mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-15 13:41:33 +01:00
574 lines
12 KiB
C
574 lines
12 KiB
C
/*
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vgl_shim.c - vitaGL custom immediate mode shim
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Copyright (C) 2023 fgsfds
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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/*
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this is a "replacement" for vitaGL's immediate mode tailored specifically for xash
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this will only provide performance gains if vitaGL is built with DRAW_SPEEDHACK=1
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since that makes it assume that all vertex data pointers are GPU-mapped
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <malloc.h>
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#include <vitaGL.h>
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#include "port.h"
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#include "xash3d_types.h"
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#include "cvardef.h"
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#include "const.h"
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#include "com_model.h"
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#include "cl_entity.h"
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#include "render_api.h"
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#include "protocol.h"
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#include "dlight.h"
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#include "ref_api.h"
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#include "com_strings.h"
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#include "crtlib.h"
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#include "vgl_shim.h"
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#define MAX_SHADERLEN 4096
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// increase this when adding more attributes
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#define MAX_PROGS 32
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extern ref_api_t gEngfuncs;
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enum vgl_attrib_e
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{
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VGL_ATTR_POS = 0, // 1
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VGL_ATTR_COLOR = 1, // 2
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VGL_ATTR_TEXCOORD0 = 2, // 4
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VGL_ATTR_TEXCOORD1 = 3, // 8
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VGL_ATTR_MAX
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};
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// continuation of previous enum
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enum vgl_flag_e
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{
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VGL_FLAG_ALPHA_TEST = VGL_ATTR_MAX, // 16
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VGL_FLAG_FOG, // 32
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VGL_FLAG_MAX
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};
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typedef struct
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{
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GLuint flags;
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GLint attridx[VGL_ATTR_MAX];
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GLuint glprog;
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GLint ucolor;
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GLint ualpha;
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GLint utex0;
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GLint utex1;
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GLint ufog;
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} vgl_prog_t;
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static const char *vgl_vert_src =
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#include "vgl_shaders/vertex.cg.inc"
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;
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static const char *vgl_frag_src =
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#include "vgl_shaders/fragment.cg.inc"
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;
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static int vgl_init = 0;
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static struct
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{
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GLfloat *attrbuf[VGL_ATTR_MAX];
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GLuint cur_flags;
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GLint begin;
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GLint end;
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GLenum prim;
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GLfloat color[4];
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GLfloat fog[4]; // color + density
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GLfloat alpharef;
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vgl_prog_t progs[MAX_PROGS];
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vgl_prog_t *cur_prog;
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GLboolean uchanged;
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} vgl;
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static const int vgl_attr_size[VGL_ATTR_MAX] = { 3, 4, 2, 2 };
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static const char *vgl_flag_name[VGL_FLAG_MAX] =
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{
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"ATTR_POSITION",
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"ATTR_COLOR",
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"ATTR_TEXCOORD0",
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"ATTR_TEXCOORD1",
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"FEAT_ALPHA_TEST",
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"FEAT_FOG",
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};
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static const char *vgl_attr_name[VGL_ATTR_MAX] =
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{
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"inPosition",
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"inColor",
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"inTexCoord0",
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"inTexCoord1",
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};
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// HACK: borrow alpha test and fog flags from internal vitaGL state
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extern GLboolean alpha_test_state;
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extern GLboolean fogging;
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static GLuint VGL_GenerateShader( const vgl_prog_t *prog, GLenum type )
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{
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char *shader, shader_buf[MAX_SHADERLEN + 1];
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char tmp[256];
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int i;
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GLint status, len;
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GLuint id;
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shader = shader_buf;
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shader[0] = '\n';
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shader[1] = 0;
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for ( i = 0; i < VGL_FLAG_MAX; ++i )
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{
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Q_snprintf( tmp, sizeof( tmp ), "#define %s %d\n", vgl_flag_name[i], prog->flags & ( 1 << i ) );
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Q_strncat( shader, tmp, MAX_SHADERLEN );
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}
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if ( type == GL_FRAGMENT_SHADER )
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Q_strncat( shader, vgl_frag_src, MAX_SHADERLEN );
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else
