Merge pull request #1 from whoahq/master

Merge latest version from primary repo
This commit is contained in:
VDm 2023-04-18 00:03:01 +04:00 committed by GitHub
commit 082eab597e
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20 changed files with 749 additions and 130 deletions

29
src/console/Console.cpp Normal file
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@ -0,0 +1,29 @@
#include "console/Console.hpp"
static int32_t s_active;
static int32_t s_consoleAccessEnabled;
static KEY s_consoleKey = KEY_TILDE;
int32_t ConsoleAccessGetEnabled() {
return s_consoleAccessEnabled;
}
void ConsoleAccessSetEnabled(int32_t enable) {
s_consoleAccessEnabled = enable;
}
int32_t ConsoleGetActive() {
return s_active;
}
KEY ConsoleGetHotKey() {
return s_consoleKey;
}
void ConsoleSetActive(int32_t active) {
s_active = active;
}
void ConsoleSetHotKey(KEY hotkey) {
s_consoleKey = hotkey;
}

19
src/console/Console.hpp Normal file
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@ -0,0 +1,19 @@
#ifndef CONSOLE_CONSOLE_HPP
#define CONSOLE_CONSOLE_HPP
#include "event/Types.hpp"
#include <cstdint>
int32_t ConsoleAccessGetEnabled();
void ConsoleAccessSetEnabled(int32_t enable);
int32_t ConsoleGetActive();
KEY ConsoleGetHotKey();
void ConsoleSetActive(int32_t active);
void ConsoleSetHotKey(KEY hotkey);
#endif // ifndef CONSOLE_CONSOLE_HPP

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@ -1,5 +1,6 @@
#include "console/Device.hpp"
#include "client/Gui.hpp"
#include "console/Console.hpp"
#include "console/CVar.hpp"
#include "event/Input.hpp"
#include "gx/Device.hpp"
@ -147,6 +148,9 @@ void ConsoleDeviceInitialize(const char* title) {
// TODO proper logic
s_hwDetect = true;
// TODO ConsoleAccessSetEnabled(CmdLineGetBool(35));
ConsoleAccessSetEnabled(1);
// TODO
RegisterGxCVars();

58
src/console/Handlers.cpp Normal file
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@ -0,0 +1,58 @@
#include "console/Handlers.hpp"
#include "event/Event.hpp"
#include <cstdint>
namespace {
int32_t OnChar(const EVENT_DATA_CHAR* data, void* param) {
// TODO
return 1;
}
int32_t OnIdle(const EVENT_DATA_IDLE* data, void* param) {
// TODO
return 1;
}
int32_t OnKeyDown(const EVENT_DATA_KEY* data, void* param) {
// TODO
return 1;
}
int32_t OnKeyDownRepeat(const EVENT_DATA_KEY* data, void* param) {
// TODO
return 1;
}
int32_t OnKeyUp(const EVENT_DATA_KEY* data, void* param) {
// TODO
return 1;
}
int32_t OnMouseDown(const EVENT_DATA_MOUSE* data, void* param) {
// TODO
return 1;
}
int32_t OnMouseMove(const EVENT_DATA_MOUSE* data, void* param) {
// TODO
return 1;
}
int32_t OnMouseUp(const EVENT_DATA_MOUSE* data, void* param) {
// TODO
return 1;
}
}
void RegisterHandlers() {
EventRegisterEx(EVENT_ID_CHAR, reinterpret_cast<EVENTHANDLERFUNC>(OnChar), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_IDLE, reinterpret_cast<EVENTHANDLERFUNC>(OnIdle), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_KEYDOWN, reinterpret_cast<EVENTHANDLERFUNC>(OnKeyDown), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_KEYUP, reinterpret_cast<EVENTHANDLERFUNC>(OnKeyUp), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_KEYDOWN_REPEATING, reinterpret_cast<EVENTHANDLERFUNC>(OnKeyDownRepeat), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_MOUSEDOWN, reinterpret_cast<EVENTHANDLERFUNC>(OnMouseDown), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_MOUSEUP, reinterpret_cast<EVENTHANDLERFUNC>(OnMouseUp), nullptr, 7.0f);
EventRegisterEx(EVENT_ID_MOUSEMOVE, reinterpret_cast<EVENTHANDLERFUNC>(OnMouseMove), nullptr, 7.0f);
}

