mirror of https://github.com/sm64pc/sm64pc.git
Merge branch 'nightly' into japanese-menu-txt
This commit is contained in:
commit
71be494a1e
2
Makefile
2
Makefile
|
@ -62,7 +62,7 @@ RENDER_API ?= GL
|
|||
WINDOW_API ?= SDL2
|
||||
# Audio backends: SDL1, SDL2
|
||||
AUDIO_API ?= SDL2
|
||||
# Controller backends (can have multiple, space separated): SDL2
|
||||
# Controller backends (can have multiple, space separated): SDL2, SDL1
|
||||
CONTROLLER_API ?= SDL2
|
||||
|
||||
# Misc settings for EXTERNAL_DATA
|
||||
|
|
|
@ -181,10 +181,9 @@ void bhv_snufit_balls_loop(void) {
|
|||
// If far from Mario or in a different room, despawn.
|
||||
if ((o->activeFlags & ACTIVE_FLAG_IN_DIFFERENT_ROOM)
|
||||
#ifndef NODRAWINGDISTANCE
|
||||
|| (o->oTimer != 0 && o->oDistanceToMario > 1500.0f)) {
|
||||
#else
|
||||
|| (o->oTimer != 0)) {
|
||||
|| (o->oTimer != 0 && o->oDistanceToMario > 1500.0f)
|
||||
#endif
|
||||
){
|
||||
obj_mark_for_deletion(o);
|
||||
}
|
||||
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#define MEMORY_POOL_RIGHT 1
|
||||
|
||||
#define GFX_POOL_SIZE (512 * 1024)
|
||||
#define DEFAULT_POOL_SIZE (0x165000 * 8)
|
||||
|
||||
struct AllocOnlyPool
|
||||
{
|
||||
|
|
|
@ -34,6 +34,12 @@ static inline int arg_string(const char *name, const char *value, char *target)
|
|||
return 1;
|
||||
}
|
||||
|
||||
static inline int arg_uint(const char *name, const char *value, unsigned int *target) {
|
||||
const unsigned long int v = strtoul(value, NULL, 0);
|
||||
*target = v;
|
||||
return 1;
|
||||
}
|
||||
|
||||
void parse_cli_opts(int argc, char* argv[]) {
|
||||
// Initialize options with false values.
|
||||
memset(&gCLIOpts, 0, sizeof(gCLIOpts));
|
||||
|
@ -51,6 +57,9 @@ void parse_cli_opts(int argc, char* argv[]) {
|
|||
else if (strcmp(argv[i], "--cheats") == 0) // Enable cheats menu
|
||||
Cheats.EnableCheats = true;
|
||||
|
||||
else if (strcmp(argv[i], "--poolsize") == 0) // Main pool size
|
||||
arg_uint("--poolsize", argv[++i], &gCLIOpts.PoolSize);
|
||||
|
||||
else if (strcmp(argv[i], "--configfile") == 0 && (i + 1) < argc)
|
||||
arg_string("--configfile", argv[++i], gCLIOpts.ConfigFile);
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
struct PCCLIOptions {
|
||||
unsigned int SkipIntro;
|
||||
unsigned int FullScreen;
|
||||
unsigned int PoolSize;
|
||||
char ConfigFile[SYS_MAX_PATH];
|
||||
char SavePath[SYS_MAX_PATH];
|
||||
char GameDir[SYS_MAX_PATH];
|
||||
|
|
|
@ -13,16 +13,15 @@
|
|||
|
||||
static struct ControllerAPI *controller_implementations[] = {
|
||||
&controller_recorded_tas,
|
||||
#ifdef CAPI_SDL2
|
||||
#if defined(CAPI_SDL2) || defined(CAPI_SDL1)
|
||||
&controller_sdl,
|
||||
#endif
|
||||
&controller_keyboard,
|
||||
};
|
||||
|
||||
s32 osContInit(UNUSED OSMesgQueue *mq, u8 *controllerBits, UNUSED OSContStatus *status) {
|
||||
for (size_t i = 0; i < sizeof(controller_implementations) / sizeof(struct ControllerAPI *); i++) {
|
||||
for (size_t i = 0; i < sizeof(controller_implementations) / sizeof(struct ControllerAPI *); i++)
|
||||
controller_implementations[i]->init();
|
||||
}
|
||||
*controllerBits = 1;
|
||||
return 0;
|
||||
}
|
||||
|
@ -30,12 +29,14 @@ s32 osContInit(UNUSED OSMesgQueue *mq, u8 *controllerBits, UNUSED OSContStatus *
|
|||
s32 osMotorStart(UNUSED void *pfs) {
|
||||
// Since rumble stops by osMotorStop, its duration is not nessecary.
|
||||
// Set it to 5 seconds and hope osMotorStop() is called in time.
|
||||
controller_rumble_play(configRumbleStrength / 100.0f, 5.0f);
|
||||
if (configRumbleStrength)
|
||||
controller_rumble_play(configRumbleStrength / 100.0f, 5.0f);
|
||||
return 0;
|
||||
}
|
||||
|
||||
s32 osMotorStop(UNUSED void *pfs) {
|
||||
controller_rumble_stop();
|
||||
if (configRumbleStrength)
|
||||
controller_rumble_stop();
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,285 @@
|
|||
#ifdef CAPI_SDL1
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#include <math.h>
|
||||
|
||||
#include <SDL/SDL.h>
|
||||
|
||||
// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
|
||||
// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
|
||||
|
||||
#include <ultra64.h>
|
||||
|
||||
#include "controller_api.h"
|
||||
#include "controller_sdl.h"
|
||||
#include "../configfile.h"
|
||||
#include "../platform.h"
|
||||
#include "../fs/fs.h"
|
||||
|
||||
#include "game/level_update.h"
|
||||
|
||||
// mouse buttons are also in the controller namespace (why), just offset 0x100
|
||||
#define VK_OFS_SDL_MOUSE 0x0100
|
||||
#define VK_BASE_SDL_MOUSE (VK_BASE_SDL_GAMEPAD + VK_OFS_SDL_MOUSE)
|
||||
#define MAX_JOYBINDS 32
|
||||
#define MAX_MOUSEBUTTONS 8 // arbitrary
|
||||
#define MAX_JOYBUTTONS 32 // arbitrary; includes virtual keys for triggers
|
||||
#define AXIS_THRESHOLD (30 * 256)
|
||||
|
||||
enum {
|
||||
JOY_AXIS_LEFTX,
|
||||
JOY_AXIS_LEFTY,
|
||||
JOY_AXIS_RIGHTX,
|
||||
JOY_AXIS_RIGHTY,
|
||||
JOY_AXIS_LTRIG,
|
||||
JOY_AXIS_RTRIG,
|
||||
MAX_AXES,
|
||||
};
|
||||
|
||||
int mouse_x;
|
||||
int mouse_y;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