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Q_strncat( shader, vgl_vert_src, MAX_SHADERLEN );
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id = glCreateShader( type );
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len = Q_strlen( shader );
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glShaderSource( id, 1, (const void *)&shader, &len );
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glCompileShader( id );
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glGetShaderiv( id, GL_COMPILE_STATUS, &status );
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if ( status == GL_FALSE )
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{
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gEngfuncs.Con_Reportf( S_ERROR "VGL_GenerateShader( 0x%04x, 0x%x ): compile failed:\n", prog->flags, type );
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gEngfuncs.Con_DPrintf( "Shader text:\n%s\n\n", shader );
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glDeleteShader( id );
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return 0;
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}
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return id;
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}
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static vgl_prog_t *VGL_GetProg( const GLuint flags )
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{
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int i, loc, status;
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GLuint vp, fp, glprog;
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vgl_prog_t *prog;
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// try to find existing prog matching this feature set
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if ( vgl.cur_prog && vgl.cur_prog->flags == flags )
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return vgl.cur_prog;
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for ( i = 0; i < MAX_PROGS; ++i )
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{
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if ( vgl.progs[i].flags == flags )
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return &vgl.progs[i];
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else if ( vgl.progs[i].flags == 0 )
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break;
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}
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if ( i == MAX_PROGS )
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{
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gEngfuncs.Host_Error( "VGL_GetProg(): Ran out of program slots for 0x%04x\n", flags );
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return NULL;
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}
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// new prog; generate shaders
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gEngfuncs.Con_DPrintf( S_NOTE "VGL_GetProg(): Generating progs for 0x%04x\n", flags );
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prog = &vgl.progs[i];
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prog->flags = flags;
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vp = VGL_GenerateShader( prog, GL_VERTEX_SHADER );
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fp = VGL_GenerateShader( prog, GL_FRAGMENT_SHADER );
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if ( !vp || !fp )
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{
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prog->flags = 0;
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return NULL;
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}
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glprog = glCreateProgram();
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glAttachShader( glprog, vp );
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glAttachShader( glprog, fp );
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loc = 0;
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for ( i = 0; i < VGL_ATTR_MAX; ++i )
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{
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if ( flags & ( 1 << i ) )
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{
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prog->attridx[i] = loc;
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glBindAttribLocation( glprog, loc++, vgl_attr_name[i] );
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}
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else
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{
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prog->attridx[i] = -1;
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}
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}
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glLinkProgram( glprog );
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glDeleteShader( vp );
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glDeleteShader( fp );
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glGetProgramiv( glprog, GL_LINK_STATUS, &status );
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if ( status == GL_FALSE )
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{
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gEngfuncs.Con_Reportf( S_ERROR "VGL_GetProg(): Failed linking progs for 0x%04x!\n", prog->flags );
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prog->flags = 0;
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glDeleteProgram( glprog );
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return NULL;
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}
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prog->ucolor = glGetUniformLocation( glprog, "uColor" );
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prog->ualpha = glGetUniformLocation( glprog, "uAlphaTest" );
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prog->utex0 = glGetUniformLocation( glprog, "uTex0" );
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prog->utex1 = glGetUniformLocation( glprog, "uTex1" );
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prog->ufog = glGetUniformLocation( glprog, "uFog" );
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// these never change
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if ( prog->utex0 >= 0 )
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glUniform1i( prog->utex0, 0 );
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if ( prog->utex1 >= 0 )
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glUniform1i( prog->utex1, 1 );
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prog->glprog = glprog;
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gEngfuncs.Con_DPrintf( S_NOTE "VGL_GetProg(): Generated progs for 0x%04x\n", flags );
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return prog;
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}
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static vgl_prog_t *VGL_SetProg( const GLuint flags )
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{
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vgl_prog_t *prog = NULL;
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if ( flags && ( prog = VGL_GetProg( flags ) ) )
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{
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if ( prog != vgl.cur_prog )
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{
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glUseProgram( prog->glprog );
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vgl.uchanged = GL_TRUE;
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}
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if ( vgl.uchanged )
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{
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if ( prog->ualpha >= 0 )
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glUniform1f( prog->ualpha, vgl.alpharef );
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if ( prog->ucolor >= 0 )
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glUniform4fv( prog->ucolor, 1, vgl.color );
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if ( prog->ufog >= 0 )
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glUniform4fv( prog->ufog, 1, vgl.fog );
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vgl.uchanged = GL_FALSE;
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}
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}
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else
