banjo-Kazooie / Banjo-Tooie
case 0xC810: // AeroGauge
case 0xCB02: // Doom 64 weapons
case 0x0D18:
case 0x8410: // Paper Mario
case 0xF550:
if (!(!alpha_cvg_sel || cvg_x_alpha)) glDisable(GL_BLEND);
else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
break;
case 0xC912: // 40 Winks
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
break;
case 0x0C19:
case 0xC811:
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
glEnable(GL_BLEND);
break;
case 0x5000: // V8 explosions
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
glEnable(GL_BLEND);
break;
default:
//DBGConsole_Msg(0, "Uncommon blender mode: 0x%04X", active_mode);
if (!(!alpha_cvg_sel || cvg_x_alpha)) glDisable(GL_BLEND);
else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
}
break;
}
}
RendererLegacy::RendererLegacy()
{
//
// Set up RGB = T0, A = T0
//
mCopyBlendStates = new CBlendStates;
{
CAlphaRenderSettings * alpha_settings( new CAlphaRenderSettings( "Copy" ) );
CRenderSettingsModulate * colour_settings( new CRenderSettingsModulate( "Copy" ) );
alpha_settings->AddTermTexel0();
colour_settings->AddTermTexel0();
mCopyBlendStates->SetAlphaSettings( alpha_settings );
mCopyBlendStates->AddColourSettings( colour_settings );
}
//
// Set up RGB = Diffuse, A = Diffuse
//
mFillBlendStates = new CBlendStates;
{
CAlphaRenderSettings * alpha_settings( new CAlphaRenderSettings( "Fill" ) );
CRenderSettingsModulate * colour_settings( new CRenderSettingsModulate( "Fill" ) );
alpha_settings->AddTermConstant( new CBlendConstantExpressionValue( BC_SHADE ) );
colour_settings->AddTermConstant( new CBlendConstantExpressionValue( BC_SHADE ) );
mFillBlendStates->SetAlphaSettings( alpha_settings );
mFillBlendStates->AddColourSettings( colour_settings );
}
}
RendererLegacy::~RendererLegacy()
{
delete mFillBlendStates;
delete mCopyBlendStates;
}
void RendererLegacy::RestoreRenderStates()
{
// Initialise the device to our default state
// No fog
glDisable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glEnable(GL_SCISSOR_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable( GL_BLEND );
// Default is ZBuffer disabled
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
glDisable(GL_DEPTH_TEST);
// Enable this for rendering decals (glPolygonOffset).
glEnable(GL_POLYGON_OFFSET_FILL);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
float envcolor[4] = {c32::White.GetRf(), c32::White.GetGf(), c32::White.GetBf(), c32::White.GetAf()};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envcolor);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
RendererLegacy::SBlendStateEntry RendererLegacy::LookupBlendState( u64 mux, bool two_cycles )
{
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
DAEDALUS_PROFILE( "RendererPSP::LookupBlendState" );
mRecordedCombinerStates.insert( mux );
#endif
REG64 key;
key._u64 = mux;
// Top 8 bits are never set - use the very top one to differentiate between 1/2 cycles
key._u32_1 |= (two_cycles << 31);
BlendStatesMap::const_iterator it( mBlendStatesMap.find( key._u64 ) );
if( it != mBlendStatesMap.end() )
{
return it->second;