6
src/console/Handlers.hpp Normal file
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@ -0,0 +1,6 @@
#ifndef CONSOLE_HANDLERS_HPP
#define CONSOLE_HANDLERS_HPP
void RegisterHandlers();
#endif

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@ -1,7 +1,13 @@
#include "console/Screen.hpp"
#include "console/Handlers.hpp"
#include "console/Types.hpp"
#include "gx/Buffer.hpp"
#include "gx/Coordinate.hpp"
#include "gx/Device.hpp"
#include "gx/Draw.hpp"
#include "gx/Font.hpp"
#include "gx/Gx.hpp"
#include "gx/RenderState.hpp"
#include "gx/Screen.hpp"
#include <storm/String.hpp>
#include <tempest/Rect.hpp>
@ -11,23 +17,72 @@ static float s_caretpixwidth;
static float s_caretpixheight;
static float s_fontHeight = 0.02f;
static char s_fontName[STORM_MAX_PATH];
static int32_t s_highlightState;
static HLAYER s_layerBackground;
static HLAYER s_layerText;
static RECTF s_rect = { 0.0f, 1.0f, 1.0f, 1.0f };
static HTEXTFONT s_textFont;
void PaintBackground(void* param, const RECTF* rect, const RECTF* visible, float elapsedSec) {
static CImVector s_colorArray[] = {
{ 0xFF, 0xFF, 0xFF, 0xFF }, // DEFAULT_COLOR
{ 0xFF, 0xFF, 0xFF, 0xFF }, // INPUT_COLOR
{ 0x80, 0x80, 0x80, 0xFF }, // ECHO_COLOR
{ 0x00, 0x00, 0xFF, 0xFF }, // ERROR_COLOR
{ 0x00, 0xFF, 0xFF, 0xFF }, // WARNING_COLOR
{ 0xFF, 0xFF, 0xFF, 0xFF }, // GLOBAL_COLOR
{ 0xFF, 0xFF, 0xFF, 0xFF }, // ADMIN_COLOR
{ 0xFF, 0xFF, 0xFF, 0x80 }, // HIGHLIGHT_COLOR
{ 0x00, 0x00, 0x00, 0xC0 }, // BACKGROUND_COLOR
};
void DrawBackground() {
uint16_t indices[] = {
0, 1, 2, 3
};
C3Vector position[] = {
{ s_rect.left, s_rect.bottom, 0.0f },
{ s_rect.right, s_rect.bottom, 0.0f },
{ s_rect.left, s_rect.top, 0.0f },
{ s_rect.right, s_rect.top, 0.0f }
};
GxRsPush();
GxRsSet(GxRs_Lighting, 0);
GxRsSet(GxRs_Fog, 0);
GxRsSet(GxRs_DepthTest, 0);
GxRsSet(GxRs_DepthWrite, 0);
GxRsSet(GxRs_Culling, 0);
GxRsSet(GxRs_PolygonOffset, 0.0f);
GxRsSet(GxRs_BlendingMode, GxBlend_Alpha);
GxRsSet(GxRs_AlphaRef, CGxDevice::s_alphaRef[GxBlend_Alpha]);
GxPrimLockVertexPtrs(4, position, sizeof(C3Vector), nullptr, 0, &s_colorArray[BACKGROUND_COLOR], 0, nullptr, 0, nullptr, 0, nullptr, 0);
GxDrawLockedElements(GxPrim_TriangleStrip, 4, indices);
GxPrimUnlockVertexPtrs();
GxRsPop();
}
void DrawHighLight() {
// TODO
}
void PaintBackground(void* param, const RECTF* rect, const RECTF* visible, float elapsedSec) {
if (s_rect.bottom < 1.0f) {
DrawBackground();
if (s_highlightState) {
DrawHighLight();
}
}
}
void PaintText(void* param, const RECTF* rect, const RECTF* visible, float elapsedSec) {
// TODO
}
void RegisterHandlers() {
// TODO
}
void ConsoleScreenInitialize(const char* title) {
CRect windowSize;
GxCapsWindowSize(windowSize);