extern u8 newcam_mouse;
|
||||
#endif
|
||||
|
||||
static bool init_ok;
|
||||
static SDL_Joystick *sdl_joy;
|
||||
|
||||
static u32 num_joy_binds = 0;
|
||||
static u32 num_mouse_binds = 0;
|
||||
static u32 joy_binds[MAX_JOYBINDS][2];
|
||||
static u32 mouse_binds[MAX_JOYBINDS][2];
|
||||
static int joy_axis_binds[MAX_AXES] = { 0, 1, 2, 3, 4, 5 };
|
||||
|
||||
static bool joy_buttons[MAX_JOYBUTTONS] = { false };
|
||||
static u32 mouse_buttons = 0;
|
||||
static u32 last_mouse = VK_INVALID;
|
||||
static u32 last_joybutton = VK_INVALID;
|
||||
|
||||
static int num_joy_axes = 0;
|
||||
static int num_joy_buttons = 0;
|
||||
static int num_joy_hats = 0;
|
||||
|
||||
static inline void controller_add_binds(const u32 mask, const u32 *btns) {
|
||||
for (u32 i = 0; i < MAX_BINDS; ++i) {
|
||||
if (btns[i] >= VK_BASE_SDL_GAMEPAD && btns[i] <= VK_BASE_SDL_GAMEPAD + VK_SIZE) {
|
||||
if (btns[i] >= VK_BASE_SDL_MOUSE && num_joy_binds < MAX_JOYBINDS) {
|
||||
mouse_binds[num_mouse_binds][0] = btns[i] - VK_BASE_SDL_MOUSE;
|
||||
mouse_binds[num_mouse_binds][1] = mask;
|
||||
++num_mouse_binds;
|
||||
} else if (num_mouse_binds < MAX_JOYBINDS) {
|
||||
joy_binds[num_joy_binds][0] = btns[i] - VK_BASE_SDL_GAMEPAD;
|
||||
joy_binds[num_joy_binds][1] = mask;
|
||||
++num_joy_binds;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void controller_sdl_bind(void) {
|
||||
bzero(joy_binds, sizeof(joy_binds));
|
||||
bzero(mouse_binds, sizeof(mouse_binds));
|
||||
num_joy_binds = 0;
|
||||
num_mouse_binds = 0;
|
||||
|
||||
controller_add_binds(A_BUTTON, configKeyA);
|
||||
controller_add_binds(B_BUTTON, configKeyB);
|
||||
controller_add_binds(Z_TRIG, configKeyZ);
|
||||
controller_add_binds(STICK_UP, configKeyStickUp);
|
||||
controller_add_binds(STICK_LEFT, configKeyStickLeft);
|
||||
controller_add_binds(STICK_DOWN, configKeyStickDown);
|
||||
controller_add_binds(STICK_RIGHT, configKeyStickRight);
|
||||
controller_add_binds(U_CBUTTONS, configKeyCUp);
|
||||
controller_add_binds(L_CBUTTONS, configKeyCLeft);
|
||||
controller_add_binds(D_CBUTTONS, configKeyCDown);
|
||||
controller_add_binds(R_CBUTTONS, configKeyCRight);
|
||||
controller_add_binds(L_TRIG, configKeyL);
|
||||
controller_add_binds(R_TRIG, configKeyR);
|
||||
controller_add_binds(START_BUTTON, configKeyStart);
|
||||
}
|
||||
|
||||
static void controller_sdl_init(void) {
|
||||
if (SDL_Init(SDL_INIT_JOYSTICK) != 0) {
|
||||
fprintf(stderr, "SDL init error: %s\n", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
if (SDL_NumJoysticks() > 0)
|
||||
sdl_joy = SDL_JoystickOpen(0);
|
||||
|
||||
if (sdl_joy) {
|
||||
num_joy_axes = SDL_JoystickNumAxes(sdl_joy);
|
||||
num_joy_buttons = SDL_JoystickNumButtons(sdl_joy);
|
||||
num_joy_hats = SDL_JoystickNumHats(sdl_joy);
|
||||
|
||||
for (int i = 0; i < MAX_AXES; ++i)
|
||||
if (i >= num_joy_axes)
|
||||
joy_axis_binds[i] = -1;
|
||||
}
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_mouse == 1)
|
||||
SDL_WM_GrabInput(SDL_GRAB_ON);
|
||||
SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
|
||||
#endif
|
||||
|
||||
controller_sdl_bind();
|
||||
|
||||
init_ok = true;
|
||||
}
|
||||
|
||||
static inline void update_button(const int i, const bool new) {
|
||||
const bool pressed = !joy_buttons[i] && new;
|
||||
joy_buttons[i] = new;
|
||||
if (pressed) last_joybutton = i;
|
||||
}
|
||||
|
||||
static inline int16_t get_axis(const int i) {
|
||||
if (joy_axis_binds[i] >= 0)
|
||||
return SDL_JoystickGetAxis(sdl_joy, i);
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void controller_sdl_read(OSContPad *pad) {
|
||||
if (!init_ok) return;
|
||||
|
||||
#ifdef BETTERCAMERA
|
||||
if (newcam_mouse == 1 && sCurrPlayMode != 2)
|
||||
SDL_WM_GrabInput(SDL_GRAB_ON);
|
||||
else
|
||||
SDL_WM_GrabInput(SDL_GRAB_OFF);
|
||||
|
||||
u32 mouse = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
|
||||
|
||||
for (u32 i = 0; i < num_mouse_binds; ++i)
|
||||
if (mouse & SDL_BUTTON(mouse_binds[i][0]))
|
||||
pad->button |= mouse_binds[i][1];
|
||||
|
||||
// remember buttons that changed from 0 to 1
|
||||
last_mouse = (mouse_buttons ^ mouse) & mouse;
|
||||
mouse_buttons = mouse;
|
||||
#endif
|
||||
|
||||
if (!sdl_joy) return;
|
||||
|
||||
SDL_JoystickUpdate();
|
||||
|
||||
int16_t leftx = get_axis(JOY_AXIS_LEFTX);
|
||||
int16_t lefty = get_axis(JOY_AXIS_LEFTY);
|
||||
int16_t rightx = get_axis(JOY_AXIS_RIGHTX);
|
||||
int16_t righty = get_axis(JOY_AXIS_RIGHTY);
|
||||
|
||||
int16_t ltrig = get_axis(JOY_AXIS_LTRIG);
|
||||
int16_t rtrig = get_axis(JOY_AXIS_RTRIG);
|
||||
|
||||
#ifdef TARGET_WEB
|
||||
// Firefox has a bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1606562
|
||||
// It sets down y to 32768.0f / 32767.0f, which is greater than the allowed 1.0f,
|
||||
// which SDL then converts to a int16_t by multiplying by 32767.0f, which overflows into -32768.
|
||||
// Maximum up will hence never become -32768 with the current version of SDL2,
|
||||
// so this workaround should be safe in compliant browsers.