}
// Blendmodes with Inexact blends either get an Override blend or a Default blend (GU_TFX_MODULATE)
// If its not an Inexact blend then we check if we need to Force a blend mode none the less// Salvy
//
SBlendStateEntry entry;
CCombinerTree tree( mux, two_cycles );
entry.States = tree.GetBlendStates();
if( entry.States->IsInexact() )
{
entry.OverrideFunction = LookupOverrideBlendModeInexact( mux );
}
else
{
// This is for non-inexact blends, errg hacks and such to be more precise
entry.OverrideFunction = LookupOverrideBlendModeForced( mux );
}
#ifdef DAEDALUS_DEBUG_DISPLAYLIST
printf( "Adding %08x%08x - %d cycles - %s\n", u32(mux>>32), u32(mux), two_cycles ? 2 : 1, entry.States->IsInexact() ? IsCombinerStateDefault(mux) ? "Inexact(Default)" : "Inexact(Override)" : entry.OverrideFunction==nullptr ? "Auto" : "Forced");
#endif
//Add blend mode to the Blend States Map
mBlendStatesMap[ key._u64 ] = entry;
return entry;
}
void RendererLegacy::RenderUsingRenderSettings( const CBlendStates * states, u32 * p_vertices, u32 num_vertices, u32 triangle_mode, bool is_3d)
{
const CAlphaRenderSettings * alpha_settings( states->GetAlphaSettings() );
SRenderState state;
state.Vertices = p_vertices;
state.NumVertices = num_vertices;
state.PrimitiveColour = mPrimitiveColour;
state.EnvironmentColour = mEnvColour;
if( states->GetNumStates() > 1 )
{
sceClibMemcpy( mVtx_Save, p_vertices, num_vertices * sizeof( u32 ) );
}
glEnableClientState(GL_COLOR_ARRAY);
for( u32 i = 0; i < states->GetNumStates(); ++i )
{
const CRenderSettings * settings( states->GetColourSettings( i ) );
bool install_texture0( settings->UsesTexture0() || alpha_settings->UsesTexture0() );
bool install_texture1( settings->UsesTexture1() || alpha_settings->UsesTexture1() );
SRenderStateOut out;
memset( &out, 0, sizeof( out ) );
settings->Apply( install_texture0 || install_texture1, state, out );
alpha_settings->Apply( install_texture0 || install_texture1, state, out );
if( i > 0 )
{
sceClibMemcpy(gColorBuffer, mVtx_Save, num_vertices * sizeof( u32 ) );
p_vertices = gColorBuffer;
gColorBuffer += num_vertices;
}
if(out.VertexExpressionRGB != nullptr)
{
out.VertexExpressionRGB->ApplyExpressionRGB( state );
}
if(out.VertexExpressionA != nullptr)
{
out.VertexExpressionA->ApplyExpressionAlpha( state );
}
bool installed_texture {false};
u32 texture_idx;
if(install_texture0 || install_texture1)
{
u32 tfx = GL_MODULATE;
switch( out.BlendMode )
{
case PBM_REPLACE:
{
tfx = GL_REPLACE;
break;
}
case PBM_BLEND:
{
tfx = GL_BLEND;
float envcolor[4] = {out.TextureFactor.GetRf(), out.TextureFactor.GetGf(), out.TextureFactor.GetBf(), out.TextureFactor.GetAf()};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, envcolor);
break;
}
default:
{
tfx = GL_MODULATE;
break;
}
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, tfx);
if( g_ROM.TEXELS_HACK )
{
// NB if install_texture0 and install_texture1 are both set, 1 wins out
texture_idx = install_texture1;
// NOTE: Rinnegatamante 15/04/20
// Technically we calculate this on DrawTriangles, is it enough? Can tex1 and tex0 be of different sizes?
