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/***************************************************************************
* Copyright (C) 2016 by iCatButler *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
***************************************************************************/
/**************************************************************************
* pgxp_gpu.c
* PGXP - Parallel/Precision Geometry Xform Pipeline
*
* Created on: 25 Mar 2016
* Author: iCatButler
***************************************************************************/
#include "pgxp_gpu.h"
#include "stdafx.h"
#include "externals.h"
#include <math.h>
typedef struct
{
float x;
float y;
float z;
unsigned int valid;
unsigned int count;
unsigned int value;
} PGXP_vertex;
const unsigned int primStrideTable[] = { 1, 2, 1, 2, 2, 3, 2, 3, 0 };
const unsigned int primCountTable[] = { 3, 3, 4, 4, 3, 3, 4, 4, 0 };
PGXP_vertex* PGXP_Mem = NULL; // pointer to parallel memory
unsigned int currentAddr = 0; // address of current DMA
unsigned int numVertices = 0; // iCB: Used for glVertex3fv fix
unsigned int vertexIdx = 0;
// Set current DMA address and pointer to parallel memory
void CALLBACK GPUpgxpMemory(unsigned int addr, unsigned char* pVRAM)
{
if (pVRAM)
PGXP_Mem = (PGXP_vertex*)(pVRAM);
currentAddr = addr;
}
// Set current DMA address
void PGXP_SetAddress(unsigned int addr)
{
currentAddr = addr;
}
void PGXP_SetMatrix(float left, float right, float bottom, float top, float zNear, float zFar)
{
GLfloat m[16];
for (unsigned int i = 0; i < 16; ++i)
m[i] = 0.f;
//if ((right-left) != 0)
//{
// m[0] = 2 / (right - left);
// m[12] = -((right + left) / (right - left));
//}
//if ((top-bottom) != 0)
//{
// m[5] = 2 / (top - bottom);
// m[13] = -((top + bottom) / (top - bottom));
//}
//m[10] = -2 / (zFar - zNear);
//m[14] = -((zFar + zNear) / (zFar - zNear));
//m[15] = 1;
if ((right-left) != 0)
{
m[0] = 2 / (right - left);
m[8] = -((right + left) / (right - left));
}
if ((top-bottom) != 0)
{
m[5] = 2 / (top - bottom);
m[9] = -((top + bottom) / (top - bottom));
}
m[10] = -2 / (zFar - zNear);
m[14] = -((zFar + zNear) / (zFar - zNear));
m[11] = 1;
glLoadMatrixf(m);
//glOrtho(left, right, bottom, top, zNear, zFar);
}
// Wrap glVertex3fv/glVertex4fv
void PGXP_glVertexfv(GLfloat* pV)
{
// If there are PGXP vertices expected
if (1)//(vertexIdx < numVertices)
{
float temp[4];
memcpy(temp, pV, sizeof(float) * 4);
//pre-multiply each element by w (to negate perspective divide)
for (unsigned int i = 0; i < 3; i++)
temp[i] *= temp[3];
//pass complete vertex to OpenGL
glVertex4fv(temp);
vertexIdx++;
//pV[3] = 1.f;
}
else
{
glVertex3fv(pV);
}
}
// Get parallel vertex values
int PGXP_GetVertices(unsigned int* addr, void* pOutput, int xOffs, int yOffs)
{
unsigned int primCmd = ((*addr >> 24) & 0xff); // primitive command
unsigned int primIdx = min((primCmd - 0x20) >> 2, 8); // index to primitive lookup
OGLVertex* pVertex = (OGLVertex*)pOutput; // pointer to output vertices
unsigned int stride = primStrideTable[primIdx]; // stride between vertices
unsigned int count = primCountTable[primIdx]; // number of vertices
PGXP_vertex* primStart = NULL; // pointer to first vertex
char invalidVert = 0; // Number of vertices without valid PGXP values
float w = 0; // W coordinate of transformed vertex
if (PGXP_Mem == NULL)
return 0;
// Reset vertex count
numVertices = count;
vertexIdx = 0;
// Offset to start of primitive
primStart = &PGXP_Mem[currentAddr + 1];
// Find any invalid vertices
for (unsigned i = 0; i < count; ++i)
{
if(!primStart[stride * i].valid)
invalidVert++;
}
for (unsigned i = 0; i < count; ++i)
{
w = primStart[stride * i].z;
// If there are any invalid vertices set all w values to 1
