#ifdef LEGACY_GL #include #include #include #ifndef _LANGUAGE_C #define _LANGUAGE_C #endif #include #ifdef __MINGW32__ #define FOR_WINDOWS 1 #else #define FOR_WINDOWS 0 #endif #include #if FOR_WINDOWS || defined(OSX_BUILD) #define GLEW_STATIC #include #endif #define GL_GLEXT_PROTOTYPES 1 #include #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, SH_MT_COLOR, SH_MT_TEXTURE_TEXTURE, SH_MT_TEXTURE_COLOR, SH_MT_COLOR_COLOR, }; struct ShaderProgram { uint32_t shader_id; enum MixType mix; uint32_t mix_flags; bool texture_used[2]; int num_inputs; }; static struct ShaderProgram shader_program_pool[64]; static uint8_t shader_program_pool_size; static struct ShaderProgram *cur_shader = NULL; static const float *cur_buf = NULL; static size_t cur_buf_size = 0; static size_t cur_buf_num_tris = 0; static size_t cur_buf_stride = 0; static const float c_white[] = { 1.f, 1.f, 1.f, 1.f }; 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 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 void gfx_opengl_apply_shader(struct ShaderProgram *prg) { const float *ofs = cur_buf; // vertices are always there glVertexPointer(4, GL_FLOAT, cur_buf_stride, ofs); 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->shader_id & SHADER_OPT_FOG) { // have fog, but fog colors are the same for every vertex // TODO: alpha ain't the same, maybe use glSecondaryColorPointer? // TODO: or pass start and end from gsSPFogPosition somehow or calculate them from z0, w0 and a0? // TODO: or alpha blend solid triangles on top, using the fog factor as alpha // glEnable(GL_FOG); // glFogi(GL_FOG_MODE, GL_LINEAR); // glFogfv(GL_FOG_COLOR, ofs); ofs += 4; } if (prg->num_inputs) { // have colors // 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; } if (prg->shader_id & SHADER_OPT_TEXTURE_EDGE) { // (horrible) alpha discard glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.3f); } // configure formulae switch (prg->mix) { case SH_MT_TEXTURE: glActiveTexture(GL_TEXTURE0); TEXENV_COMBINE_OFF(); break; case SH_MT_TEXTURE_COLOR: texenv_set_texture_color(prg); break; case SH_MT_TEXTURE_TEXTURE: texenv_set_texture_texture(prg); break; default: break; } } static void gfx_opengl_unload_shader(struct ShaderProgram *old_prg) { if (cur_shader == old_prg || old_prg == NULL) 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); glDisableClientState(GL_COLOR_ARRAY); } static void gfx_opengl_load_shader(struct ShaderProgram *new_prg) { cur_shader = new_prg; // gfx_opengl_apply_shader(cur_shader); } 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 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]; if (used_textures[0] && used_textures[1]) prg->mix = SH_MT_TEXTURE_TEXTURE; else if (used_textures[0] && num_inputs) prg->mix = SH_MT_TEXTURE_COLOR; else if (used_textures[0]) prg->mix = SH_MT_TEXTURE; else if (num_inputs > 1) prg->mix = SH_MT_COLOR_COLOR; else if (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; } 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) { return &shader_program_pool[i]; } } return NULL; } static void gfx_opengl_shader_get_info(struct ShaderProgram *prg, uint8_t *num_inputs, bool used_textures[2]) { *num_inputs = prg->num_inputs; used_textures[0] = prg->texture_used[0]; used_textures[1] = prg->texture_used[1]; } static GLuint gfx_opengl_new_texture(void) { GLuint ret; glGenTextures(1, &ret); return ret; } static void gfx_opengl_select_texture(int tile, GLuint texture_id) { glActiveTexture(GL_TEXTURE0 + tile); glBindTexture(GL_TEXTURE_2D, texture_id); } static void gfx_opengl_upload_texture(uint8_t *rgba32_buf, int width, int height) { 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; return (val & G_TX_MIRROR) ? GL_MIRRORED_REPEAT : GL_REPEAT; } 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)); } static void gfx_opengl_set_depth_test(bool depth_test) { if (depth_test) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } } static void gfx_opengl_set_depth_mask(bool z_upd) { glDepthMask(z_upd ? GL_TRUE : GL_FALSE); } static void gfx_opengl_set_zmode_decal(bool zmode_decal) { if (zmode_decal) { glPolygonOffset(-2, -2); glEnable(GL_POLYGON_OFFSET_FILL); } else { glPolygonOffset(0, 0); glDisable(GL_POLYGON_OFFSET_FILL); } } static void gfx_opengl_set_viewport(int x, int y, int width, int height) { glViewport(x, y, width, height); } static void gfx_opengl_set_scissor(int x, int y, int width, int height) { glScissor(x, y, width, height); } static void gfx_opengl_set_use_alpha(bool use_alpha) { if (use_alpha) { glEnable(GL_BLEND); } else { glDisable(GL_BLEND); } } 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; cur_buf_stride = cur_buf_size / (3 * cur_buf_num_tris); gfx_opengl_apply_shader(cur_shader); glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris); } static inline bool gl_check_ext(const char *name) { static const char *extstr = NULL; if (extstr == NULL) extstr = (const char *)glGetString(GL_EXTENSIONS); if (!strstr(extstr, name)) { fprintf(stderr, "Required GL extension not supported: %s\n", name); return false; } return true; } static inline bool gl_get_version(int *major, int *minor, bool *is_es) { const char *vstr = (const char *)glGetString(GL_VERSION); if (!vstr || !vstr[0]) return false; if (!strncmp(vstr, "OpenGL ES ", 10)) { vstr += 10; *is_es = true; } else if (!strncmp(vstr, "OpenGL ES-CM ", 13)) { vstr += 13; *is_es = true; } return (sscanf(vstr, "%d.%d", major, minor) == 2); } static void gfx_opengl_init(void) { #if FOR_WINDOWS || defined(OSX_BUILD) glewInit(); #endif // check GL version int vmajor, vminor; bool is_es = false; gl_get_version(&vmajor, &vminor, &is_es); if (vmajor < 2 && vminor < 2 && !is_es) { fprintf(stderr, "OpenGL 1.2+ is required. Reported version: %s%d.%d\n", is_es ? "ES" : "", vmajor, vminor); abort(); } // check extensions that we need bool supported = gl_check_ext("GL_ARB_multitexture") && gl_check_ext("GL_ARB_texture_env_combine"); if (!supported) abort(); printf("GL_VERSION = %s\n", glGetString(GL_VERSION)); printf("GL_EXTENSIONS =\n%s\n", glGetString(GL_EXTENSIONS)); // these never change 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_start_frame(void) { glDisable(GL_SCISSOR_TEST); glDepthMask(GL_TRUE); // Must be set to clear Z-buffer glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); } static void gfx_opengl_shutdown(void) { } struct GfxRenderingAPI gfx_opengl_api = { gfx_opengl_z_is_from_0_to_1, gfx_opengl_unload_shader, gfx_opengl_load_shader, gfx_opengl_create_and_load_new_shader, gfx_opengl_lookup_shader, gfx_opengl_shader_get_info, gfx_opengl_new_texture, gfx_opengl_select_texture, gfx_opengl_upload_texture, gfx_opengl_set_sampler_parameters, gfx_opengl_set_depth_test, gfx_opengl_set_depth_mask, gfx_opengl_set_zmode_decal, gfx_opengl_set_viewport, gfx_opengl_set_scissor, gfx_opengl_set_use_alpha, gfx_opengl_draw_triangles, gfx_opengl_init, gfx_opengl_start_frame, gfx_opengl_shutdown }; #endif // LEGACY_GL