Something partially working

This commit is contained in:
Shinovon 2026-05-01 13:41:15 +05:00
parent 9c3f9b9ed6
commit 52e1b18729
6 changed files with 243 additions and 274 deletions

View file

@ -25,20 +25,12 @@ GlGlobals glGlobals;
// terrible hack for GLES
bool32 needToReadBackTextures;
int32 alphaFunc;
float32 alphaRef;
struct UniformState
{
float32 alphaRefLow;
float32 alphaRefHigh;
int32 pad[2];
float32 fogStart;
float32 fogEnd;
float32 fogRange;
float32 fogDisable;
RGBAf fogColor;
};
@ -48,7 +40,7 @@ struct UniformScene
float32 view[16];
};
#define MAX_LIGHTS 4
#define MAX_LIGHTS 8
struct UniformObject
{
@ -73,25 +65,6 @@ static UniformState uniformState;
static UniformScene uniformScene;
static UniformObject uniformObject;
#ifndef RW_GL_USE_UBOS
// State
int32 u_alphaRef;
int32 u_fogData;
int32 u_fogColor;
// Scene
int32 u_proj;
int32 u_view;
// Object
int32 u_world;
int32 u_ambLight;
int32 u_lightParams;
int32 u_lightPosition;
int32 u_lightDirection;
int32 u_lightColor;
#endif
int32 u_matColor;
int32 u_surfProps;
@ -383,38 +356,25 @@ setDepthWrite(bool32 enable)
}
}
static void
setAlphaTest(bool32 enable)
static void setAlphaTest(bool32 enable)
{
uint32 shaderfunc;
if(rwStateCache.alphaTestEnable != enable){
rwStateCache.alphaTestEnable = enable;
shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
if(alphaFunc != shaderfunc){
alphaFunc = shaderfunc;
uniformStateDirty[RWGL_ALPHAFUNC] = true;
stateDirty = 1;
}
uniformStateDirty[RWGL_ALPHAFUNC] = true;
stateDirty = 1;
}
}
static void
setAlphaTestFunction(uint32 function)
static void setAlphaTestFunction(uint32 function)
{
uint32 shaderfunc;
if(rwStateCache.alphaFunc != function){
rwStateCache.alphaFunc = function;
shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
if(alphaFunc != shaderfunc){
alphaFunc = shaderfunc;
uniformStateDirty[RWGL_ALPHAFUNC] = true;
stateDirty = 1;
}
uniformStateDirty[RWGL_ALPHAFUNC] = true;
stateDirty = 1;
}
}
static void
setVertexAlpha(bool32 enable)
void setVertexAlpha(bool32 enable)
{
if(rwStateCache.vertexAlpha != enable){
if(!rwStateCache.textureAlpha){
@ -548,6 +508,7 @@ setRasterStageOnly(uint32 stage, Raster *raster)
if(raster){
assert(raster->platform == PLATFORM_GLES1);
Gl1Raster *natras = PLUGINOFFSET(Gl1Raster, raster, nativeRasterOffset);
glEnable(GL_TEXTURE_2D);
bindTexture(natras->texid);
rwStateCache.texstage[stage].filter = (rw::Texture::FilterMode)natras->filterMode;
@ -556,6 +517,7 @@ setRasterStageOnly(uint32 stage, Raster *raster)
alpha = natras->hasAlpha;
}else{
glDisable(GL_TEXTURE_2D);
bindTexture(whitetex);
alpha = 0;
}
@ -582,6 +544,7 @@ setRasterStage(uint32 stage, Raster *raster)
if(raster){
assert(raster->platform == PLATFORM_GLES1);
Gl1Raster *natras = PLUGINOFFSET(Gl1Raster, raster, nativeRasterOffset);
glEnable(GL_TEXTURE_2D);
bindTexture(natras->texid);
uint32 filter = rwStateCache.texstage[stage].filter;
uint32 addrU = rwStateCache.texstage[stage].addressingU;