|
||||
if (lefty == -32768) {
|
||||
lefty = 32767;
|
||||
}
|
||||
if (righty == -32768) {
|
||||
righty = 32767;
|
||||
}
|
||||
#endif
|
||||
|
||||
for (int i = 0; i < num_joy_buttons; ++i) {
|
||||
const bool new = SDL_JoystickGetButton(sdl_joy, i);
|
||||
update_button(i, new);
|
||||
}
|
||||
|
||||
update_button(VK_LTRIGGER - VK_BASE_SDL_GAMEPAD, ltrig > AXIS_THRESHOLD);
|
||||
update_button(VK_RTRIGGER - VK_BASE_SDL_GAMEPAD, rtrig > AXIS_THRESHOLD);
|
||||
|
||||
u32 buttons_down = 0;
|
||||
for (u32 i = 0; i < num_joy_binds; ++i)
|
||||
if (joy_buttons[joy_binds[i][0]])
|
||||
buttons_down |= joy_binds[i][1];
|
||||
|
||||
pad->button |= buttons_down;
|
||||
|
||||
const u32 xstick = buttons_down & STICK_XMASK;
|
||||
const u32 ystick = buttons_down & STICK_YMASK;
|
||||
if (xstick == STICK_LEFT)
|
||||
pad->stick_x = -128;
|
||||
else if (xstick == STICK_RIGHT)
|
||||
pad->stick_x = 127;
|
||||
if (ystick == STICK_DOWN)
|
||||
pad->stick_y = -128;
|
||||
else if (ystick == STICK_UP)
|
||||
pad->stick_y = 127;
|
||||
|
||||
if (rightx < -0x4000) pad->button |= L_CBUTTONS;
|
||||
if (rightx > 0x4000) pad->button |= R_CBUTTONS;
|
||||
if (righty < -0x4000) pad->button |= U_CBUTTONS;
|
||||
if (righty > 0x4000) pad->button |= D_CBUTTONS;
|
||||
|
||||
uint32_t magnitude_sq = (uint32_t)(leftx * leftx) + (uint32_t)(lefty * lefty);
|
||||
uint32_t stickDeadzoneActual = configStickDeadzone * DEADZONE_STEP;
|
||||
if (magnitude_sq > (uint32_t)(stickDeadzoneActual * stickDeadzoneActual)) {
|
||||
pad->stick_x = leftx / 0x100;
|
||||
int stick_y = -lefty / 0x100;
|
||||
pad->stick_y = stick_y == 128 ? 127 : stick_y;
|
||||
}
|
||||
|
||||
magnitude_sq = (uint32_t)(rightx * rightx) + (uint32_t)(righty * righty);
|
||||
stickDeadzoneActual = configStickDeadzone * DEADZONE_STEP;
|
||||
if (magnitude_sq > (uint32_t)(stickDeadzoneActual * stickDeadzoneActual)) {
|
||||
pad->ext_stick_x = rightx / 0x100;
|
||||
int stick_y = -righty / 0x100;
|
||||
pad->ext_stick_y = stick_y == 128 ? 127 : stick_y;
|
||||
}
|
||||
}
|
||||
|
||||
static void controller_sdl_rumble_play(f32 strength, f32 length) { }
|
||||
|
||||
static void controller_sdl_rumble_stop(void) { }
|
||||
|
||||
static u32 controller_sdl_rawkey(void) {
|
||||
if (last_joybutton != VK_INVALID) {
|
||||
const u32 ret = last_joybutton;
|
||||
last_joybutton = VK_INVALID;
|
||||
return ret;
|
||||
}
|
||||
|
||||
for (int i = 0; i < MAX_MOUSEBUTTONS; ++i) {
|
||||
if (last_mouse & SDL_BUTTON(i)) {
|
||||
const u32 ret = VK_OFS_SDL_MOUSE + i;
|
||||
last_mouse = 0;
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
return VK_INVALID;
|
||||
}
|
||||
|
||||
static void controller_sdl_shutdown(void) {
|
||||
if (SDL_WasInit(SDL_INIT_JOYSTICK)) {
|
||||
if (sdl_joy) {
|
||||
SDL_JoystickClose(sdl_joy);
|
||||
sdl_joy = NULL;
|
||||
}
|
||||
SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
|
||||
}
|
||||
|
||||
init_ok = false;
|
||||
}
|
||||
|
||||
struct ControllerAPI controller_sdl = {
|
||||
VK_BASE_SDL_GAMEPAD,
|
||||
controller_sdl_init,
|
||||
controller_sdl_read,
|
||||
controller_sdl_rawkey,
|
||||
controller_sdl_rumble_play,
|
||||
controller_sdl_rumble_stop,
|
||||
controller_sdl_bind,
|
||||
controller_sdl_shutdown
|
||||
};
|
||||
|
||||
#endif // CAPI_SDL1
|
|
@ -3,6 +3,7 @@
|
|||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
#include <assert.h>
|
||||
#include <unistd.h>
|
||||
|
||||
#ifndef _LANGUAGE_C
|
||||
# define _LANGUAGE_C
|
||||
|
@ -32,40 +33,11 @@
|
|||
# endif
|
||||
#endif
|
||||
|
||||
// redefine this if using a different GL loader
|
||||
#define mglGetProcAddress(name) SDL_GL_GetProcAddress(name)
|
||||
|
||||
// we'll define and load it manually in init, just in case
|
||||
typedef void (*PFNMGLFOGCOORDPOINTERPROC)(GLenum type, GLsizei stride, const void *pointer);
|
||||
static PFNMGLFOGCOORDPOINTERPROC mglFogCoordPointer = NULL;
|
||||
|
||||
// since these can have different names, might as well redefine them to a single one
|
||||
#undef GL_FOG_COORD_SRC
|
||||
#undef GL_FOG_COORD
|
||||
#undef GL_FOG_COORD_ARRAY
|
||||
#define GL_FOG_COORD_SRC 0x8450
|
||||
#define GL_FOG_COORD 0x8451
|
||||
#define GL_FOG_COORD_ARRAY 0x8457
|
||||
|
||||
#include "../platform.h"
|
||||
#include "gfx_cc.h"
|
||||
#include "gfx_rendering_api.h"
|
||||
#include "macros.h"
|
||||
|
||||
enum MixFlags {
|
||||
SH_MF_OVERRIDE_ALPHA = 1,
|
||||
|
||||
SH_MF_MULTIPLY = 2,
|
||||
SH_MF_MIX = 4,
|
||||
SH_MF_SINGLE = 8,
|
||||
|
||||
SH_MF_MULTIPLY_ALPHA = 16,
|
||||
SH_MF_MIX_ALPHA = 32,
|
||||
SH_MF_SINGLE_ALPHA = 64,
|
||||
|
||||
SH_MF_INPUT_ALPHA = 128,
|
||||
};
|
||||
|
||||
enum MixType {
|
||||
SH_MT_NONE,
|
||||
SH_MT_TEXTURE,
|
||||
|
@ -76,119 +48,121 @@ enum MixType {
|
|||
};
|
||||
|
||||
struct ShaderProgram {
|
||||
bool enabled;
|
||||
uint32_t shader_id;
|
||||
struct CCFeatures cc;
|
||||
enum MixType mix;
|
||||
uint32_t mix_flags;
|
||||
bool texture_used[2];
|
||||
int texture_ord[2];
|
||||
int num_inputs;
|
||||
};
|
||||
|
||||