17
src/console/Types.hpp Normal file
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@ -0,0 +1,17 @@
#ifndef CONSOLE_TYPES_HPP
#define CONSOLE_TYPES_HPP
enum COLOR_T {
DEFAULT_COLOR,
INPUT_COLOR,
ECHO_COLOR,
ERROR_COLOR,
WARNING_COLOR,
GLOBAL_COLOR,
ADMIN_COLOR,
HIGHLIGHT_COLOR,
BACKGROUND_COLOR,
NUM_COLORTYPES,
};
#endif

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@ -432,7 +432,7 @@ void CGxDevice::IRsSync(int32_t force) {
this->IRsForceUpdate();
}
for (int32_t i = 0; i < this->m_dirtyStates.Count(); i++) {
for (int32_t i = this->m_dirtyStates.Count() - 1; i >= 0; i--) {
auto ds = this->m_dirtyStates[i];
auto rs = &this->m_appRenderStates[ds];
auto hs = &this->m_hwRenderStates[ds];
@ -734,8 +734,11 @@ void CGxDevice::RsPop() {
auto topOfStack = this->m_stackOffsets[this->m_stackOffsets.Count() - 1];
if (this->m_pushedStates.Count() > topOfStack) {
for (int32_t i = this->m_pushedStates.Count() - 1; i > topOfStack; i--) {
auto ps = &this->m_pushedStates[i];
auto bottomOfStack = this->m_pushedStates.Count() - 1;
auto stackSize = this->m_pushedStates.Count() - topOfStack;
for (uint32_t stackOffset = 0; stackOffset < stackSize; stackOffset++) {
auto ps = &this->m_pushedStates[bottomOfStack - stackOffset];
auto rs = &this->m_appRenderStates[ps->m_which];
if (!rs->m_dirty) {
@ -1049,8 +1052,7 @@ void CGxDevice::XformSetViewport(float minX, float maxX, float minY, float maxY,
return;
}
// TODO
// this->unk4[4] = 1;
this->intF6C = 1;
this->m_viewport.x.l = minX;
this->m_viewport.x.h = maxX;

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@ -1,7 +1,7 @@
#include "gx/CGxMatrixStack.hpp"
CGxMatrixStack::CGxMatrixStack() {
this->m_flags[0] = 0x1;
this->m_flags[0] = F_Identity;
}
void CGxMatrixStack::Pop() {
@ -25,6 +25,10 @@ void CGxMatrixStack::Push() {
C44Matrix& CGxMatrixStack::Top() {
this->m_dirty = 1;
this->m_flags[this->m_level] &= 0xFFFFFFFE;
this->m_flags[this->m_level] &= ~F_Identity;
return this->m_mtx[this->m_level];
}
const C44Matrix& CGxMatrixStack::TopConst() {
return this->m_mtx[this->m_level];
}

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@ -6,6 +6,11 @@
class CGxMatrixStack {
public:
// Types
enum EMatrixFlags {
F_Identity = 0x1,
};
// Member variables
uint32_t m_level = 0;
int8_t m_dirty = 0;
@ -14,9 +19,10 @@ class CGxMatrixStack {
// Member functions
CGxMatrixStack();
void Pop(void);
void Push(void);
C44Matrix& Top(void);
void Pop();
void Push();
C44Matrix& Top();
const C44Matrix& TopConst();
};
#endif

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@ -33,20 +33,42 @@ const CGxStateBom& CGxStateBom::operator=(C3Vector& value) {
return *this;
}
bool CGxStateBom::operator!=(int32_t value) {
return this->m_data.i[0] != value;
bool CGxStateBom::operator==(float value) {
return this->m_data.f[0] == value;
}
bool CGxStateBom::operator!=(uint32_t value) {
return this->m_data.i[0] != value;
bool CGxStateBom::operator==(int32_t value) {
return this->m_data.i[0] == value;
}
bool CGxStateBom::operator==(uint32_t value) {
return this->m_data.u[0] == value;
}
bool CGxStateBom::operator==(void* value) {
return this->m_data.p == value;
}
bool CGxStateBom::operator==(C3Vector& value) {
return this->m_data.f[0] == value.x
|| this->m_data.f[1] == value.y
|| this->m_data.f[2] == value.z;
}
bool CGxStateBom::operator!=(float value) {
return this->m_data.f[0] != value;
return !(*this == value);
}
bool CGxStateBom::operator!=(int32_t value) {
return !(*this == value);
}
bool CGxStateBom::operator!=(uint32_t value) {
return !(*this == value);
}
bool CGxStateBom::operator!=(void* value) {
return this->m_data.p != value;
return !(*this == value);
}
bool CGxStateBom::operator!=(C3Vector& value) {

