示例#1
0
文件: signals.c 项目: CDragu/pspsdk
/* renders subset of billboards array */
void render_billboards(unsigned int i)
{
	if (i >= g_context.iterationCount) return;


	Vertex* vbuffer = g_context.vbuffer[i%NUM_VERTEX_BUFFERS];
	int sliceCount = NUM_SLICES / g_context.iterationCount;

	// fill current vertex buffer if we just started
	if (i == 0)
	{
		create_modified_torus_billboards(vbuffer,(float*)&g_context.world, g_context.sint, sliceCount*i, sliceCount);
	}

	// render previously generated vertex buffer
	sceGumMatrixMode(GU_MODEL);
	sceGumLoadMatrix(&g_context.world);
	sceGumDrawArray(GU_SPRITES,GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_3D,sliceCount*NUM_ROWS*2,0,vbuffer);
	g_context.vertsRendered += sliceCount*NUM_ROWS*2;

	// fill next vertex buffer for future rendering
	int nextI = i + 1;
	if (nextI < g_context.iterationCount )
	{	
		Vertex* vbufferNext;
		vbufferNext = g_context.vbuffer[nextI%NUM_VERTEX_BUFFERS];
		create_modified_torus_billboards(vbufferNext,(float*)&g_context.world, g_context.sint, sliceCount*nextI, sliceCount);
	}

#ifdef USING_SIGNALS
	// send a signal when rendering was completed
	// signals 0x01..0x03 - seems to be available for custom usage
	sceGuSignal( 1, nextI );

	// HACK: keeps CPU waiting until all jobs were submitted for GPU
	if (nextI == g_context.iterationCount)
		sceGuFinish();
#endif
}
示例#2
0
void VertexBufferRenderer::setup(Mesh &obj, bool init_texcoord)
{
	// special lights which have been bound that contribute to texturing 
//	unsigned int tex_offset = Texture::tex_use+1;

#if !defined(OPENGL_ES) && !defined(ARCH_DC)	
	if (obj.buffer_state && lockObj != &obj)
	{
		// Bind the vertex buffers from the cache data 
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, obj.cache_data.elementBufferNum);
		glBindBuffer(GL_ARRAY_BUFFER_ARB, obj.cache_data.dataBufferNum);
		
		// set the vertex pointer 
		glVertexPointer(3,GL_FLOAT,0,BUFFER_OFFSET(0));
		glEnableClientState(GL_VERTEX_ARRAY);
		
		// set the normal pointer 
		glNormalPointer(GL_FLOAT,0,BUFFER_OFFSET(obj.normalCacheOffset));
		glEnableClientState(GL_NORMAL_ARRAY);
		
		// activate uv map pointers for multitexture layers 
		if (init_texcoord) 
		{
			for (unsigned int m = 0; m < obj.cache_data.max_uvs; m++)
			{
				Texture::setTexture(m);
				glTexCoordPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(obj.uvCacheOffset+(sizeof(va_uv)*obj.cache_data.vertex_count*m)));
			}
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		}
	}
	else 
#endif
		if (lockObj != &obj)
		{
#if !defined(OPENGL_ES) && !defined(ARCH_DC)
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
			glBindBuffer(GL_ARRAY_BUFFER_ARB, 0);
			
			glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB);
			glUnmapBuffer(GL_ARRAY_BUFFER_ARB);
#endif
			
			if (obj.hasColorMap)
			{
				glColorPointer(3, GL_FLOAT, 0, (const GLvoid *)(obj.cache_data.data+(obj.colorMapOffset)));
			}
			
			glVertexPointer(3, GL_FLOAT, 0,  (const GLvoid *)obj.cache_data.data);
			glEnableClientState(GL_VERTEX_ARRAY);
			