struct SamplerState {
|
||||
GLenum min_filter;
|
||||
GLenum mag_filter;
|
||||
GLenum wrap_s;
|
||||
GLenum wrap_t;
|
||||
GLuint tex;
|
||||
};
|
||||
|
||||
static struct ShaderProgram shader_program_pool[64];
|
||||
static uint8_t shader_program_pool_size;
|
||||
static struct ShaderProgram *cur_shader = NULL;
|
||||
|
||||
static struct SamplerState tmu_state[2];
|
||||
|
||||
static const float *cur_buf = NULL;
|
||||
static const float *cur_fog_ofs = NULL;
|
||||
static size_t cur_buf_size = 0;
|
||||
static size_t cur_buf_num_tris = 0;
|
||||
static size_t cur_buf_stride = 0;
|
||||
static bool gl_blend = false;
|
||||
static bool gl_adv_fog = false;
|
||||
|
||||
static bool gl_npot = false;
|
||||
static bool gl_multitexture = false;
|
||||
|
||||
static void *scale_buf = NULL;
|
||||
static int scale_buf_size = 0;
|
||||
|
||||
static float c_mix[] = { 0.f, 0.f, 0.f, 1.f };
|
||||
static float c_invmix[] = { 1.f, 1.f, 1.f, 1.f };
|
||||
static const float c_white[] = { 1.f, 1.f, 1.f, 1.f };
|
||||
|
||||
// from https://github.com/z2442/sm64-port
|
||||
|
||||
static void resample_32bit(const uint32_t *in, const int inwidth, const int inheight, uint32_t *out, const int outwidth, const int outheight) {
|
||||
int i, j;
|
||||
const uint32_t *inrow;
|
||||
uint32_t frac, fracstep;
|
||||
|
||||
fracstep = inwidth * 0x10000 / outwidth;
|
||||
for (i = 0; i < outheight; i++, out += outwidth) {
|
||||
inrow = in + inwidth * (i * inheight / outheight);
|
||||
frac = fracstep >> 1;
|
||||
for (j = 0; j < outwidth; j += 4) {
|
||||
out[j] = inrow[frac >> 16];
|
||||
frac += fracstep;
|
||||
out[j + 1] = inrow[frac >> 16];
|
||||
frac += fracstep;
|
||||
out[j + 2] = inrow[frac >> 16];
|
||||
frac += fracstep;
|
||||
out[j + 3] = inrow[frac >> 16];
|
||||
frac += fracstep;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline uint32_t next_pot(uint32_t v) {
|
||||
v--;
|
||||
v |= v >> 1;
|
||||
v |= v >> 2;
|
||||
v |= v >> 4;
|
||||
v |= v >> 8;
|
||||
v |= v >> 16;
|
||||
v++;
|
||||
return v;
|
||||
}
|
||||
|
||||
static inline uint32_t is_pot(const uint32_t v) {
|
||||
return (v & (v - 1)) == 0;
|
||||
}
|
||||
|
||||
static bool gfx_opengl_z_is_from_0_to_1(void) {
|
||||
return false;
|
||||
}
|
||||
|
||||
#define TEXENV_COMBINE_ON() glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE)
|
||||
#define TEXENV_COMBINE_OFF() glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)
|
||||
|
||||
#define TEXENV_COMBINE_OP(num, cval, aval) \
|
||||
do { \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND ## num ## _RGB, cval); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND ## num ## _ALPHA, aval); \
|
||||
} while (0)
|
||||
|
||||
#define TEXENV_COMBINE_SET1(what, mode, val) \
|
||||
do { \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ ## what, mode); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ ## what, val); \
|
||||
} while (0)
|
||||
|
||||
#define TEXENV_COMBINE_SET2(what, mode, val1, val2) \
|
||||
do { \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ ## what, mode); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ ## what, val1); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ ## what, val2); \
|
||||
} while (0)
|
||||
|
||||
#define TEXENV_COMBINE_SET3(what, mode, val1, val2, val3) \
|
||||
do { \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ ## what, mode); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ ## what, val1); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ ## what, val2); \
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_SRC2_ ## what, val3); \
|
||||
} while (0)
|
||||
|
||||
static inline void texenv_set_texture_color(struct ShaderProgram *prg) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
if (prg->mix_flags & SH_MF_OVERRIDE_ALPHA) {
|
||||
TEXENV_COMBINE_ON();
|
||||
if (prg->mix_flags & SH_MF_SINGLE_ALPHA) {
|
||||
if (prg->mix_flags & SH_MF_MULTIPLY) {
|
||||
// keep the alpha but modulate the color
|
||||
const GLenum alphasrc = (prg->mix_flags & SH_MF_INPUT_ALPHA) ? GL_PRIMARY_COLOR : GL_TEXTURE;
|
||||
TEXENV_COMBINE_SET2(RGB, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR);
|
||||
TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, alphasrc);
|
||||
} else {
|
||||
// somehow makes it keep the color while taking the alpha from primary color
|
||||
TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_TEXTURE);
|
||||
}
|
||||
} else { // if (prg->mix_flags & SH_MF_SINGLE) {
|
||||
if (prg->mix_flags & SH_MF_MULTIPLY_ALPHA) {
|
||||
// modulate the alpha but keep the color
|
||||
TEXENV_COMBINE_SET2(ALPHA, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR);
|
||||
TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_TEXTURE);
|
||||
} else {
|
||||
// somehow makes it keep the alpha
|
||||
TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, GL_TEXTURE);
|
||||
}
|
||||
}
|
||||
// TODO: MIX and the other one
|
||||
} else if (prg->mix_flags & SH_MF_MULTIPLY) {
|
||||
// TODO: is this right?