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@ -11,6 +11,7 @@ class CGxStateBom {
// Member variables
union {
int32_t i[3];
uint32_t u[3];
float f[3];
void* p;
} m_data;
@ -23,6 +24,11 @@ class CGxStateBom {
const CGxStateBom& operator=(uint32_t);
const CGxStateBom& operator=(void*);
const CGxStateBom& operator=(C3Vector&);
bool operator==(float);
bool operator==(int32_t);
bool operator==(uint32_t);
bool operator==(void*);
bool operator==(C3Vector&);
bool operator!=(float);
bool operator!=(int32_t);
bool operator!=(uint32_t);

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@ -141,9 +141,9 @@ void GxuXformCreateOrtho(float minX, float maxX, float minY, float maxY, float m
dst.c2 = 2.0 / v12;
dst.c3 = 0.0f;
dst.d0 = 0.0f;
dst.d1 = 0.0f;
dst.d2 = 0.0f;
dst.d0 = -((minX + maxX) / v10);
dst.d1 = -((minY + maxY) / v11);
dst.d2 = -((minZ + maxZ) / v12);
dst.d3 = 1.0f;
}

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@ -1580,7 +1580,11 @@ void CGxDeviceD3d::IStateSync() {
this->IShaderConstantsFlush();
this->IRsSync(0);
// TODO ffp if vertex shader is disabled
if (this->m_hwRenderStates[GxRs_VertexShader] == nullptr && this->m_appRenderStates[GxRs_VertexShader].m_value == nullptr) {
this->IStateSyncLights();
this->IStateSyncMaterial();
this->IStateSyncXforms();
}
this->IStateSyncEnables();
@ -1590,6 +1594,10 @@ void CGxDeviceD3d::IStateSync() {
this->IStateSyncIndexPtr();
// TODO
if (this->intF6C) {
this->IXformSetViewport();
}
}
void CGxDeviceD3d::IStateSyncEnables() {
@ -1611,6 +1619,14 @@ void CGxDeviceD3d::IStateSyncIndexPtr() {
}
}
void CGxDeviceD3d::IStateSyncLights() {
// TODO
}
void CGxDeviceD3d::IStateSyncMaterial() {
// TODO
}
void CGxDeviceD3d::IStateSyncVertexPtrs() {
if (this->m_primVertexFormat < GxVertexBufferFormats_Last && this->m_d3dVertexDecl[this->m_primVertexFormat]) {
auto d3dVertexDecl = this->m_d3dVertexDecl[this->m_primVertexFormat];
@ -1691,6 +1707,22 @@ void CGxDeviceD3d::IStateSyncVertexPtrs() {
}
}
void CGxDeviceD3d::IStateSyncXforms() {
if (this->m_xforms[GxXform_Projection].m_dirty) {
this->m_d3dDevice->SetTransform(D3DTS_PROJECTION, reinterpret_cast<D3DMATRIX*>(&this->m_projNative));
this->m_xforms[GxXform_Projection].m_dirty = 0;
}
if (this->m_xforms[GxXform_View].m_dirty) {
this->m_d3dDevice->SetTransform(D3DTS_VIEW, reinterpret_cast<const D3DMATRIX*>(&this->m_xforms[GxXform_View].TopConst()));
this->m_xforms[GxXform_View].m_dirty = 0;
}
// TODO world
// TODO tex
}
void CGxDeviceD3d::ITexCreate(CGxTex* texId) {
uint32_t width, height, startLevel, endLevel;
this->ITexWHDStartEnd(texId, width, height, startLevel, endLevel);
@ -1918,6 +1950,30 @@ void CGxDeviceD3d::IXformSetProjection(const C44Matrix& matrix) {
memcpy(&this->m_projNative, &projNative, sizeof(this->m_projNative));
}
void CGxDeviceD3d::IXformSetViewport() {
const auto& gxViewport = this->m_viewport;
auto windowRect = this->DeviceCurWindow();
D3DVIEWPORT9 d3dViewport;
d3dViewport.X = (gxViewport.x.l * windowRect.maxX) + 0.5;
d3dViewport.Y = ((1.0 - gxViewport.y.h) * windowRect.maxY) + 0.5;
// TODO account for negative X value
d3dViewport.Width = (gxViewport.x.h * windowRect.maxX) - d3dViewport.X + 0.5;
d3dViewport.Height = ((1.0 - gxViewport.y.l) * windowRect.maxY) - d3dViewport.Y + 0.5;
d3dViewport.MinZ = gxViewport.z.l;
d3dViewport.MaxZ = gxViewport.z.h;
// TODO conditionally adjust Y value
this->m_d3dDevice->SetViewport(&d3dViewport);
this->intF6C = 0;
}
void CGxDeviceD3d::PoolSizeSet(CGxPool* pool, uint32_t size) {
// TODO
}
@ -1938,7 +1994,7 @@ void CGxDeviceD3d::SceneClear(uint32_t mask, CImVector color) {
}
if (this->intF6C) {
// TODO
this->IXformSetViewport();
}
D3DCOLOR d3dColor = color.b | (color.g | (color.r << 8) << 8);