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{
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glUseProgram( 0 );
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}
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vgl.cur_prog = prog;
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return prog;
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}
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int VGL_ShimInit( void )
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{
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int i;
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GLuint total, size;
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static const GLuint precache_progs[] = {
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0x0001, // out = ucolor
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0x0005, // out = tex0 * ucolor
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0x0007, // out = tex0 * vcolor
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0x0015, // out = tex0 * ucolor + FEAT_ALPHA_TEST
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0x0021, // out = ucolor + FEAT_FOG
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0x0025, // out = tex0 * ucolor + FEAT_FOG
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0x0027, // out = tex0 * vcolor + FEAT_FOG
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0x0035, // out = tex0 * ucolor + FEAT_ALPHA_TEST + FEAT_FOG
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};
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if ( vgl_init )
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return 0;
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memset( &vgl, 0, sizeof( vgl ) );
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vgl.color[0] = 1.f;
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vgl.color[1] = 1.f;
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vgl.color[2] = 1.f;
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vgl.color[3] = 1.f;
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vgl.uchanged = GL_TRUE;
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total = 0;
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for ( i = 0; i < VGL_ATTR_MAX; ++i )
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{
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size = VGL_MAX_VERTS * vgl_attr_size[i] * sizeof( GLfloat );
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vgl.attrbuf[i] = memalign( 0x100, size );
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total += size;
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}
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VGL_ShimInstall();
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gEngfuncs.Con_DPrintf( S_NOTE "VGL_ShimInit(): %u bytes allocated for vertex buffer\n", total );
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gEngfuncs.Con_DPrintf( S_NOTE "VGL_ShimInit(): Pre-generating %u progs...\n", sizeof( precache_progs ) / sizeof( *precache_progs ) );
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for ( i = 0; i < (int)( sizeof( precache_progs ) / sizeof( *precache_progs ) ); ++i )
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VGL_GetProg( precache_progs[i] );
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vgl_init = 1;
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return 0;
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}
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void VGL_ShimShutdown( void )
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{
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int i;
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if ( !vgl_init )
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return;
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glFinish();
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glUseProgram( 0 );
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/*
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// FIXME: this sometimes causes the game to block on glDeleteProgram for up to a minute
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// but since this is only called on shutdown or game change, it should be fine to skip
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for ( i = 0; i < MAX_PROGS; ++i )
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{
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if ( vgl.progs[i].flags )
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glDeleteProgram( vgl.progs[i].glprog );
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}
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*/
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for ( i = 0; i < VGL_ATTR_MAX; ++i )
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free( vgl.attrbuf[i] );
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memset( &vgl, 0, sizeof( vgl ) );
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vgl_init = 0;
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}
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void VGL_ShimEndFrame( void )
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{
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vgl.end = vgl.begin = 0;
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}
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void VGL_Begin( GLenum prim )
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{
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int i;
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vgl.prim = prim;
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vgl.begin = vgl.end;
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// pos always enabled
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vgl.cur_flags = 1 << VGL_ATTR_POS;
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// disable all vertex attrib pointers
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for ( i = 0; i < VGL_ATTR_MAX; ++i )
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glDisableVertexAttribArray( i );
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}
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void VGL_End( void )
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{
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int i;
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vgl_prog_t *prog;
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GLuint flags = vgl.cur_flags;
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GLint count = vgl.end - vgl.begin;
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if ( !vgl.prim || !count )
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goto _leave; // end without begin
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// enable alpha test and fog if needed
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if ( alpha_test_state )
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flags |= 1 << VGL_FLAG_ALPHA_TEST;
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if ( fogging )
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flags |= 1 << VGL_FLAG_FOG;
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prog = VGL_SetProg( flags );
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if ( !prog )
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{
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gEngfuncs.Host_Error( "VGL_End(): Could not find program for flags 0x%04x!\n", flags );
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goto _leave;
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}
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for ( i = 0; i < VGL_ATTR_MAX; ++i )
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{
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if ( prog->attridx[i] >= 0 )
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{
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glEnableVertexAttribArray( prog->attridx[i] );
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glVertexAttribPointer( prog->attridx[i], vgl_attr_size[i], GL_FLOAT, GL_FALSE, 0, vgl.attrbuf[i] + vgl_attr_size[i] * vgl.begin );
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}
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}
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glDrawArrays( vgl.prim, 0, count );
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_leave:
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vgl.prim = GL_NONE;