/*const CNativeTexture * texture1 = mBoundTexture[ 1 ];
if( install_texture1 && texture1 && mTnL.Flags.Texture && (mTnL.Flags._u32 & (TNL_LIGHT|TNL_TEXGEN)) != (TNL_LIGHT|TNL_TEXGEN) )
{
float scale_x = texture1->GetScaleX();
float scale_y = texture1->GetScaleY();
sceGuTexOffset( -mTileTopLeft[ 1 ].s * scale_x / 4.f,
-mTileTopLeft[ 1 ].t * scale_y / 4.f );
sceGuTexScale( scale_x, scale_y );
}*/
}
else
{
// NB if install_texture0 and install_texture1 are both set, 0 wins out
texture_idx = install_texture0 ? 0 : 1;
}
CRefPtr<CNativeTexture> texture;
if(out.MakeTextureWhite)
{
TextureInfo white_ti = mBoundTextureInfo[ texture_idx ];
white_ti.SetWhite(true);
texture = CTextureCache::Get()->GetOrCreateTexture( white_ti );
}
else
{
texture = mBoundTexture[ texture_idx ];
}
if(texture != nullptr)
{
texture->InstallTexture();
if (is_3d && gUseMipmaps) texture->GenerateMipmaps();
installed_texture = true;
}
}
// If no texture was specified, or if we couldn't load it, clear it out
if( !installed_texture )
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mTexWrap[texture_idx].u);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mTexWrap[texture_idx].v);
}
glEnableClientState(GL_COLOR_ARRAY);
vglColorPointerMapped(GL_UNSIGNED_BYTE, p_vertices);
vglDrawObjects(triangle_mode, num_vertices, GL_TRUE);
}
}
void RendererLegacy::RenderUsingCurrentBlendMode(const float (&mat_project)[16], uint32_t *p_vertices, u32 num_vertices, u32 triangle_mode, bool disable_zbuffer, bool is_3d)
{
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float*)mat_project);
if (g_ROM.PROJ_HACK && is_3d) glScalef(1, -1, 1);
if ( disable_zbuffer )
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
else
{
// Decal mode
if( gRDPOtherMode.zmode == 3 )
{
glPolygonOffset(-1.0, -1.0);
}
else
{
glPolygonOffset(0.0, 0.0);
}
// Enable or Disable ZBuffer test
if ((mTnL.Flags.Zbuffer && gRDPOtherMode.z_cmp) || gRDPOtherMode.z_upd)
{
glEnable(GL_DEPTH_TEST);
}
else
{
glDisable(GL_DEPTH_TEST);
}
glDepthMask(gRDPOtherMode.z_upd ? GL_TRUE : GL_FALSE );
}
u32 cycle_mode = gRDPOtherMode.cycle_type;
// Initiate Texture Filter
//
// G_TF_AVERAGE : 1, G_TF_BILERP : 2 (linear)
// G_TF_POINT : 0 (nearest)
//
if (((gRDPOtherMode.text_filt != G_TF_POINT) && cycle_mode != CYCLE_COPY) || (gGlobalPreferences.ForceLinearFilter))
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
// Initiate Blender
//
if(cycle_mode < CYCLE_COPY && gRDPOtherMode.force_bl)
{
InitBlenderMode();
}
else if (gRDPOtherMode.clr_on_cvg)
{
if ((cycle_mode == CYCLE_1CYCLE && gRDPOtherMode.c1_m2a == 1) ||
(cycle_mode == CYCLE_2CYCLE && gRDPOtherMode.c2_m2a == 1)) {
glBlendFunc(GL_ZERO, GL_ONE);
glEnable(GL_BLEND);
} else
glDisable( GL_BLEND );
}
else
{
glDisable( GL_BLEND );
}
// Initiate Alpha test
//
if( (gRDPOtherMode.alpha_compare == G_AC_THRESHOLD) && !gRDPOtherMode.alpha_cvg_sel )
{
u8 alpha_threshold = mBlendColour.GetA();
glAlphaFunc((alpha_threshold || g_ROM.ALPHA_HACK) ? GL_GEQUAL : GL_GREATER, mBlendColour.GetAf());
glEnable(GL_ALPHA_TEST);
}
else if (gRDPOtherMode.cvg_x_alpha)
{
glAlphaFunc(GL_GEQUAL, 0.04392f);