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@ -294,10 +294,14 @@ class CGxDeviceD3d : public CGxDevice {
void IStateSync();
void IStateSyncEnables();
void IStateSyncIndexPtr();
void IStateSyncLights();
void IStateSyncMaterial();
void IStateSyncVertexPtrs();
void IStateSyncXforms();
void ITexCreate(CGxTex* texId);
void ITexUpload(CGxTex* texId);
void IXformSetProjection(const C44Matrix& matrix);
void IXformSetViewport();
};
#endif

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@ -628,8 +628,59 @@ void GLDevice::ApplyGLStates(const GLStates& states, bool force) {
{
glMatrixMode(GL_PROJECTION);
// TODO
// - some interesting logic to manipulate the projection matrix before loading
GLTransform projection = {
true,
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
},
true
};
if (!states.fixedFunc.transforms.projection.isIdentity) {
projection.isIdentity = false;
memcpy(projection.m, states.fixedFunc.transforms.projection.m, sizeof(projection.m));
projection.isDirty = true;
}
if (projection.isIdentity) {
projection.SetIdentity();
}
projection.a1 *= -1.0f;
projection.b1 *= -1.0f;
projection.c1 *= -1.0f;
projection.d1 *= -1.0f;
auto isIdentity = projection.a0 == 1.0f
&& projection.a1 == 0.0f
&& projection.a2 == 0.0f
&& projection.a3 == 0.0f
&& projection.b0 == 0.0f
&& projection.b1 == 1.0f
&& projection.b2 == 0.0f
&& projection.b3 == 0.0f
&& projection.c0 == 0.0f
&& projection.c1 == 0.0f
&& projection.c2 == 1.0f
&& projection.c3 == 0.0f
&& projection.d0 == 0.0f
&& projection.d1 == 0.0f
&& projection.d2 == 0.0f
&& projection.d3 == 1.0f;
projection.isDirty = true;
if (isIdentity) {
glLoadIdentity();
} else {
glLoadMatrixf(projection.m);
}
projection.isDirty = false;
}
glMatrixMode(states.fixedFunc.transforms.matrixMode);
@ -892,7 +943,53 @@ void GLDevice::ApplyShaderConstants() {
}
void GLDevice::ApplyTransforms() {
// TODO
this->SetModelView(GL_MODELVIEW);
auto& projection = this->m_States.fixedFunc.transforms.projection;
if (projection.isDirty) {
if (projection.isIdentity) {
projection.SetIdentity();
}
projection.a1 *= -1.0f;
projection.b1 *= -1.0f;
projection.c1 *= -1.0f;
projection.d1 *= -1.0f;
projection.isIdentity = projection.a0 == 1.0f
&& projection.a1 == 0.0f
&& projection.a2 == 0.0f
&& projection.a3 == 0.0f
&& projection.b0 == 0.0f
&& projection.b1 == 1.0f
&& projection.b2 == 0.0f
&& projection.b3 == 0.0f
&& projection.c0 == 0.0f
&& projection.c1 == 0.0f
&& projection.c2 == 1.0f
&& projection.c3 == 0.0f
&& projection.d0 == 0.0f
&& projection.d1 == 0.0f
&& projection.d2 == 0.0f
&& projection.d3 == 1.0f;
projection.isDirty = true;
if (this->m_States.fixedFunc.transforms.matrixMode != GL_PROJECTION) {
glMatrixMode(GL_PROJECTION);
this->m_States.fixedFunc.transforms.matrixMode = GL_PROJECTION;
}
if (projection.isIdentity) {
glLoadIdentity();
} else {
glLoadMatrixf(projection.m);
}
projection.isDirty = false;
}
// TODO texture transforms
}
void GLDevice::BindBuffer(GLBuffer* buffer, GLEnum target) {
@ -2103,29 +2200,29 @@ void GLDevice::SetAlphaTestEnable(bool enable) {
}
}
void GLDevice::SetClearColor(const GLColor4f& a2) {
void GLDevice::SetClearColor(const GLColor4f& clearColor) {