#ifndef ARCH_DC	// DC doesn't process normals
			glNormalPointer(GL_FLOAT, 0,  (const GLvoid *)(obj.cache_data.data+(obj.normalCacheOffset)));
			glEnableClientState(GL_NORMAL_ARRAY);
#endif		
			
			if (init_texcoord) 
			{
				for (unsigned int m = 0; m < obj.cache_data.max_uvs; m++)
				{
					Texture::setTexture(m);
					glTexCoordPointer(2, GL_FLOAT, 0,  (const GLvoid *)(obj.cache_data.data+obj.uvCacheOffset+(sizeof(va_uv)*obj.cache_data.vertex_count*m)));
				}
				glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			}
			
		}
	
	if (obj.dynamic_colors)	// Mostly just for Dreamcast lighting at the moment
	{
		glColorPointer(3, GL_FLOAT, 0, (const GLvoid *)obj.dynamic_colors);				
		glEnableClientState(GL_COLOR_ARRAY);	
	}
	
#ifdef ARCH_PSP
	sceGuSignal(GU_BEHAVIOR_SUSPEND, 2);
#endif
	
	lockObj = &obj;
}
示例#3
0
void VertexBufferRenderer::render(Mesh &obj, int stage)
{
	#define BUFFER_OFFSET(i) ((char *)NULL + (i))
	
	// mat_reflist_i -- used to iterate through the material mat_reflist of the object
	std::map<Material *, map< unsigned int, std::map<cvrIndex, va_ref, ltindex>, ltuint > >::iterator obj_matref_i;
	// segment iterator
	map< unsigned int, std::map<cvrIndex, va_ref, ltindex>, ltuint >::iterator mat_segment_type_i;
	// mat_facetypelist_i -- used to iterate through the set of face types which belong to the mat_reflist_i map
	std::map<cvrIndex, va_ref, ltindex>::iterator matref_type_i;
	// mat_facetypelist_i -- used to iterate through the set of face types which belong to the mat_reflist_i map
	std::map<cvrIndex, va_ref, ltindex>::reverse_iterator matref_last_i;
	
	bool has_trans = false;
	unsigned int element_index = 0;
	unsigned int shadow_count = 0;
	Material *mat;
	set<Light *>::iterator light_i;

	if (!obj.buffer_state) element_index = (unsigned long)obj.cache_data.cache_element;
	
	// Reset mutitexture state
	Texture::clearAllTextures();
	
	// special lights which have been bound that contribute to texturing 
	unsigned int tex_offset = Texture::tex_use+1;

	
//#if !defined(OPENGL_ES) && !defined(ARCH_DC)
	// store attribs
//	glPushAttrib(GL_ENABLE_BIT);
//#endif
#ifndef ARCH_PSP	
	VertexBufferRenderer::setup(obj,stage != SHADER_STAGE_NOMATERIAL && stage != SHADER_STAGE_NOTEXTURE);
#else
	sceGuSignal(GU_BEHAVIOR_SUSPEND, 1);
#endif
	
	// iterate through the list of materials with face reference sets 
	for (obj_matref_i = obj.mat_cache_data.begin(); obj_matref_i != obj.mat_cache_data.end(); obj_matref_i++)
	{
		// (*obj_matref_i).first // material reference

		bool mat_use = false;
		
		mat = (*obj_matref_i).first;
		
		// store material transparency state
		bool has_mask = mat->hasMask();	
		
		unsigned int segLimit = (*obj_matref_i).second.size();
		unsigned int segIndex = 0;
		unsigned int segRun = 0;
		unsigned int segRangeIndex = 0;
		unsigned int segRangeType = 0;
		unsigned int segElementIndex = 0;
		
		bool fault = false;
		bool usefault = (obj.numSegments != 1);			// assume objects with one segment don't need segment fault tests
		