glEnable(GL_ALPHA_TEST);
}
else
{
glDisable(GL_ALPHA_TEST);
}
SBlendStateEntry blend_entry;
switch ( cycle_mode )
{
case CYCLE_COPY: blend_entry.States = mCopyBlendStates; break;
case CYCLE_FILL: blend_entry.States = mFillBlendStates; break;
case CYCLE_1CYCLE: blend_entry = LookupBlendState( mMux, false ); break;
case CYCLE_2CYCLE: blend_entry = LookupBlendState( mMux, true ); break;
}
if( blend_entry.OverrideFunction != nullptr )
{
// Local vars for now
SBlendModeDetails details;
details.EnvColour = mEnvColour;
details.PrimColour = mPrimitiveColour;
details.InstallTexture = true;
details.ColourAdjuster.Reset();
blend_entry.OverrideFunction( details );
if( details.InstallTexture )
{
int texture_idx = g_ROM.TEXELS_HACK ? 1 : 0;
if( mBoundTexture[ texture_idx ] )
{
mBoundTexture[ texture_idx ]->InstallTexture();
if (is_3d && gUseMipmaps) mBoundTexture[ texture_idx ]->GenerateMipmaps();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mTexWrap[texture_idx].u);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mTexWrap[texture_idx].v);
} else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
} else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
details.ColourAdjuster.Process(p_vertices, num_vertices);
glEnableClientState(GL_COLOR_ARRAY);
vglColorPointerMapped(GL_UNSIGNED_BYTE, p_vertices);
vglDrawObjects(triangle_mode, num_vertices, GL_TRUE);
}
else if( blend_entry.States != nullptr )
{
RenderUsingRenderSettings( blend_entry.States, p_vertices, num_vertices, triangle_mode, is_3d );
}
else
{
#ifdef DAEDALUS_DEBUG_CONSOLE
// Set default states
DAEDALUS_ERROR( "Unhandled blend mode" );
#endif
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
vglColorPointerMapped(GL_UNSIGNED_BYTE, p_vertices);
vglDrawObjects(triangle_mode, num_vertices, GL_TRUE);
}
}
void RendererLegacy::RenderTriangles(uint32_t *colors, u32 num_vertices, bool disable_zbuffer)
{
SetPositiveViewport();
RenderUsingCurrentBlendMode(gProjection.m, colors, num_vertices, GL_TRIANGLES, disable_zbuffer, true);
}
void RendererLegacy::TexRect(u32 tile_idx, const v2 & xy0, const v2 & xy1, TexCoord st0, TexCoord st1)
{
if (g_ROM.GameHacks == POKEMON_STADIUM) {
if (aux_draws) {
aux_draws--;
if ((aux_draws < aux_discard) && (xy0.x == 52.0f)) return;
SetN64Viewport( aux_scale, aux_trans );
}
}
UpdateTileSnapshots( tile_idx );
PrepareTexRectUVs(&st0, &st1);
v2 uv0( (float)st0.s / 32.f, (float)st0.t / 32.f );
v2 uv1( (float)st1.s / 32.f, (float)st1.t / 32.f );
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "TexRect: L: 0x%08X, U: %f, V: %f, U2: %f, V2: %f", gRDPOtherMode.L, uv0.x, uv0.y, uv1.x, uv1.y);
v2 screen0;
v2 screen1;
if (gAspectRatio == RATIO_16_9_HACK) {
screen0.x = roundf( roundf( HD_SCALE * xy0.x ) * mN64ToScreenScale.x + 118 );
screen0.y = roundf( roundf( xy0.y ) * mN64ToScreenScale.y + mN64ToScreenTranslate.y );
screen1.x = roundf( roundf( HD_SCALE * xy1.x ) * mN64ToScreenScale.x + 118 );
screen1.y = roundf( roundf( xy1.y ) * mN64ToScreenScale.y + mN64ToScreenTranslate.y );
} else {
ScaleN64ToScreen( xy0, screen0 );
ScaleN64ToScreen( xy1, screen1 );
}