|
||||
TEXENV_COMBINE_OFF();
|
||||
} else if (prg->mix_flags & SH_MF_MIX) {
|
||||
TEXENV_COMBINE_ON();
|
||||
// HACK: determine this using flags and not this crap
|
||||
if (prg->num_inputs > 1) {
|
||||
// out.rgb = mix(color0.rgb, color1.rgb, texel0.rgb);
|
||||
// no color1 tho, so mix with white (texenv color is set in init())
|
||||
TEXENV_COMBINE_OP(2, GL_SRC_COLOR, GL_SRC_ALPHA);
|
||||
TEXENV_COMBINE_SET3(RGB, GL_INTERPOLATE, GL_CONSTANT, GL_PRIMARY_COLOR, GL_TEXTURE);
|
||||
TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, GL_CONSTANT);
|
||||
} else {
|
||||
// out.rgb = mix(color0.rgb, texel0.rgb, texel0.a);
|
||||
TEXENV_COMBINE_OP(2, GL_SRC_ALPHA, GL_SRC_ALPHA);
|
||||
TEXENV_COMBINE_SET3(RGB, GL_INTERPOLATE, GL_TEXTURE, GL_PRIMARY_COLOR, GL_TEXTURE);
|
||||
}
|
||||
} else {
|
||||
TEXENV_COMBINE_OFF();
|
||||
}
|
||||
static inline GLenum texenv_set_color(UNUSED struct ShaderProgram *prg) {
|
||||
return GL_REPLACE;
|
||||
}
|
||||
|
||||
static inline void texenv_set_texture_texture(UNUSED struct ShaderProgram *prg) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
TEXENV_COMBINE_OFF();
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
TEXENV_COMBINE_ON();
|
||||
// out.rgb = mix(texel0.rgb, texel1.rgb, color0.rgb);
|
||||
TEXENV_COMBINE_OP(2, GL_SRC_COLOR, GL_SRC_ALPHA);
|
||||
TEXENV_COMBINE_SET3(RGB, GL_INTERPOLATE, GL_PREVIOUS, GL_TEXTURE, GL_PRIMARY_COLOR);
|
||||
// out.a = texel0.a;
|
||||
TEXENV_COMBINE_SET1(ALPHA, GL_REPLACE, GL_PREVIOUS);
|
||||
static inline GLenum texenv_set_texture(UNUSED struct ShaderProgram *prg) {
|
||||
return GL_REPLACE;
|
||||
}
|
||||
|
||||
static inline GLenum texenv_set_texture_color(struct ShaderProgram *prg) {
|
||||
GLenum mode;
|
||||
|
||||
// HACK: lord forgive me for this, but this is easier
|
||||
|
||||
switch (prg->shader_id) {
|
||||
case 0x0000038D: // mario's eyes
|
||||
case 0x01045A00: // peach letter
|
||||
case 0x01200A00: // intro copyright fade in
|
||||
mode = GL_DECAL;
|
||||
break;
|
||||
case 0x00000551: // goddard
|
||||
mode = GL_BLEND;
|
||||
break;
|
||||
default:
|
||||
mode = GL_MODULATE;
|
||||
break;
|
||||
}
|
||||
|
||||
return mode;
|
||||
}
|
||||
|
||||
static inline GLenum texenv_set_texture_texture(UNUSED struct ShaderProgram *prg) {
|
||||
return GL_MODULATE;
|
||||
}
|
||||
|
||||
static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
|
||||
|
@ -199,31 +173,19 @@ static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
|
|||
ofs += 4;
|
||||
|
||||
// have texture(s), specify same texcoords for every active texture
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
if (prg->texture_used[i]) {
|
||||
glEnable(GL_TEXTURE0 + i);
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
glActiveTexture(GL_TEXTURE0 + i);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, cur_buf_stride, ofs);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
ofs += 2;
|
||||
}
|
||||
if (prg->texture_used[0] || prg->texture_used[1]) {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, cur_buf_stride, ofs);
|
||||
ofs += 2;
|
||||
} else {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
if (prg->shader_id & SHADER_OPT_FOG) {
|
||||
// fog requested, we can deal with it in one of two ways
|
||||
if (gl_adv_fog) {
|
||||
// if GL_EXT_fog_coord is available, use the provided fog factor as scaled depth for GL fog
|
||||
const float fogrgb[] = { ofs[0], ofs[1], ofs[2] };
|
||||
glEnable(GL_FOG);
|
||||
glFogfv(GL_FOG_COLOR, fogrgb); // color is the same for all verts, only intensity is different
|
||||
glEnableClientState(GL_FOG_COORD_ARRAY);
|
||||
mglFogCoordPointer(GL_FLOAT, cur_buf_stride, ofs + 3); // point it to alpha, which is fog factor
|
||||
} else {
|
||||
// if there's no fog coords available, blend it on top of normal tris later
|
||||
cur_fog_ofs = ofs;
|
||||
}
|
||||
// blend it on top of normal tris later
|
||||
cur_fog_ofs = ofs;
|
||||
ofs += 4;
|
||||
}
|
||||
|
||||
|
@ -232,139 +194,112 @@ static void gfx_opengl_apply_shader(struct ShaderProgram *prg) {
|
|||
// TODO: more than one color (maybe glSecondaryColorPointer?)
|
||||
// HACK: if there's a texture and two colors, one of them is likely for speculars or some shit (see mario head)
|
||||
// if there's two colors but no texture, the real color is likely the second one
|
||||
const int hack = (prg->num_inputs > 1) * (4 - (int)prg->texture_used[0]);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(4, GL_FLOAT, cur_buf_stride, ofs + hack);
|
||||
ofs += 4 * prg->num_inputs;
|
||||
// HACKHACK: alpha is 0 in the transition shader (0x01A00045), maybe figure out the flags instead
|
||||
const int vlen = (prg->cc.opt_alpha && prg->shader_id != 0x01A00045) ? 4 : 3;
|
||||
const int hack = vlen * (prg->num_inputs > 1);
|
||||
|
||||
if (prg->texture_used[1] && prg->cc.do_mix[0]) {
|
||||
// HACK: when two textures are mixed by vertex color, store the color
|
||||
// it will be used later when rendering two texture passes
|
||||
c_mix[0] = *(ofs + hack + 0);
|
||||
c_mix[1] = *(ofs + hack + 1);
|
||||
c_mix[2] = *(ofs + hack + 2);
|
||||
c_invmix[0] = 1.f - c_mix[0];
|
||||
c_invmix[1] = 1.f - c_mix[1];
|
||||
c_invmix[2] = 1.f - c_mix[2];
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glColor3f(c_mix[0], c_mix[1], c_mix[2]);
|
||||
} else {
|
||||
// otherwise use vertex colors as normal
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer(vlen, GL_FLOAT, cur_buf_stride, ofs + hack);
|
||||
}
|
||||
|
||||
ofs += prg->num_inputs * vlen;
|
||||
} else {
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
if (prg->shader_id & SHADER_OPT_TEXTURE_EDGE) {
|
||||
// (horrible) alpha discard
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.3f);
|
||||
}
|
||||
if (!prg->enabled) {
|
||||
// we only need to do this once
|
||||
prg->enabled = true;
|
||||
|
||||