@ -607,6 +570,7 @@ setRasterStage(uint32 stage, Raster *raster)
}
alpha = natras->hasAlpha;
}else{
glDisable(GL_TEXTURE_2D);
bindTexture(whitetex);
alpha = 0;
}
@ -884,12 +848,9 @@ static void
resetRenderState(void)
{
rwStateCache.alphaFunc = ALPHAGREATEREQUAL;
alphaFunc = 0;
alphaRef = 10.0f/255.0f;
uniformState.fogDisable = 1.0f;
uniformState.fogStart = 0.0f;
uniformState.fogEnd = 0.0f;
uniformState.fogRange = 0.0f;
uniformState.fogColor.red = 1.0f;
uniformState.fogColor.green = 1.0f;
uniformState.fogColor.blue = 1.0f;
@ -943,15 +904,22 @@ resetRenderState(void)
for(int i = 0; i < MAXNUMSTAGES; i++){
setActiveTexture(i);
bindTexture(whitetex);
glDisable(GL_TEXTURE_2D);
}
setActiveTexture(0);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDisable(GL_ALPHA_TEST);
}
void
setWorldMatrix(Matrix *mat)
{
convMatrix(&uniformObject.world, mat);
// setUniform(u_world, &uniformObject.world);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(uniformScene.view);
glMultMatrixf((float*)&uniformObject.world);
objectDirty = 1;
}
@ -960,25 +928,27 @@ setLights(WorldLights *lightData)
{
int i, n;
Light *l;
int32 bits;
int32 bits = 0;
uniformObject.ambLight = lightData->ambient;
bits = 0;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (GLfloat*)&lightData->ambient);
if(lightData->numAmbients)
bits |= VSLIGHT_AMBIENT;
n = 0;
for(i = 0; i < MAX_LIGHTS; i++)
glDisable(GL_LIGHT0 + i);
for(i = 0; i < lightData->numDirectionals && i < 8; i++){
l = lightData->directionals[i];
uniformObject.lightParams[n].type = 1.0f;
uniformObject.lightColor[n] = l->color;
memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
glEnable(GL_LIGHT0 + n);
GLfloat dir[4] = { -l->getFrame()->getLTM()->at.x, -l->getFrame()->getLTM()->at.y, -l->getFrame()->getLTM()->at.z, 0.0f };
glLightfv(GL_LIGHT0 + n, GL_POSITION, dir);
glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (GLfloat*)&l->color);
glLightfv(GL_LIGHT0 + n, GL_SPECULAR, (GLfloat*)&l->color);
bits |= VSLIGHT_DIRECT;
n++;
if(n >= MAX_LIGHTS)
goto out;
if(n >= MAX_LIGHTS) goto out;
}
for(i = 0; i < lightData->numLocals; i++){
@ -986,44 +956,42 @@ setLights(WorldLights *lightData)
switch(l->getType()){
case Light::POINT:
uniformObject.lightParams[n].type = 2.0f;
uniformObject.lightParams[n].radius = l->radius;
uniformObject.lightColor[n] = l->color;
memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
glEnable(GL_LIGHT0 + n);
{
GLfloat pos[4] = { l->getFrame()->getLTM()->pos.x, l->getFrame()->getLTM()->pos.y, l->getFrame()->getLTM()->pos.z, 1.0f };
glLightfv(GL_LIGHT0 + n, GL_POSITION, pos);
glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (GLfloat*)&l->color);
glLightf(GL_LIGHT0 + n, GL_CONSTANT_ATTENUATION, 1.0f);
glLightf(GL_LIGHT0 + n, GL_LINEAR_ATTENUATION, l->radius > 0.0f ? 1.0f / l->radius : 0.0f);
}
bits |= VSLIGHT_POINT;
n++;
if(n >= MAX_LIGHTS)
goto out;
if(n >= MAX_LIGHTS) goto out;
break;
case Light::SPOT:
case Light::SOFTSPOT:
uniformObject.lightParams[n].type = 3.0f;
uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle;
uniformObject.lightParams[n].radius = l->radius;
uniformObject.lightColor[n] = l->color;
memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
// lower bound of falloff
if(l->getType() == Light::SOFTSPOT)
uniformObject.lightParams[n].hardSpot = 0.0f;
else
uniformObject.lightParams[n].hardSpot = 1.0f;
glEnable(GL_LIGHT0 + n);
{
GLfloat pos[4] = { l->getFrame()->getLTM()->pos.x, l->getFrame()->getLTM()->pos.y, l->getFrame()->getLTM()->pos.z, 1.0f };
GLfloat dir[4] = { l->getFrame()->getLTM()->at.x, l->getFrame()->getLTM()->at.y, l->getFrame()->getLTM()->at.z, 0.0f };
glLightfv(GL_LIGHT0 + n, GL_POSITION, pos);
glLightfv(GL_LIGHT0 + n, GL_SPOT_DIRECTION, dir);
glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (GLfloat*)&l->color);
glLightf(GL_LIGHT0 + n, GL_SPOT_CUTOFF, 45.0f);
}
bits |= VSLIGHT_SPOT;
n++;
if(n >= MAX_LIGHTS)
goto out;
if(n >= MAX_LIGHTS) goto out;
break;
}
}
uniformObject.lightParams[n].type = 0.0f;
// setUniform(u_ambLight, &uniformObject.ambLight);
// setUniform(u_lightParams, uniformObject.lightParams);
// setUniform(u_lightPosition, uniformObject.lightPosition);
// setUniform(u_lightDirection, uniformObject.lightDirection);
// setUniform(u_lightColor, uniformObject.lightColor);
out:
if(n > 0 || lightData->numAmbients > 0)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
objectDirty = 1;
return bits;
}
@ -1032,7 +1000,8 @@ void
setProjectionMatrix(float32 *mat)
{
memcpy(&uniformScene.proj, mat, 64);
// setUniform(u_proj, uniformScene.proj);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(uniformScene.proj);
sceneDirty = 1;
}
@ -1040,7 +1009,9 @@ void
setViewMatrix(float32 *mat)
{
memcpy(&uniformScene.view, mat, 64);
// setUniform(u_view, uniformScene.view);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(uniformScene.view);
glMultMatrixf((float*)&uniformObject.world);
sceneDirty = 1;
}
@ -1050,14 +1021,15 @@ setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extr
{
rw::RGBAf col;
convColor(&col, &color);
// setUniform(u_matColor, &col);
float surfProps[4];
surfProps[0] = surfaceprops.ambient;
surfProps[1] = surfaceprops.specular;
surfProps[2] = surfaceprops.diffuse;
surfProps[3] = extraSurfProp;
// setUniform(u_surfProps, surfProps);
glColor4f(col.red, col.green, col.blue, col.alpha);
GLfloat ambient[4] = { col.red * surfaceprops.ambient, col.green * surfaceprops.ambient, col.blue * surfaceprops.ambient, col.alpha };
GLfloat diffuse[4] = { col.red * surfaceprops.diffuse, col.green * surfaceprops.diffuse, col.blue * surfaceprops.diffuse, col.alpha };
GLfloat specular[4] = { surfaceprops.specular, surfaceprops.specular, surfaceprops.specular, 1.0f };
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, specular);
}
void
@ -1065,96 +1037,48 @@ flushCache(void)
{
flushGlRenderState();
#ifndef RW_GL_USE_UBOS
// what's this doing here??
uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
uniformState.fogStart = rwStateCache.fogStart;
uniformState.fogEnd = rwStateCache.fogEnd;
uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
float alphaTest[4];
switch(alphaFunc){
case ALPHAALWAYS:
default:
alphaTest[0] = -1000.0f;
alphaTest[1] = 1000.0f;
break;
case ALPHAGREATEREQUAL:
alphaTest[0] = alphaRef;
alphaTest[1] = 1000.0f;
break;
case ALPHALESS:
alphaTest[0] = -1000.0f;
alphaTest[1] = alphaRef;
break;
if (rwStateCache.alphaTestEnable) {
glEnable(GL_ALPHA_TEST);
int func = GL_ALWAYS;
switch(rwStateCache.alphaFunc){
case ALPHAALWAYS:
func = GL_ALWAYS;
break;
case ALPHAGREATEREQUAL:
func = GL_GEQUAL;
break;
case ALPHALESS:
func = GL_LESS;
break;
}
glAlphaFunc(func, alphaRef);
} else {
glDisable(GL_ALPHA_TEST);
}
// setUniform(u_alphaRef, alphaTest);
uniformStateDirty[RWGL_ALPHAFUNC] = false;
uniformStateDirty[RWGL_ALPHAREF] = false;
}
if(uniformStateDirty[RWGL_FOG] ||
uniformStateDirty[RWGL_FOGSTART] ||
uniformStateDirty[RWGL_FOGEND]){
float fogData[4] = {
uniformState.fogStart,
uniformState.fogEnd,
uniformState.fogRange,
uniformState.fogDisable
};
// setUniform(u_fogData, fogData);
uniformStateDirty[RWGL_FOGEND] ||
uniformStateDirty[RWGL_FOGCOLOR]){
if (rwStateCache.fogEnable) {
glEnable(GL_FOG);
glFogf(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, rwStateCache.fogStart);
glFogf(GL_FOG_END, rwStateCache.fogEnd);
GLfloat fcolor[4] = { uniformState.fogColor.red, uniformState.fogColor.green, uniformState.fogColor.blue, uniformState.fogColor.alpha };
glFogfv(GL_FOG_COLOR, fcolor);
} else {
glDisable(GL_FOG);
}
uniformStateDirty[RWGL_FOG] = false;
uniformStateDirty[RWGL_FOGSTART] = false;
uniformStateDirty[RWGL_FOGEND] = false;
}
if(uniformStateDirty[RWGL_FOGCOLOR]){
// setUniform(u_fogColor, &uniformState.fogColor);
uniformStateDirty[RWGL_FOGCOLOR] = false;
}
#else
if(objectDirty){
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW);
objectDirty = 0;
}
if(sceneDirty){
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW);
sceneDirty = 0;
}
if(stateDirty){
switch(alphaFunc){
case ALPHAALWAYS:
default:
uniformState.alphaRefLow = -1000.0f;
uniformState.alphaRefHigh = 1000.0f;
break;
case ALPHAGREATEREQUAL:
uniformState.alphaRefLow = alphaRef;
uniformState.alphaRefHigh = 1000.0f;
break;
case ALPHALESS:
uniformState.alphaRefLow = -1000.0f;
uniformState.alphaRefHigh = alphaRef;
break;
}
uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
uniformState.fogStart = rwStateCache.fogStart;
uniformState.fogEnd = rwStateCache.fogEnd;
uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW);
stateDirty = 0;
}
#endif
// flushUniforms();
}
static void
@ -1427,31 +1351,6 @@ stopSymbian(void)
static int
initOpenGL(void)
{
#ifndef RW_GL_USE_UBOS
// u_alphaRef = registerUniform("u_alphaRef", UNIFORM_VEC4);
// u_fogData = registerUniform("u_fogData", UNIFORM_VEC4);
// u_fogColor = registerUniform("u_fogColor", UNIFORM_VEC4);
// u_proj = registerUniform("u_proj", UNIFORM_MAT4);
// u_view = registerUniform("u_view", UNIFORM_MAT4);
// u_world = registerUniform("u_world", UNIFORM_MAT4);
// u_ambLight = registerUniform("u_ambLight", UNIFORM_VEC4);
// u_lightParams = registerUniform("u_lightParams", UNIFORM_VEC4, MAX_LIGHTS);
// u_lightPosition = registerUniform("u_lightPosition", UNIFORM_VEC4, MAX_LIGHTS);
// u_lightDirection = registerUniform("u_lightDirection", UNIFORM_VEC4, MAX_LIGHTS);
// u_lightColor = registerUniform("u_lightColor", UNIFORM_VEC4, MAX_LIGHTS);
// lastShaderUploaded = nil;
#else
registerBlock("Scene");
registerBlock("Object");
registerBlock("State");
#endif
// u_matColor = registerUniform("u_matColor", UNIFORM_VEC4);
// u_surfProps = registerUniform("u_surfProps", UNIFORM_VEC4);
// for im2d
// registerUniform("u_xform", UNIFORM_VEC4);
glClearColor(0.25, 0.25, 0.25, 1.0);
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
@ -1468,13 +1367,10 @@ initOpenGL(void)
#ifndef __SYMBIAN32__
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
if(gl3Caps.glversion >= 30){
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
}
#endif
glEnable(GL_NORMALIZE);
openIm2D();
openIm3D();