const f32 depth = gRDPOtherMode.depth_source ? mPrimDepth : 0.0f;
CNativeTexture *texture = mBoundTexture[0];
float scale_x = texture->GetScaleX();
float scale_y = texture->GetScaleY();
if (g_ROM.TEXELS_HACK && (gRDPOtherMode.L == 0x0C184244)) {
scale_x *= 0.125f;
scale_y *= 0.125f;
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (g_ROM.TEXELS_HACK && (gRDPOtherMode.L == 0x0C184244)) {
gTexCoordBuffer[0] = NORMALIZE_C1842XX(uv0.x) * scale_x;
gTexCoordBuffer[1] = NORMALIZE_C1842XX(uv0.y) * scale_y;
gTexCoordBuffer[2] = NORMALIZE_C1842XX(uv1.x) * scale_x;
gTexCoordBuffer[3] = NORMALIZE_C1842XX(uv0.y) * scale_y;
gTexCoordBuffer[4] = NORMALIZE_C1842XX(uv0.x) * scale_x;
gTexCoordBuffer[5] = NORMALIZE_C1842XX(uv1.y) * scale_y;
gTexCoordBuffer[6] = NORMALIZE_C1842XX(uv1.x) * scale_x;
gTexCoordBuffer[7] = NORMALIZE_C1842XX(uv1.y) * scale_y;
} else {
gTexCoordBuffer[0] = uv0.x * scale_x;
gTexCoordBuffer[1] = uv0.y * scale_y;
gTexCoordBuffer[2] = uv1.x * scale_x;
gTexCoordBuffer[3] = uv0.y * scale_y;
gTexCoordBuffer[4] = uv0.x * scale_x;
gTexCoordBuffer[5] = uv1.y * scale_y;
gTexCoordBuffer[6] = uv1.x * scale_x;
gTexCoordBuffer[7] = uv1.y * scale_y;
}
vglTexCoordPointerMapped(gTexCoordBuffer);
gTexCoordBuffer += 8;
gVertexBuffer[0] = screen0.x;
gVertexBuffer[1] = screen0.y;
gVertexBuffer[2] = depth;
gVertexBuffer[3] = screen1.x;
gVertexBuffer[4] = screen0.y;
gVertexBuffer[5] = depth;
gVertexBuffer[6] = screen0.x;
gVertexBuffer[7] = screen1.y;
gVertexBuffer[8] = depth;
gVertexBuffer[9] = screen1.x;
gVertexBuffer[10] = screen1.y;
gVertexBuffer[11] = depth;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
uint32_t *p_vertices = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = 0xFFFFFFFF;
gColorBuffer += 4;
SetNegativeViewport();
RenderUsingCurrentBlendMode(mScreenToDevice.mRaw, p_vertices, 4, GL_TRIANGLE_STRIP, gRDPOtherMode.depth_source ? false : true, false);
}
void RendererLegacy::TexRectFlip(u32 tile_idx, const v2 & xy0, const v2 & xy1, TexCoord st0, TexCoord st1)
{
UpdateTileSnapshots( tile_idx );
PrepareTexRectUVs(&st0, &st1);
v2 uv0( (float)st0.s / 32.f, (float)st0.t / 32.f );
v2 uv1( (float)st1.s / 32.f, (float)st1.t / 32.f );
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "TexRectFlip: L: 0x%08X, U: %f, V: %f, U2: %f, V2: %f", gRDPOtherMode.L, uv0.x, uv0.y, uv1.x, uv1.y);
v2 screen0;
v2 screen1;
ScaleN64ToScreen( xy0, screen0 );
ScaleN64ToScreen( xy1, screen1 );
CNativeTexture *texture = mBoundTexture[0];
float scale_x = texture->GetScaleX();
float scale_y = texture->GetScaleY();
gTexCoordBuffer[0] = uv0.x * scale_x;
gTexCoordBuffer[1] = uv0.y * scale_y;
gTexCoordBuffer[2] = uv0.x * scale_x;
gTexCoordBuffer[3] = uv1.y * scale_y;
gTexCoordBuffer[4] = uv1.x * scale_x;
gTexCoordBuffer[5] = uv0.y * scale_y;
gTexCoordBuffer[6] = uv1.x * scale_x;
gTexCoordBuffer[7] = uv1.y * scale_y;
vglTexCoordPointerMapped(gTexCoordBuffer);
gTexCoordBuffer += 8;
gVertexBuffer[0] = screen0.x;
gVertexBuffer[1] = screen0.y;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = screen1.x;
gVertexBuffer[4] = screen0.y;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = screen0.x;