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vgl.begin = vgl.end;
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vgl.cur_flags = 0;
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}
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void VGL_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
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{
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GLfloat *p = vgl.attrbuf[VGL_ATTR_POS] + vgl.end * 3;
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*p++ = x;
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*p++ = y;
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*p++ = z;
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++vgl.end;
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if ( vgl.end >= VGL_MAX_VERTS )
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{
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gEngfuncs.Con_DPrintf( S_ERROR "VGL_Vertex3f(): Vertex buffer overflow!\n" );
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vgl.end = vgl.begin = 0;
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}
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}
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void VGL_Vertex2f( GLfloat x, GLfloat y )
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{
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VGL_Vertex3f( x, y, 0.f );
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}
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void VGL_Vertex3fv( const GLfloat *v )
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{
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VGL_Vertex3f( v[0], v[1], v[2] );
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}
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void VGL_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
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{
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vgl.color[0] = r;
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vgl.color[1] = g;
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vgl.color[2] = b;
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vgl.color[3] = a;
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vgl.uchanged = GL_TRUE;
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if ( vgl.prim )
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{
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// HACK: enable color attribute if we're using color inside a Begin-End pair
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GLfloat *p = vgl.attrbuf[VGL_ATTR_COLOR] + vgl.end * 4;
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vgl.cur_flags |= 1 << VGL_ATTR_COLOR;
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*p++ = r;
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*p++ = g;
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*p++ = b;
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*p++ = a;
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}
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}
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void VGL_Color3f( GLfloat r, GLfloat g, GLfloat b )
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{
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VGL_Color4f( r, g, b, 1.f );
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}
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void VGL_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
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{
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VGL_Color4f( (GLfloat)r / 255.f, (GLfloat)g / 255.f, (GLfloat)b / 255.f, (GLfloat)a / 255.f );
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}
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void VGL_Color4ubv( const GLubyte *v )
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{
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VGL_Color4ub( v[0], v[1], v[2], v[3] );
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}
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void VGL_TexCoord2f( GLfloat u, GLfloat v )
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{
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// by spec glTexCoord always updates texunit 0
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GLfloat *p = vgl.attrbuf[VGL_ATTR_TEXCOORD0] + vgl.end * 2;
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vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD0;
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*p++ = u;
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*p++ = v;
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}
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void VGL_MultiTexCoord2f( GLenum tex, GLfloat u, GLfloat v )
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{
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GLfloat *p;
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// assume there can only be two
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if ( tex == GL_TEXTURE0 )
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{
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p = vgl.attrbuf[VGL_ATTR_TEXCOORD0] + vgl.end * 2;
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vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD0;
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}
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else
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{
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p = vgl.attrbuf[VGL_ATTR_TEXCOORD1] + vgl.end * 2;
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vgl.cur_flags |= 1 << VGL_ATTR_TEXCOORD1;
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}
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*p++ = u;
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*p++ = v;
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}
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void VGL_Normal3fv( const GLfloat *v )
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{
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/* this does not seem to be necessary */
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}
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void VGL_ShadeModel( GLenum unused )
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{
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/* this doesn't do anything in vitaGL except spit errors in debug mode, so stub it out */
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}
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void VGL_AlphaFunc( GLenum mode, GLfloat ref )
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{
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vgl.alpharef = ref;
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vgl.uchanged = GL_TRUE;
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// mode is always GL_GREATER
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}
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void VGL_Fogf( GLenum param, GLfloat val )
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{
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if ( param == GL_FOG_DENSITY )
|
|
{
|
|
vgl.fog[3] = val;
|
|
vgl.uchanged = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
void VGL_Fogfv( GLenum param, const GLfloat *val )
|
|
{
|
|
if ( param == GL_FOG_COLOR )
|
|
{
|
|
vgl.fog[0] = val[0];
|
|
vgl.fog[1] = val[1];
|
|
vgl.fog[2] = val[2];
|
|
vgl.uchanged = GL_TRUE;
|
|
}
|
|
}
|
|
|
|
void VGL_DrawBuffer( GLenum mode )
|
|
{
|
|
/* unsupported */
|
|
}
|
|
|
|
void VGL_Hint( GLenum hint, GLenum val )
|
|
{
|
|
/* none of the used hints are supported; stub to prevent errors */
|
|
}
|
|
|
|
#define VGL_OVERRIDE_PTR( name ) \
|
|
{ \
|
|
extern void *pgl ## name; \
|
|
pgl ## name = VGL_ ## name; \
|
|
}
|
|
|
|
void VGL_ShimInstall( void )
|
|
{
|
|
VGL_OVERRIDE_PTR( Vertex2f )
|
|
VGL_OVERRIDE_PTR( Vertex3f )
|
|
VGL_OVERRIDE_PTR( Vertex3fv )
|
|
VGL_OVERRIDE_PTR( Color3f )
|
|
VGL_OVERRIDE_PTR( Color4f )
|
|
VGL_OVERRIDE_PTR( Color4ub )
|
|
VGL_OVERRIDE_PTR( Color4ubv )
|
|
VGL_OVERRIDE_PTR( Normal3fv )
|
|
VGL_OVERRIDE_PTR( TexCoord2f )
|
|
VGL_OVERRIDE_PTR( MultiTexCoord2f )
|
|
VGL_OVERRIDE_PTR( ShadeModel )
|
|
VGL_OVERRIDE_PTR( DrawBuffer )
|
|
VGL_OVERRIDE_PTR( AlphaFunc )
|
|
VGL_OVERRIDE_PTR( Fogf )
|
|
VGL_OVERRIDE_PTR( Fogfv )
|
|
VGL_OVERRIDE_PTR( Hint )
|
|
VGL_OVERRIDE_PTR( Begin )
|
|
VGL_OVERRIDE_PTR( End )
|
|
}
|