		//true; //((*mat_segment_type_i).second.size()==1 && (*obj_matref_i).second.size()!=1);
		
		va_ref segRange;
		
		segRange.range_min = obj.cache_data.vertex_count;
		segRange.range_max = 0;
		segRange.element_count = 0;	
		segRangeIndex = element_index;		
		
		for (mat_segment_type_i = (*obj_matref_i).second.begin(); mat_segment_type_i != (*obj_matref_i).second.end(); mat_segment_type_i++)
		{
			segIndex++;

			if (stage == SHADER_STAGE_TRANSPARENT) // we're in the transparency stage and opaque isn't needed, we have to increase the element count though 
			{
				if (!has_mask)
				{
					element_index += (*(*mat_segment_type_i).second.begin()).second.group_size*sizeof(cvrElement);
					segIndex++;
					continue;
				}
			}
			else if (stage == SHADER_STAGE_NULL || stage == SHADER_STAGE_OPAQUE || stage == SHADER_STAGE_NOTEXTURE)
			{
				if (has_mask) // vice-versa
				{
					element_index += (*(*mat_segment_type_i).second.begin()).second.group_size*sizeof(cvrElement);
					has_trans = true;
					segIndex++;
					continue;
				}				
			}
						
			if (obj.numSegments >= 1 && obj.segmentMask)
			{
				if (obj.segmentMask->isSet((*mat_segment_type_i).first) == false)
				{
					fault = true;
				}
			}
			
			segRangeType = (*(*mat_segment_type_i).second.begin()).first;
			
			if (fault) 
			{
				element_index += (*(*mat_segment_type_i).second.begin()).second.group_size*sizeof(cvrElement);				
				
				if (!usefault) 
				{
					fault=false;
					continue;
				}
			}
			else
			{				
				segRun++;
							
				segRange.element_count += (*(*mat_segment_type_i).second.begin()).second.group_size;
				
				if ((*(*mat_segment_type_i).second.begin()).second.range_min < segRange.range_min)
				{
					segRange.range_min = (*(*mat_segment_type_i).second.begin()).second.range_min;
				}
				
				if ((*(*mat_segment_type_i).second.begin()).second.range_max > segRange.range_max)
				{
					segRange.range_max = (*(*mat_segment_type_i).second.begin()).second.range_max;
				}				
				
				
				if (usefault) if (segIndex < segLimit) 
				{
					element_index += (*(*mat_segment_type_i).second.begin()).second.group_size*sizeof(cvrElement);
					continue;
				}
				
			}
			
			
		//**** Material Initialization *****/
		
		if (!mat_use)
		{
			mat_use = true;
			
			// if we're in the opaque shader stage then we need to discard the transparent materials and vice versa 
			// transparent shader stage 
			if (stage == SHADER_STAGE_TRANSPARENT)
			{
				// alpha mask
				if (has_mask)
				{
					if (stage == SHADER_STAGE_NOTEXTURE)	// no texture 
					{
						mat->surfaceSetup();
					}
					else // full material 
					{
						mat->use();
					}
				}
			}
			else if (stage == SHADER_STAGE_NULL || stage == SHADER_STAGE_OPAQUE || stage == SHADER_STAGE_NOTEXTURE)
			{
				if (!has_mask) // we're in the transparency stage and opaque isn't needed, we have to increase the element count though 
				{
					// no texturing, just use the surface setup for colors and transparencies 
					if (stage == SHADER_STAGE_NOTEXTURE)
					{
						mat->surfaceSetup();
					}
					else // else full material 
					{
						mat->use();
					}
					
				}
			}

#ifndef ARCH_PSP
			// the active texcoord states change on a per material basis 
			if (stage != SHADER_STAGE_NOMATERIAL && stage != SHADER_STAGE_NOTEXTURE) for (unsigned int m = 0; m < obj.cache_data.max_uvs; m++)
			{
				Texture::setTexture(tex_offset+m);
				glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			}
#endif			
			
#ifndef ARCH_PSP
			if (obj.cache_data.max_uvs == 0)
			{
				Texture::setTexture(tex_offset);
				glDisableClientState(GL_TEXTURE_COORD_ARRAY);
			}
#endif			

			if (stage == SHADER_STAGE_TRANSPARENT) 
			{
				mat->setupAlpha();
			}
			else if (mat->alpha_mask)
			{
				mat->setupAlpha();
			}
		}			
			
			
		shadow_count = 0;
		
		int numLights = 0;