// configure formulae
|
||||
switch (prg->mix) {
|
||||
case SH_MT_TEXTURE:
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
TEXENV_COMBINE_OFF();
|
||||
break;
|
||||
if (prg->shader_id & SHADER_OPT_TEXTURE_EDGE) {
|
||||
// (horrible) alpha discard
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.666f);
|
||||
} else {
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
}
|
||||
|
||||
case SH_MT_TEXTURE_COLOR:
|
||||
texenv_set_texture_color(prg);
|
||||
break;
|
||||
|
||||
case SH_MT_TEXTURE_TEXTURE:
|
||||
texenv_set_texture_texture(prg);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
// configure texenv
|
||||
GLenum mode;
|
||||
switch (prg->mix) {
|
||||
case SH_MT_TEXTURE: mode = texenv_set_texture(prg); break;
|
||||
case SH_MT_TEXTURE_TEXTURE: mode = texenv_set_texture_texture(prg); break;
|
||||
case SH_MT_TEXTURE_COLOR: mode = texenv_set_texture_color(prg); break;
|
||||
default: mode = texenv_set_color(prg); break;
|
||||
}
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode);
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) {
|
||||
if (cur_shader == old_prg || old_prg == NULL)
|
||||
if (cur_shader && (cur_shader == old_prg || !old_prg)) {
|
||||
cur_shader->enabled = false;
|
||||
cur_shader = NULL;
|
||||
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glClientActiveTexture(GL_TEXTURE1);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glDisable(GL_TEXTURE1);
|
||||
glDisable(GL_TEXTURE0);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glDisable(GL_FOG);
|
||||
}
|
||||
cur_fog_ofs = NULL; // clear fog colors
|
||||
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
if (gl_adv_fog) glDisableClientState(GL_FOG_COORD_ARRAY);
|
||||
}
|
||||
|
||||
static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) {
|
||||
cur_shader = new_prg;
|
||||
// gfx_opengl_apply_shader(cur_shader);
|
||||
if (cur_shader)
|
||||
cur_shader->enabled = false;
|
||||
}
|
||||
|
||||
static struct ShaderProgram *gfx_opengl_create_and_load_new_shader(uint32_t shader_id) {
|
||||
uint8_t c[2][4];
|
||||
for (int i = 0; i < 4; i++) {
|
||||
c[0][i] = (shader_id >> (i * 3)) & 7;
|
||||
c[1][i] = (shader_id >> (12 + i * 3)) & 7;
|
||||
}
|
||||
|
||||
bool used_textures[2] = {0, 0};
|
||||
int num_inputs = 0;
|
||||
for (int i = 0; i < 2; i++) {
|
||||
for (int j = 0; j < 4; j++) {
|
||||
if (c[i][j] >= SHADER_INPUT_1 && c[i][j] <= SHADER_INPUT_4) {
|
||||
if (c[i][j] > num_inputs) {
|
||||
num_inputs = c[i][j];
|
||||
}
|
||||
}
|
||||
if (c[i][j] == SHADER_TEXEL0 || c[i][j] == SHADER_TEXEL0A) {
|
||||
used_textures[0] = true;
|
||||
}
|
||||
if (c[i][j] == SHADER_TEXEL1) {
|
||||
used_textures[1] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const bool color_alpha_same = (shader_id & 0xfff) == ((shader_id >> 12) & 0xfff);
|
||||
const bool do_multiply[2] = {c[0][1] == 0 && c[0][3] == 0, c[1][1] == 0 && c[1][3] == 0};
|
||||
const bool do_mix[2] = {c[0][1] == c[0][3], c[1][1] == c[1][3]};
|
||||
const bool do_single[2] = {c[0][2] == 0, c[1][2] == 0};
|
||||
struct CCFeatures ccf;
|
||||
gfx_cc_get_features(shader_id, &ccf);
|
||||
|
||||
struct ShaderProgram *prg = &shader_program_pool[shader_program_pool_size++];
|
||||
|
||||
prg->shader_id = shader_id;
|
||||
prg->num_inputs = num_inputs;
|
||||
prg->texture_used[0] = used_textures[0];
|
||||
prg->texture_used[1] = used_textures[1];
|
||||
prg->cc = ccf;
|
||||
prg->num_inputs = ccf.num_inputs;
|
||||
prg->texture_used[0] = ccf.used_textures[0];
|
||||
prg->texture_used[1] = ccf.used_textures[1];
|
||||
|
||||
if (used_textures[0] && used_textures[1])
|
||||
if (ccf.used_textures[0] && ccf.used_textures[1]) {
|
||||
prg->mix = SH_MT_TEXTURE_TEXTURE;
|
||||
else if (used_textures[0] && num_inputs)
|
||||
if (ccf.do_single[1]) {
|
||||
prg->texture_ord[0] = 1;
|
||||
prg->texture_ord[1] = 0;
|
||||
} else {
|
||||
prg->texture_ord[0] = 0;
|
||||
prg->texture_ord[1] = 1;
|
||||
}
|
||||
} else if (ccf.used_textures[0] && ccf.num_inputs) {
|
||||
prg->mix = SH_MT_TEXTURE_COLOR;
|
||||
else if (used_textures[0])
|
||||
} else if (ccf.used_textures[0]) {
|
||||
prg->mix = SH_MT_TEXTURE;
|
||||
else if (num_inputs > 1)
|
||||
} else if (ccf.num_inputs > 1) {
|
||||
prg->mix = SH_MT_COLOR_COLOR;
|
||||
else if (num_inputs)
|
||||
} else if (ccf.num_inputs) {
|
||||
prg->mix = SH_MT_COLOR;
|
||||
|
||||
if (do_single[0]) prg->mix_flags |= SH_MF_SINGLE;
|
||||
if (do_multiply[0]) prg->mix_flags |= SH_MF_MULTIPLY;
|
||||
if (do_mix[0]) prg->mix_flags |= SH_MF_MIX;
|
||||
|
||||
if (!color_alpha_same && (shader_id & SHADER_OPT_ALPHA)) {
|
||||
prg->mix_flags |= SH_MF_OVERRIDE_ALPHA;
|
||||
if (do_single[1]) prg->mix_flags |= SH_MF_SINGLE_ALPHA;
|
||||
if (do_multiply[1]) prg->mix_flags |= SH_MF_MULTIPLY_ALPHA;
|
||||
if (do_mix[1]) prg->mix_flags |= SH_MF_MIX_ALPHA;
|
||||
if (c[1][3] < SHADER_TEXEL0) prg->mix_flags |= SH_MF_INPUT_ALPHA;
|
||||
}
|
||||
|
||||
prg->enabled = false;
|
||||
|
||||
gfx_opengl_load_shader(prg);
|
||||
|
||||
return prg;
|
||||
}
|
||||
|
||||
static struct ShaderProgram *gfx_opengl_lookup_shader(uint32_t shader_id) {
|
||||
for (size_t i = 0; i < shader_program_pool_size; i++) {
|
||||
if (shader_program_pool[i].shader_id == shader_id) {
|
||||
for (size_t i = 0; i < shader_program_pool_size; i++)
|
||||
if (shader_program_pool[i].shader_id == shader_id)
|
||||
return &shader_program_pool[i];
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -381,35 +316,72 @@ static GLuint gfx_opengl_new_texture(void) {
|
|||
}
|
||||
|
||||
static void gfx_opengl_select_texture(int tile, GLuint texture_id) {
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
tmu_state[tile].tex = texture_id; // remember this for multitexturing later
|
||||
glBindTexture(GL_TEXTURE_2D, texture_id);
|
||||
}
|
||||
|
||||
static void gfx_opengl_upload_texture(uint8_t *rgba32_buf, int width, int height) {