gVertexBuffer[7] = screen1.y;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = screen1.x;
gVertexBuffer[10] = screen1.y;
gVertexBuffer[11] = 0.0f;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
uint32_t *p_vertices = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = 0xFFFFFFFF;
gColorBuffer += 4;
SetNegativeViewport();
RenderUsingCurrentBlendMode(mScreenToDevice.mRaw, p_vertices, 4, GL_TRIANGLE_STRIP, gRDPOtherMode.depth_source ? false : true, false);
}
void RendererLegacy::FillRect(const v2 & xy0, const v2 & xy1, u32 color)
{
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "FillRect: L: 0x%08X", gRDPOtherMode.L);
v2 screen0;
v2 screen1;
ScaleN64ToScreen( xy0, screen0 );
ScaleN64ToScreen( xy1, screen1 );
gVertexBuffer[0] = screen0.x;
gVertexBuffer[1] = screen0.y;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = screen1.x;
gVertexBuffer[4] = screen0.y;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = screen0.x;
gVertexBuffer[7] = screen1.y;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = screen1.x;
gVertexBuffer[10] = screen1.y;
gVertexBuffer[11] = 0.0f;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
uint32_t *p_vertices = gColorBuffer;
gColorBuffer[0] = gColorBuffer[1] = gColorBuffer[2] = gColorBuffer[3] = color;
gColorBuffer += 4;
SetNegativeViewport();
RenderUsingCurrentBlendMode(mScreenToDevice.mRaw, p_vertices, 4, GL_TRIANGLE_STRIP, true, false);
}
void RendererLegacy::DoGamma(float gamma)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
gVertexBuffer[0] = 0.0f;
gVertexBuffer[1] = 0.0f;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = SCR_WIDTH;
gVertexBuffer[4] = 0.0f;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = 0.0f;
gVertexBuffer[7] = SCR_HEIGHT;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = SCR_WIDTH;
gVertexBuffer[10] = SCR_HEIGHT;
gVertexBuffer[11] = 0.0f;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
// Hack to use float colors without having to use a temporary buffer
gVertexBuffer[0] = gVertexBuffer[1] = gVertexBuffer[2] = 1.0f;
gVertexBuffer[3] = gamma;
gVertexBuffer[4] = gVertexBuffer[5] = gVertexBuffer[6] = 1.0f;
gVertexBuffer[7] = gamma;
gVertexBuffer[8] = gVertexBuffer[9] = gVertexBuffer[10] = 1.0f;
gVertexBuffer[11] = gamma;
gVertexBuffer[12] = gVertexBuffer[13] = gVertexBuffer[14] = 1.0f;
gVertexBuffer[15] = gamma;
vglColorPointerMapped(GL_FLOAT, gVertexBuffer);
gVertexBuffer += 16;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float*)mScreenToDevice.mRaw);
vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
glDisable(GL_BLEND);
}
void RendererLegacy::DrawUITexture()
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gVertexBuffer[0] = 0.0f;
gVertexBuffer[1] = 0.0f;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = SCR_WIDTH;
gVertexBuffer[4] = 0.0f;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = 0.0f;
gVertexBuffer[7] = SCR_HEIGHT;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = SCR_WIDTH;
gVertexBuffer[10] = SCR_HEIGHT;
gVertexBuffer[11] = 0.0f;
vglVertexPointerMapped(3, gVertexBuffer);