#ifdef ARCH_PSP
//			sceGuDepthFunc( GU_GEQUAL );
#else
			glDepthFunc(GL_LEQUAL);
#endif
			
		numLights = lights?(*lights).size():0;
			
		if (numLights)
		{
			light_i = lights->begin();
		}
		
		//				if (obj.tangent_binormal_state)
		//				{
		//					GLShader::defaultShader.setShaderAttrib("binormal",(unsigned int)BUFFER_OFFSET(obj.binormalCacheOffset));
		//					GLShader::defaultShader.setShaderAttrib("tangent",(unsigned int)BUFFER_OFFSET(obj.binormalCacheOffset));
		//				}
		
		//				printf("vb numLights %d\n",(*lights).size());
			
#if !defined(OPENGL_ES) && !defined(ARCH_DC)  && !defined(ARCH_PSP)// shader light loop header
			
		RGB global_amb_temp = Light::global_ambient;
			
		for (int shaderCount = 0; shaderCount <= numLights; shaderCount++)
		{
			unsigned long shadowMask = 0;

			if (shaderCount < numLights) 
			{
				if ((mat->shader_mask & SHADER_VARIANT_LIGHTMAP) && shaderCount > 0) mat->shader_mask -= SHADER_VARIANT_LIGHTMAP;
				
				if (shaderCount > 0)
				{
					glEnable(GL_BLEND);
					
					glDepthMask(false);
					Light::setGlobalAmbient(RGB(0,0,0));
					
					if (stage == SHADER_STAGE_TRANSPARENT) 
					{
						glEnable(GL_BLEND);
						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
						glDepthMask(false);
					}
					else 
					{
						glBlendFunc(GL_ONE, GL_ONE);
					}
				}
				else
				{
					glDepthMask(true);
					
					if (stage == SHADER_STAGE_TRANSPARENT) 
					{
						glEnable(GL_BLEND);
						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
						glDepthMask(false);
					}
					else 
					{
						glDisable(GL_BLEND);
					}
				}
				
				if ((*light_i)->has_shadow)
				{
					switch ((*light_i)->type)
					{
						case LIGHT_SPOT:
							glActiveTexture(GL_TEXTURE0+(*light_i)->shadow_mtex);
							glClientActiveTexture(GL_TEXTURE0+(*light_i)->shadow_mtex);
							GLShader::defaultShader.setShaderValue("shadowMap0", (*light_i)->shadow_mtex); 
							
							glEnable(GL_TEXTURE_2D);
							glBindTexture(GL_TEXTURE_2D, (*light_i)->shadowmapTex);
							
							switch (shadow_count)
							{
								case 0: shadowMask |= SHADER_VARIANT_SHADOW0; break;
								case 1: shadowMask |= SHADER_VARIANT_SHADOW1; break;
								case 2: shadowMask |= SHADER_VARIANT_SHADOW2; break;
								case 3: shadowMask |= SHADER_VARIANT_SHADOW3; break;
								case 4: shadowMask |= SHADER_VARIANT_SHADOW4; break;
								case 5: shadowMask |= SHADER_VARIANT_SHADOW5; break;
								case 6: shadowMask |= SHADER_VARIANT_SHADOW6; break;
								case 7: shadowMask |= SHADER_VARIANT_SHADOW7; break;
							}
							
							shadow_count++;
						break;
						case LIGHT_AREA:
							AreaLight *aLight = (AreaLight*)(*light_i);
							
							glActiveTexture(GL_TEXTURE0+aLight->oLight[0].shadow_mtex);
							glClientActiveTexture(GL_TEXTURE0+aLight->oLight[0].shadow_mtex);
							GLShader::defaultShader.setShaderValue("shadowMap0", aLight->oLight[0].shadow_mtex); 

							glEnable(GL_TEXTURE_2D);
							glBindTexture(GL_TEXTURE_2D, aLight->oLight[0].shadowmapTex);

							
							glActiveTexture(GL_TEXTURE0+aLight->oLight[1].shadow_mtex);
							glClientActiveTexture(GL_TEXTURE0+aLight->oLight[1].shadow_mtex);
							GLShader::defaultShader.setShaderValue("shadowMap1", aLight->oLight[1].shadow_mtex); 