if (
this->m_States.clear.clearColor.r != a2.r
|| this->m_States.clear.clearColor.g != a2.g
|| this->m_States.clear.clearColor.b != a2.b
|| this->m_States.clear.clearColor.a != a2.a
this->m_States.clear.clearColor.r != clearColor.r
|| this->m_States.clear.clearColor.g != clearColor.g
|| this->m_States.clear.clearColor.b != clearColor.b
|| this->m_States.clear.clearColor.a != clearColor.a
) {
glClearColor(a2.r, a2.g, a2.b, a2.a);
this->m_States.clear.clearColor = { a2.r, a2.g, a2.b, a2.a };
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
this->m_States.clear.clearColor = { clearColor.r, clearColor.g, clearColor.b, clearColor.a };
}
}
void GLDevice::SetClearDepth(double depth) {
if (this->m_States.clear.clearDepth != depth) {
glClearDepth(depth);
this->m_States.clear.clearDepth = depth;
void GLDevice::SetClearDepth(double clearDepth) {
if (this->m_States.clear.clearDepth != clearDepth) {
glClearDepth(clearDepth);
this->m_States.clear.clearDepth = clearDepth;
}
}
void GLDevice::SetClearStencil(int32_t s) {
if (this->m_States.clear.clearStencil != s) {
glClearStencil(s);
this->m_States.clear.clearStencil = s;
void GLDevice::SetClearStencil(int32_t clearStencil) {
if (this->m_States.clear.clearStencil != clearStencil) {
glClearStencil(clearStencil);
this->m_States.clear.clearStencil = clearStencil;
}
}
@ -2315,6 +2412,57 @@ void GLDevice::SetLightingEnable(bool enable) {
}
}
void GLDevice::SetModelView(GLEnum transform) {
if (transform == 'VIEW') {
// TODO
return;
}
if (transform == 'WRLD') {
// TODO
return;
}
if (transform != GL_MODELVIEW) {
BLIZZARD_ASSERT(false);
}
auto& world = this->m_States.fixedFunc.transforms.world;
auto& view = this->m_States.fixedFunc.transforms.view;
auto& modelView = this->m_States.fixedFunc.transforms.modelView;
if (this->m_States.fixedFunc.transforms.modelviewStatus != transform || modelView.isDirty) {
if (world.isIdentity && view.isIdentity) {
modelView.isIdentity = true;
modelView.isDirty = true;
} else if (world.isIdentity) {
modelView = view;
modelView.isIdentity = false;
modelView.isDirty = true;
} else if (view.isIdentity) {
modelView = world;
modelView.isIdentity = false;
modelView.isDirty = true;
} else {
// TODO assign model * view to modelView
BLIZZARD_ASSERT(!"Unimplemented");
}
if (this->m_States.fixedFunc.transforms.matrixMode != GL_MODELVIEW) {
glMatrixMode(GL_MODELVIEW);
this->m_States.fixedFunc.transforms.matrixMode = GL_MODELVIEW;
}
if (modelView.isIdentity) {
glLoadIdentity();
} else {
glLoadMatrixf(modelView.m);
}
this->m_States.fixedFunc.transforms.modelviewStatus = transform;
}
}
void GLDevice::SetScissor(bool a2, const GLRect& a3) {
// TODO
}
@ -2469,15 +2617,13 @@ void GLDevice::SetTransform(GLEnum transform, const float* a3) {
BLIZZARD_ASSERT(false);
}
// TODO
// int32_t needsUpdate = !(t == a3); // GLTransform::operator==()
// if (needsUpdate) {
// t.Set(a3);
// }
if (*t != a3) {
t->Set(a3);
}
if (t->isDirty) {
if (transform == 'VIEW' || transform == 'WRLD') {
this->m_States.fixedFunc.transforms.modelView.isDirty = 1;
this->m_States.fixedFunc.transforms.modelView.isDirty = true;
}
}
}