gVertexBuffer += 12;
gTexCoordBuffer[0] = 0.0f;
gTexCoordBuffer[1] = 0.0f;
gTexCoordBuffer[2] = 1.0f;
gTexCoordBuffer[3] = 0.0f;
gTexCoordBuffer[4] = 0.0f;
gTexCoordBuffer[5] = 1.0f;
gTexCoordBuffer[6] = 1.0f;
gTexCoordBuffer[7] = 1.0f;
vglTexCoordPointerMapped(gTexCoordBuffer);
gTexCoordBuffer += 8;
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
}
void RendererLegacy::Draw2DTexture(f32 x0, f32 y0, f32 x1, f32 y1,
f32 u0, f32 v0, f32 u1, f32 v1)
{
const CNativeTexture *texture = mBoundTexture[0];
if (!texture) return;
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "Draw2DTexture: L: 0x%08X", gRDPOtherMode.L);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float*)mScreenToDevice.mRaw);
// Enable or Disable ZBuffer test
if ((mTnL.Flags.Zbuffer && gRDPOtherMode.z_cmp) || gRDPOtherMode.z_upd)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
glDepthMask(gRDPOtherMode.z_upd ? GL_TRUE : GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
float scale_x = texture->GetScaleX();
float scale_y = texture->GetScaleY();
float sx0 = LightN64ToScreenX(x0);
float sy0 = LightN64ToScreenY(y0);
float sx1 = LightN64ToScreenX(x1);
float sy1 = LightN64ToScreenY(y1);
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
gVertexBuffer[0] = sx0;
gVertexBuffer[1] = sy0;
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = sx1;
gVertexBuffer[4] = sy0;
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = sx0;
gVertexBuffer[7] = sy1;
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = sx1;
gVertexBuffer[10] = sy1;
gVertexBuffer[11] = 0.0f;
gTexCoordBuffer[0] = u0 * scale_x;
gTexCoordBuffer[1] = v0 * scale_y;
gTexCoordBuffer[2] = u1 * scale_x;
gTexCoordBuffer[3] = v0 * scale_y;
gTexCoordBuffer[4] = u0 * scale_x;
gTexCoordBuffer[5] = v1 * scale_y;
gTexCoordBuffer[6] = u1 * scale_x;
gTexCoordBuffer[7] = v1 * scale_y;
vglVertexPointerMapped(3, gVertexBuffer);
vglTexCoordPointerMapped(gTexCoordBuffer);
gVertexBuffer += 12;
gTexCoordBuffer += 8;
SetNegativeViewport();
vglDrawObjects(GL_TRIANGLE_STRIP, 4, GL_TRUE);
}
void RendererLegacy::Draw2DTextureR(f32 x0, f32 y0, f32 x1, f32 y1, f32 x2,
f32 y2, f32 x3, f32 y3, f32 s, f32 t)
{
const CNativeTexture *texture = mBoundTexture[0];
if (!texture) return;
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "Draw2DTextureR: L: 0x%08X", gRDPOtherMode.L);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((float*)mScreenToDevice.mRaw);
// Enable or Disable ZBuffer test
if ((mTnL.Flags.Zbuffer && gRDPOtherMode.z_cmp) || gRDPOtherMode.z_upd)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
glDepthMask(gRDPOtherMode.z_upd ? GL_TRUE : GL_FALSE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
float scale_x = texture->GetScaleX();
float scale_y = texture->GetScaleY();
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
gVertexBuffer[0] = LightN64ToScreenX(x0);
gVertexBuffer[1] = LightN64ToScreenY(y0);
gVertexBuffer[2] = 0.0f;
gVertexBuffer[3] = LightN64ToScreenX(x1);
gVertexBuffer[4] = LightN64ToScreenY(y1);
gVertexBuffer[5] = 0.0f;
gVertexBuffer[6] = LightN64ToScreenX(x2);
gVertexBuffer[7] = LightN64ToScreenY(y2);