							glEnable(GL_TEXTURE_2D);
							glBindTexture(GL_TEXTURE_2D, aLight->oLight[1].shadowmapTex);

							
							glActiveTexture(GL_TEXTURE0+aLight->oLight[2].shadow_mtex);
							glClientActiveTexture(GL_TEXTURE0+aLight->oLight[2].shadow_mtex);
							GLShader::defaultShader.setShaderValue("shadowMap2", aLight->oLight[2].shadow_mtex); 
							
							glEnable(GL_TEXTURE_2D);
							glBindTexture(GL_TEXTURE_2D, aLight->oLight[2].shadowmapTex);

							
							for (int n = 0; n < 3; n++)
							{
								switch (shadow_count)
								{
									case 0: shadowMask |= SHADER_VARIANT_SHADOW0; break;
									case 1: shadowMask |= SHADER_VARIANT_SHADOW1; break;
									case 2: shadowMask |= SHADER_VARIANT_SHADOW2; break;
									case 3: shadowMask |= SHADER_VARIANT_SHADOW3; break;
									case 4: shadowMask |= SHADER_VARIANT_SHADOW4; break;
									case 5: shadowMask |= SHADER_VARIANT_SHADOW5; break;
									case 6: shadowMask |= SHADER_VARIANT_SHADOW6; break;
									case 7: shadowMask |= SHADER_VARIANT_SHADOW7; break;
								}
								
								shadow_count++;							
							}
							
						break;
					}
				}
				
				
				if (!GLShader::defaultShader.activateLight((*light_i)->type,shaderCount,(*light_i)->hasShadow()?(mat->shader_mask|shadowMask):mat->shader_mask,false)) 
				{
					light_i++;
					continue;
				}
				
				light_i++;
			}
			else if (!numLights)
			{
				if (shaderCount == 0) 
				{
					glDisable(GL_BLEND);
				}
				else 
				{
					glEnable(GL_BLEND);
					glBlendFunc(GL_ZERO, GL_SRC_COLOR);
				}
				
				glDepthMask(true);
				
				if (!GLShader::defaultShader.activateLight(LIGHT_NULL,0,mat->shader_mask,false)) continue;
			}
			else
			{
				glEnable(GL_BLEND);
				
				if (mat->shader_mask & SHADER_VARIANT_LIGHTMAP) 
				{
					glBlendFunc(GL_ONE, GL_ONE);
					
					if (!GLShader::defaultShader.activateLight(LIGHT_NULL,0,mat->shader_mask,false)) break;
				}
				else
				{
					Light::setGlobalAmbient(global_amb_temp);

					break;
				}
			}
			
#endif // end shader light loop header
			
			

			if (!usefault)	// no fault segments needed, just render all primitives
			{			
				segElementIndex = element_index;

				for (matref_type_i = (*mat_segment_type_i).second.begin(); matref_type_i != (*mat_segment_type_i).second.end(); matref_type_i++)
				{				
					if (!(*matref_type_i).second.element_count) continue;

#ifndef ARCH_PSP					
					switch((*matref_type_i).first)
					{
						case 1: glDrawRangeElements(GL_POINTS,(*matref_type_i).second.range_min,(*matref_type_i).second.range_max,(*matref_type_i).second.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segElementIndex));
						break;
						case 2:	glDrawRangeElements(GL_LINES,(*matref_type_i).second.range_min,(*matref_type_i).second.range_max,(*matref_type_i).second.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segElementIndex));
						break;
						case 3:	glDrawRangeElements(GL_TRIANGLES,(*matref_type_i).second.range_min,(*matref_type_i).second.range_max,(*matref_type_i).second.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segElementIndex));
						break;
#if !defined(OPENGL_ES)
						case 4:	glDrawRangeElements(GL_QUADS,(*matref_type_i).second.range_min,(*matref_type_i).second.range_max,(*matref_type_i).second.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segElementIndex));
						break;
#endif
					}
#else
//					sceGuDisable(GU_TEXTURE_2D);
//					sceGuDisable(GU_LIGHTING);
//					sceGuColor(0xff66ccff);
					