|
||||
static inline void *gfx_opengl_scale_texture(const uint8_t *data, const int w, const int h, const int to_w, const int to_h) {
|
||||
const int psize = to_w * to_h * 4;
|
||||
|
||||
// realloc scale buffer if it's too small
|
||||
if (psize > scale_buf_size) {
|
||||
scale_buf = realloc(scale_buf, psize);
|
||||
if (!scale_buf) sys_fatal("Out of memory allocating NPOT scale buffer\n");
|
||||
scale_buf_size = psize;
|
||||
}
|
||||
|
||||
resample_32bit((const uint32_t *)data, w, h, scale_buf, to_w, to_h);
|
||||
|
||||
return scale_buf;
|
||||
}
|
||||
|
||||
static void gfx_opengl_upload_texture(const uint8_t *rgba32_buf, int width, int height) {
|
||||
if (!gl_npot) {
|
||||
// we don't support non power of two textures, scale to next power of two if necessary
|
||||
if (!is_pot(width) || !is_pot(height)) {
|
||||
const int pwidth = next_pot(width);
|
||||
const int pheight = next_pot(height);
|
||||
rgba32_buf = gfx_opengl_scale_texture(rgba32_buf, width, height, pwidth, pheight);
|
||||
width = pwidth;
|
||||
height = pheight;
|
||||
}
|
||||
}
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, rgba32_buf);
|
||||
}
|
||||
|
||||
static uint32_t gfx_cm_to_opengl(uint32_t val) {
|
||||
if (val & G_TX_CLAMP)
|
||||
return GL_CLAMP_TO_EDGE;
|
||||
static inline GLenum gfx_cm_to_opengl(uint32_t val) {
|
||||
if (val & G_TX_CLAMP) return GL_CLAMP_TO_EDGE;
|
||||
return (val & G_TX_MIRROR) ? GL_MIRRORED_REPEAT : GL_REPEAT;
|
||||
}
|
||||
|
||||
static inline void gfx_opengl_apply_tmu_state(const int tile) {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tmu_state[tile].min_filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tmu_state[tile].mag_filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, tmu_state[tile].wrap_s);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tmu_state[tile].wrap_t);
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint32_t cms, uint32_t cmt) {
|
||||
const GLenum filter = linear_filter ? GL_LINEAR : GL_NEAREST;
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gfx_cm_to_opengl(cms));
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gfx_cm_to_opengl(cmt));
|
||||
|
||||
const GLenum wrap_s = gfx_cm_to_opengl(cms);
|
||||
const GLenum wrap_t = gfx_cm_to_opengl(cmt);
|
||||
|
||||
tmu_state[tile].min_filter = filter;
|
||||
tmu_state[tile].mag_filter = filter;
|
||||
tmu_state[tile].wrap_s = wrap_s;
|
||||
tmu_state[tile].wrap_t = wrap_t;
|
||||
|
||||
// set state for the first texture right away
|
||||
if (!tile) gfx_opengl_apply_tmu_state(tile);
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_depth_test(bool depth_test) {
|
||||
if (depth_test) {
|
||||
if (depth_test)
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
} else {
|
||||
else
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_depth_mask(bool z_upd) {
|
||||
|
@ -436,26 +408,19 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
|
|||
|
||||
static void gfx_opengl_set_use_alpha(bool use_alpha) {
|
||||
gl_blend = use_alpha;
|
||||
if (use_alpha) {
|
||||
if (use_alpha)
|
||||
glEnable(GL_BLEND);
|
||||
} else {
|
||||
else
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
}
|
||||
|
||||
// draws the same triangles as plain fog color + fog intensity as alpha
|
||||
// on top of the normal tris and blends them to achieve sort of the same effect
|
||||
// as fog would
|
||||
static inline void gfx_opengl_blend_fog_tris(void) {
|
||||
// if a texture was used, replace it with fog color instead, but still keep the alpha
|
||||
if (cur_shader->texture_used[0]) {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
TEXENV_COMBINE_ON();
|
||||
// out.rgb = input0.rgb
|
||||
TEXENV_COMBINE_SET1(RGB, GL_REPLACE, GL_PRIMARY_COLOR);
|
||||
// out.a = texel0.a * input0.a
|
||||
TEXENV_COMBINE_SET2(ALPHA, GL_MODULATE, GL_TEXTURE, GL_PRIMARY_COLOR);
|
||||
}
|
||||
static inline void gfx_opengl_pass_fog(void) {
|
||||
// if texturing is enabled, disable it, since we're blending colors
|
||||
if (cur_shader->texture_used[0] || cur_shader->texture_used[1])
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glEnableClientState(GL_COLOR_ARRAY); // enable color array temporarily
|
||||
glColorPointer(4, GL_FLOAT, cur_buf_stride, cur_fog_ofs); // set fog colors as primary colors
|
||||
|
@ -467,11 +432,38 @@ static inline void gfx_opengl_blend_fog_tris(void) {
|
|||
glDepthFunc(GL_LESS); // set back to default
|
||||
if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled
|
||||
glDisableClientState(GL_COLOR_ARRAY); // will get reenabled later anyway
|
||||
|
||||
// if texturing was enabled, re-enable it
|
||||
if (cur_shader->texture_used[0] || cur_shader->texture_used[1])
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
// this assumes the two textures are combined like so:
|
||||
// result = mix(tex0.rgb, tex1.rgb, vertex.rgb)
|
||||
static inline void gfx_opengl_pass_mix_texture(void) {
|
||||
// set second texture
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[1]].tex);
|
||||
gfx_opengl_apply_tmu_state(cur_shader->texture_ord[1]);
|
||||
|
||||
if (!gl_blend) glEnable(GL_BLEND); // enable blending temporarily
|
||||
glBlendFunc(GL_ONE, GL_ONE); // additive blending
|
||||
glDepthFunc(GL_LEQUAL); // Z is the same as the base triangles
|
||||
|
||||
// draw the same triangles, but with the inverse of the mix color
|
||||
glColor3f(c_invmix[0], c_invmix[1], c_invmix[2]);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
|
||||
glColor3f(1.f, 1.f, 1.f); // reset color
|
||||
|
||||
glDepthFunc(GL_LESS); // set back to default
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // same here
|
||||
if (!gl_blend) glDisable(GL_BLEND); // disable blending if it was disabled
|
||||
|
||||
// set old texture
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[0]].tex);