gVertexBuffer[8] = 0.0f;
gVertexBuffer[9] = LightN64ToScreenX(x3);
gVertexBuffer[10] = LightN64ToScreenY(y3);
gVertexBuffer[11] = 0.0f;
gTexCoordBuffer[0] = 0.0f;
gTexCoordBuffer[1] = 0.0f;
gTexCoordBuffer[2] = s * scale_x;
gTexCoordBuffer[3] = 0.0f;
gTexCoordBuffer[4] = s * scale_x;
gTexCoordBuffer[5] = t * scale_y;
gTexCoordBuffer[6] = 0.0f;
gTexCoordBuffer[7] = t * scale_y;
vglVertexPointerMapped(3, gVertexBuffer);
vglTexCoordPointerMapped(gTexCoordBuffer);
gVertexBuffer += 12;
gTexCoordBuffer += 8;
SetNegativeViewport();
vglDrawObjects(GL_TRIANGLE_FAN, 4, GL_TRUE);
}
uint32_t RendererLegacy::PrepareTrisUnclipped(uint32_t **clr)
{
const u32 num_vertices = mNumIndices;
//
// Now we just shuffle all the data across directly (potentially duplicating verts)
//
vglVertexPointerMapped(3, gVertexBuffer);
*clr = gColorBuffer;
if (mTnL.Flags.Texture) {
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
vglTexCoordPointerMapped(gTexCoordBuffer);
if (g_ROM.TEXELS_HACK && ((gRDPOtherMode.L >= 0x0C184000 && gRDPOtherMode.L <= 0x0C184FFF) || gRDPOtherMode.L == 0xC8104A50)) {
UpdateTileSnapshots( mTextureTile + 1 );
} else UpdateTileSnapshots( mTextureTile );
CNativeTexture *texture = mBoundTexture[0];
//if ((gRDPOtherMode.L & 0xFFFFFF00) == 0x0C184200) CDebugConsole::Get()->Msg(1, "RenderTriangles: L: 0x%08X", gRDPOtherMode.L);
if( texture && (mTnL.Flags._u32 & (TNL_LIGHT|TNL_TEXGEN)) != (TNL_LIGHT|TNL_TEXGEN) )
{
float scale_x = texture->GetScaleX();
float scale_y = texture->GetScaleY();
// Hack to fix the sun in Zelda OOT/MM
if (g_ROM.ZELDA_HACK && (gRDPOtherMode.L == 0x0C184241))
{
scale_x *= 0.5f;
scale_y *= 0.5f;
}
for( u32 i = 0; i < num_vertices; ++i )
{
u32 index = mIndexBuffer[ i ];
sceClibMemcpy(gVertexBuffer, mVtxProjected[ index ].TransformedPos.f, sizeof(float) * 3);
gTexCoordBuffer[0] = (mVtxProjected[ index ].Texture.x * scale_x - (mTileTopLeft[ 0 ].s / 4.f * scale_x));
gTexCoordBuffer[1] = (mVtxProjected[ index ].Texture.y * scale_y - (mTileTopLeft[ 0 ].t / 4.f * scale_y));
gColorBuffer[i] = c32(mVtxProjected[ index ].Colour).GetColour();
gVertexBuffer += 3;
gTexCoordBuffer += 2;
}
} else {
for( u32 i = 0; i < num_vertices; ++i )
{
u32 index = mIndexBuffer[ i ];
sceClibMemcpy(gVertexBuffer, mVtxProjected[ index ].TransformedPos.f, sizeof(float) * 3);
sceClibMemcpy(gTexCoordBuffer, mVtxProjected[ index ].Texture.f, sizeof(float) * 2);
gColorBuffer[i] = c32(mVtxProjected[ index ].Colour).GetColour();
gVertexBuffer += 3;
gTexCoordBuffer += 2;
}
}
} else {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
for( u32 i = 0; i < num_vertices; ++i )
{
u32 index = mIndexBuffer[ i ];
sceClibMemcpy(gVertexBuffer, mVtxProjected[ index ].TransformedPos.f, sizeof(float) * 3);
gColorBuffer[i] = c32(mVtxProjected[ index ].Colour).GetColour();
gVertexBuffer += 3;
}
}
gColorBuffer += num_vertices;
return num_vertices;
}
bool CreateRendererLegacy()
{
gRendererLegacy = new RendererLegacy();
gRenderer = gRendererLegacy;
return true;
}
void DestroyRendererLegacy()
{
delete gRendererLegacy;
gRendererLegacy = nullptr;
gRenderer = nullptr;
}