					unsigned int vtype = GU_INDEX_16BIT|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D;
					
					if (obj.cache_data.max_uvs) vtype |= GU_TEXTURE_32BITF;
					if (obj.hasColorMap) vtype |= GU_COLOR_8888;
					
					unsigned int ptype = 0;				
					
					switch ((*matref_type_i).first)
					{
						case 1: ptype = GU_POINTS; break;
						case 2: ptype = GU_LINES; break;
						case 3: ptype = GU_TRIANGLES; break;
					}

					
					sceGumDrawArray( ptype, vtype, (*matref_type_i).second.element_count, BUFFER_OFFSET(segElementIndex), obj.cache_data.data);

					int matLayerCount = mat->getLayerSize();
					for (unsigned int matLayer = 1; matLayer < matLayerCount; matLayer++)
					{
						mat->texSetup(matLayer);
						sceGumDrawArray( ptype, vtype, (*matref_type_i).second.element_count, BUFFER_OFFSET(segElementIndex), obj.cache_data.data);
					}
						
					
#endif					
					segElementIndex += (*matref_type_i).second.element_count*sizeof(cvrElement);
				}
			}
			else	// use accumulated cache fault runs
			{
#ifndef ARCH_PSP
				switch (segRangeType)
				{
					case 1:
						glDrawRangeElements(GL_POINTS,segRange.range_min,segRange.range_max,segRange.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segRangeIndex));
						break;
					case 2:
						glDrawRangeElements(GL_LINES,segRange.range_min,segRange.range_max,segRange.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segRangeIndex));
						break;
					case 3:
						glDrawRangeElements(GL_TRIANGLES,segRange.range_min,segRange.range_max,segRange.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segRangeIndex));
						break;
#if !defined(OPENGL_ES)
					case 4:
						glDrawRangeElements(GL_QUADS,segRange.range_min,segRange.range_max,segRange.element_count,GL_UNSIGNED_INT,BUFFER_OFFSET(segRangeIndex));
						break;
#endif					
				}
#else
				unsigned int vtype = GU_INDEX_16BIT|GU_NORMAL_32BITF|GU_VERTEX_32BITF|GU_TRANSFORM_3D;
				
				if (obj.cache_data.max_uvs) vtype |= GU_TEXTURE_32BITF;
				if (obj.hasColorMap) vtype |= GU_COLOR_8888;

				unsigned int ptype = 0;				
				switch (segRangeType)
				{
					case 1: ptype = GU_POINTS; break;
					case 2: ptype = GU_LINES; break;
					case 3: ptype = GU_TRIANGLES; break;
				}
				
				if (ptype) sceGumDrawArray( ptype, vtype, segRange.element_count, BUFFER_OFFSET(segRangeIndex), obj.cache_data.data);
#endif
			}	

#if !defined(OPENGL_ES) && !defined(ARCH_DC) && !defined(ARCH_PSP)
			// end shader light loop
		}
#endif			
			if (!usefault) element_index += (*(*mat_segment_type_i).second.begin()).second.group_size*sizeof(cvrElement);
			
			if (usefault)	// reset fault line
			{
				segRange.range_min = obj.cache_data.vertex_count;
				segRange.range_max = 0;
				segRange.element_count = 0;	
				
				segRun = 0;
				if (!fault) element_index += (*(*mat_segment_type_i).second.begin()).second.group_size*sizeof(cvrElement);
				fault = false;
				segRangeIndex = element_index;
				
			}

		}

			
	}

	
	// clear the textures used in this material 
	if (stage != SHADER_STAGE_NOMATERIAL && stage != SHADER_STAGE_NOTEXTURE)
	{
		Texture::clearAllTextures();
	}
		
	// call the transparency stage if necessary 
	if (stage == SHADER_STAGE_NULL && has_trans) render(obj,SHADER_STAGE_TRANSPARENT);	
};