// iCB: Could use plane equation to find w for single invalid vertex in a quad
if (invalidVert > 0)
w = 1;
if (primStart[stride * i].valid)
{
pVertex[i].x = (primStart[stride * i].x + xOffs);
pVertex[i].y = (primStart[stride * i].y + yOffs);
pVertex[i].z = 0.95f;
pVertex[i].w = w;
pVertex[i].PGXP_flag = 1;
}
else
pVertex[i].PGXP_flag = 2;
}
return 1;
}
/////////////////////////////////
//// Visual Debugging Functions
/////////////////////////////////
unsigned int PGXP_vDebug = 0;
const char blue[4] = { 0, 0, 255, 255 };
const char red[4] = { 255, 0, 0, 255 };
const char black[4] = { 0, 0, 0, 255 };
const char yellow[4] = { 255, 255, 0, 255 };
void CALLBACK GPUtoggleDebug(void)
{
if (PGXP_vDebug)
PGXP_vDebug = 0;
else
PGXP_vDebug = 1;
}
const char* PGXP_colour(unsigned int flag)
{
switch (flag)
{
case 0:
return yellow;
case 1:
return blue;
case 2:
return red;
default:
return black;
}
}
void PGXP_DrawDebugTriQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4)
{
GLboolean bTexture = glIsEnabled(GL_TEXTURE_2D);
GLfloat fColour[4];
glGetFloatv(GL_CURRENT_COLOR, fColour);
glDisable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLE_STRIP);
glColor4ubv(PGXP_colour(vertex1->PGXP_flag));
PGXP_glVertexfv(&vertex1->x);
glColor4ubv(PGXP_colour(vertex2->PGXP_flag));
PGXP_glVertexfv(&vertex2->x);
glColor4ubv(PGXP_colour(vertex3->PGXP_flag));
PGXP_glVertexfv(&vertex3->x);
glColor4ubv(PGXP_colour(vertex4->PGXP_flag));
PGXP_glVertexfv(&vertex4->x);
glEnd();
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode(GL_BACK, GL_LINE);
glBegin(GL_TRIANGLE_STRIP);
glColor4ubv(black);
PGXP_glVertexfv(&vertex1->x);
PGXP_glVertexfv(&vertex2->x);
PGXP_glVertexfv(&vertex3->x);
PGXP_glVertexfv(&vertex4->x);
glColor4fv(fColour);
glEnd();
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
if(bTexture == GL_TRUE)
glEnable(GL_TEXTURE_2D);
}
void PGXP_DrawDebugTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3)
{
GLboolean bTexture = glIsEnabled(GL_TEXTURE_2D);
GLfloat fColour[4];
glGetFloatv(GL_CURRENT_COLOR, fColour);
glDisable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLES);
glColor4ubv(PGXP_colour(vertex1->PGXP_flag));
PGXP_glVertexfv(&vertex1->x);
glColor4ubv(PGXP_colour(vertex2->PGXP_flag));
PGXP_glVertexfv(&vertex2->x);
glColor4ubv(PGXP_colour(vertex3->PGXP_flag));
PGXP_glVertexfv(&vertex3->x);
glEnd();
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode(GL_BACK, GL_LINE);
glBegin(GL_TRIANGLE_STRIP);
glColor4ubv(black);
PGXP_glVertexfv(&vertex1->x);
PGXP_glVertexfv(&vertex2->x);
PGXP_glVertexfv(&vertex3->x);
glColor4fv(fColour);
glEnd();
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
if (bTexture == GL_TRUE)
glEnable(GL_TEXTURE_2D);
}
void PGXP_DrawDebugQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4)
{
GLboolean bTexture = glIsEnabled(GL_TEXTURE_2D);
GLfloat fColour[4];
glGetFloatv(GL_CURRENT_COLOR, fColour);
glDisable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glColor4ubv(PGXP_colour(vertex1->PGXP_flag));
PGXP_glVertexfv(&vertex1->x);
glColor4ubv(PGXP_colour(vertex2->PGXP_flag));
PGXP_glVertexfv(&vertex2->x);
glColor4ubv(PGXP_colour(vertex3->PGXP_flag));
PGXP_glVertexfv(&vertex3->x);
glColor4ubv(PGXP_colour(vertex4->PGXP_flag));
PGXP_glVertexfv(&vertex4->x);
glEnd();
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode(GL_BACK, GL_LINE);
glBegin(GL_TRIANGLE_STRIP);
glColor4ubv(black);
PGXP_glVertexfv(&vertex1->x);
PGXP_glVertexfv(&vertex2->x);
PGXP_glVertexfv(&vertex3->x);
PGXP_glVertexfv(&vertex4->x);
glColor4fv(fColour);
glEnd();
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
if (bTexture == GL_TRUE)
glEnable(GL_TEXTURE_2D);
}
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