|
||||
gfx_opengl_apply_tmu_state(cur_shader->texture_ord[0]);
|
||||
}
|
||||
|
||||
static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
|
||||
//printf("flushing %d tris\n", buf_vbo_num_tris);
|
||||
|
||||
cur_buf = buf_vbo;
|
||||
cur_buf_size = buf_vbo_len * 4;
|
||||
cur_buf_num_tris = buf_vbo_num_tris;
|
||||
|
@ -479,10 +471,17 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_
|
|||
|
||||
gfx_opengl_apply_shader(cur_shader);
|
||||
|
||||
// if there's two textures, set primary texture first
|
||||
if (cur_shader->texture_used[1])
|
||||
glBindTexture(GL_TEXTURE_2D, tmu_state[cur_shader->texture_ord[0]].tex);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * cur_buf_num_tris);
|
||||
|
||||
// if there's two textures, draw polys with the second texture
|
||||
if (cur_shader->texture_used[1]) gfx_opengl_pass_mix_texture();
|
||||
|
||||
// cur_fog_ofs is only set if GL_EXT_fog_coord isn't used
|
||||
if (cur_fog_ofs) gfx_opengl_blend_fog_tris();
|
||||
if (cur_fog_ofs) gfx_opengl_pass_fog();
|
||||
}
|
||||
|
||||
static inline bool gl_check_ext(const char *name) {
|
||||
|
@ -492,7 +491,7 @@ static inline bool gl_check_ext(const char *name) {
|
|||
extstr = (const char *)glGetString(GL_EXTENSIONS);
|
||||
|
||||
if (!strstr(extstr, name)) {
|
||||
fprintf(stderr, "GL extension not supported: %s\n", name);
|
||||
printf("GL extension not supported: %s\n", name);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -526,54 +525,34 @@ static void gfx_opengl_init(void) {
|
|||
int vmajor, vminor;
|
||||
bool is_es = false;
|
||||
gl_get_version(&vmajor, &vminor, &is_es);
|
||||
if (vmajor < 2 && vminor < 2 && !is_es)
|
||||
sys_fatal("OpenGL 1.2+ is required.\nReported version: %s%d.%d", is_es ? "ES" : "", vmajor, vminor);
|
||||
if ((vmajor < 2 && vminor < 1) || is_es)
|
||||
sys_fatal("OpenGL 1.1+ is required.\nReported version: %s%d.%d\n", is_es ? "ES" : "", vmajor, vminor);
|
||||
|
||||
// check extensions that we need
|
||||
const bool supported =
|
||||
gl_check_ext("GL_ARB_multitexture") &&
|
||||
gl_check_ext("GL_ARB_texture_env_combine");
|
||||
|
||||
if (!supported)
|
||||
sys_fatal("required GL extensions are not supported");
|
||||
|
||||
gl_adv_fog = false;
|
||||
|
||||
// check whether we can use advanced fog shit
|
||||
const bool fog_ext =
|
||||
vmajor > 1 || vminor > 3 ||
|
||||
gl_check_ext("GL_EXT_fog_coord") ||
|
||||
gl_check_ext("GL_ARB_fog_coord");
|
||||
|
||||
if (fog_ext) {
|
||||
// try to load manually, as this might be an extension, and even then the ext list may lie
|
||||
mglFogCoordPointer = mglGetProcAddress("glFogCoordPointer");
|
||||
if (!mglFogCoordPointer) mglFogCoordPointer = mglGetProcAddress("glFogCoordPointerEXT");
|
||||
if (!mglFogCoordPointer) mglFogCoordPointer = mglGetProcAddress("glFogCoordPointerARB");
|
||||
if (!mglFogCoordPointer)
|
||||
printf("glFogCoordPointer is not actually available, it won't be used.\n");
|
||||
else
|
||||
gl_adv_fog = true; // appears to be all good
|
||||
// check if we support non power of two textures
|
||||
gl_npot = gl_check_ext("GL_ARB_texture_non_power_of_two");
|
||||
if (!gl_npot) {
|
||||
// don't support NPOT textures, prepare buffer for rescaling
|
||||
// this will be realloc'd as necessary
|
||||
scale_buf_size = 64 * 64 * 4;
|
||||
scale_buf = malloc(scale_buf_size);
|
||||
if (!scale_buf) sys_fatal("Out of memory allocating for NPOT scale buffer\n");
|
||||
}
|
||||
|
||||
// check if we support multitexturing
|
||||
gl_multitexture = vmajor > 1 || vminor > 2 || gl_check_ext("GL_ARB_multitexture");
|
||||
|
||||
printf("GL_VERSION = %s\n", glGetString(GL_VERSION));
|
||||
printf("GL_EXTENSIONS =\n%s\n", glGetString(GL_EXTENSIONS));
|
||||
|
||||
if (gl_adv_fog) {
|
||||
// set fog params, they never change
|
||||
printf("GL_EXT_fog_coord available, using that for fog\n");
|
||||
glFogi(GL_FOG_COORD_SRC, GL_FOG_COORD);
|
||||
glFogi(GL_FOG_MODE, GL_LINEAR);
|
||||
glFogf(GL_FOG_START, 0.0f);
|
||||
glFogf(GL_FOG_END, 1.0f);
|
||||
}
|
||||
|
||||
// these also never change
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
// glDisable(GL_DITHER);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, c_white);
|
||||
TEXENV_COMBINE_OP(0, GL_SRC_COLOR, GL_SRC_ALPHA);
|
||||
TEXENV_COMBINE_OP(1, GL_SRC_COLOR, GL_SRC_ALPHA);
|
||||
}
|
||||
|
||||
static void gfx_opengl_on_resize(void) {
|
||||
|
|
|
@ -172,10 +172,6 @@ static void on_anim_frame(double time) {
|
|||
#endif
|
||||
|
||||
void main_func(void) {
|
||||
static u64 pool[0x165000/8 / 4 * sizeof(void *)];
|
||||
main_pool_init(pool, pool + sizeof(pool) / sizeof(pool[0]));
|
||||
gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
|
||||
|
||||
const char *gamedir = gCLIOpts.GameDir[0] ? gCLIOpts.GameDir : FS_BASEDIR;
|
||||
const char *userpath = gCLIOpts.SavePath[0] ? gCLIOpts.SavePath : sys_user_path();
|
||||
fs_init(sys_ropaths, gamedir, userpath);
|
||||
|
@ -187,6 +183,12 @@ void main_func(void) {
|
|||
else if (gCLIOpts.FullScreen == 2)
|
||||
configWindow.fullscreen = false;
|
||||
|
||||
const size_t poolsize = gCLIOpts.PoolSize ? gCLIOpts.PoolSize : DEFAULT_POOL_SIZE;
|
||||
u64 *pool = malloc(poolsize);
|
||||
if (!pool) sys_fatal("Could not alloc %u bytes for main pool.\n", poolsize);
|
||||
main_pool_init(pool, pool + poolsize / sizeof(pool[0]));
|
||||
gEffectsMemoryPool = mem_pool_init(0x4000, MEMORY_POOL_LEFT);
|
||||
|
||||
#if defined(WAPI_SDL1) || defined(WAPI_SDL2)
|
||||
wm_api = &gfx_sdl;
|
||||
#elif defined(WAPI_DXGI)
|
||||
|
|
|
@ -1982,7 +1982,7 @@ Enjoy!!!"
|
|||
|
||||
DEFINE_DIALOG(DIALOG_161, 1, 4, 30, 200, _("\
|
||||
Mario!!!\n\
|
||||
It that really you???\n\
|
||||
Is that really you???\n\
|
||||
It has been so long since\n\
|
||||
our last adventure!\n\
|
||||
They told me that I might\n\
|
||||
|
|
Loading…
Reference in New Issue