View File

@ -63,13 +63,13 @@ class GLDevice {
static GLFramebuffer* m_F8330C;
// Static functions
static GLDevice* Get(void);
static void Set(GLDevice*);
static void InitPools(void);
static RendererInfo GetRendererInfo(void);
static void InitRendererInfo(void);
static void SetOption(GLDeviceOption, bool);
static void StaticInit(void);
static GLDevice* Get();
static void Set(GLDevice* device);
static void InitPools();
static RendererInfo GetRendererInfo();
static void InitRendererInfo();
static void SetOption(GLDeviceOption option, bool enable);
static void StaticInit();
// Member variables
std::basic_string<char, std::char_traits<char>, std::allocator<char>> m_DebugName;
@ -121,71 +121,72 @@ class GLDevice {
// Member functions
GLDevice();
void ApplyGLBindings(const GLStates&, bool);
void ApplyGLStates(const GLStates&, bool);
void ApplyShaderConstants(void);
void ApplyTransforms(void);
void BindBuffer(GLBuffer*, GLEnum);
void BindFramebuffer(GLFramebuffer*);
void BindGLSLProgram(GLGLSLProgram*);
void BindShader(GLShader*);
void BindTexture(GLEnum, GLTexture*);
void BindVertexArray(GLVertexArray*);
void BlitFramebuffer(GLMipmap*, const GLRect*, GLMipmap*, const GLRect*, GLEnum, GLEnum);
void CheckDepthTarget(void);
void Clear(uint32_t, const GLColor4f&, double, int32_t);
void CopyTex(uint32_t, uint32_t, GLMipmap*, const GLRect*);
GLBuffer* CreateBuffer(GLEnum, uint32_t, const void*, GLEnum, GLEnum);
GLShader* CreateShader(GLShader::ShaderType, const void*, int32_t, const char*);
GLTexture* CreateTexture2D(uint32_t, uint32_t, uint32_t, GLTextureFormat, uint32_t);
GLTexture* CreateTextureCubeMap(uint32_t, uint32_t, GLTextureFormat, uint32_t);
void Draw(GLEnum, uint32_t, uint32_t);
void DrawIndexed(GLEnum, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t);
void DrawRect(void);
GLFramebuffer* GetCurrentTarget(void); // invented name
uint32_t GetID(void);
GLShader* GetShader(GLShader::ShaderType);
void ApplyGLBindings(const GLStates& states, bool a3);
void ApplyGLStates(const GLStates& states, bool force);
void ApplyShaderConstants();
void ApplyTransforms();
void BindBuffer(GLBuffer* buffer, GLEnum target);
void BindFramebuffer(GLFramebuffer* framebuffer);
void BindGLSLProgram(GLGLSLProgram* a2);
void BindShader(GLShader* shader);
void BindTexture(GLEnum textureType, GLTexture* texture);
void BindVertexArray(GLVertexArray* a2);
void BlitFramebuffer(GLMipmap* src, const GLRect* srcRect, GLMipmap* dst, const GLRect* dstRect, GLEnum mask, GLEnum filter);
void CheckDepthTarget();
void Clear(uint32_t clearMask, const GLColor4f& clearColor, double clearDepth, int32_t clearStencil);
void CopyTex(uint32_t a2, uint32_t a3, GLMipmap* dst, const GLRect* framebufferRect);
GLBuffer* CreateBuffer(GLEnum type, uint32_t a3, const void* a4, GLEnum usage, GLEnum format);
GLShader* CreateShader(GLShader::ShaderType type, const void* buf, int32_t codeLen, const char* name);
GLTexture* CreateTexture2D(uint32_t width, uint32_t height, uint32_t numMipMap, GLTextureFormat format, uint32_t flags);
GLTexture* CreateTextureCubeMap(uint32_t size, uint32_t numMipMap, GLTextureFormat format, uint32_t flags);
void Draw(GLEnum primitive, uint32_t a3, uint32_t a4);
void DrawIndexed(GLEnum primitive, uint32_t a3, uint32_t a4, uint32_t a5, uint32_t a6, uint32_t count);
void DrawRect();
GLFramebuffer* GetCurrentTarget(); // invented name
uint32_t GetID();
GLShader* GetShader(GLShader::ShaderType shaderType);
const GLStates::VertexArrayObject& GetVertexArrayStates();
void GLLDraw(GLEnum, uint32_t, uint32_t, uint32_t, uint32_t, uint32_t);
void Init(GLAbstractWindow*, const char*, uint32_t, GLTextureFormat);
void LoadDefaultStates(void);
void GLLDraw(GLEnum mode, uint32_t start, uint32_t end, uint32_t a5, uint32_t a6, uint32_t count);
void Init(GLAbstractWindow* a2, const char* a3, uint32_t a4, GLTextureFormat a5);
void LoadDefaultStates();
void ResetBackbuffer(uint32_t width, uint32_t height, GLTextureFormat colorFormat, GLTextureFormat depthFormat, uint32_t sampleCount);
void Resize(uint32_t width, uint32_t height);
void RestoreTextures(void);
void SetActiveTexture(uint32_t);
void SetAlphaBlend(GLEnum, GLEnum, GLEnum);
void SetAlphaBlendEnable(bool);
void SetAlphaTest(GLEnum, float);
void SetAlphaTestEnable(bool);
void SetClearColor(const GLColor4f&);
void SetClearDepth(double);
void SetClearStencil(int32_t);
void RestoreTextures();
void SetActiveTexture(uint32_t a2);
void SetAlphaBlend(GLEnum srcBlend, GLEnum dstBlend, GLEnum blendOp);
void SetAlphaBlendEnable(bool enable);
void SetAlphaTest(GLEnum func, float ref);
void SetAlphaTestEnable(bool enable);
void SetClearColor(const GLColor4f& clearColor);
void SetClearDepth(double clearDepth);
void SetClearStencil(int32_t clearStencil);
void SetColorWriteMask(bool red, bool green, bool blue, bool alpha, uint32_t index);
void SetCullMode(GLEnum);
void SetCullMode(GLEnum cullMode);
void SetDepthBias(float constantBias, float slopeScaledBias);
void SetDepthTestEnable(bool);
void SetDepthTestFunc(GLEnum);
void SetDepthWriteMask(bool);
void SetDisplay(uint32_t, uint32_t, GLTextureFormat, GLTextureFormat, uint32_t, bool, bool, uint32_t);
void SetDepthTestEnable(bool enable);
void SetDepthTestFunc(GLEnum func);
void SetDepthWriteMask(bool enable);
void SetDisplay(uint32_t width, uint32_t height, GLTextureFormat a4, GLTextureFormat a5, uint32_t a6, bool a7, bool a8, uint32_t a9);
void SetFogColor(float r, float g, float b, float a);
void SetFogEnable(bool enable);
void SetFogParam(GLEnum param, float value);
void SetIndexBuffer(GLBuffer*);
void SetIndexBuffer(GLBuffer* buffer);
void SetLightingEnable(bool enable);
void SetScissor(bool, const GLRect&);
void SetShader(GLShader::ShaderType, GLShader*);
void SetShaderConstants(GLShader::ShaderType, uint32_t, const float*, uint32_t);
void SetShaderConstantsInternal(GLShader::ShaderType, uint32_t, const float*, uint32_t);
void SetTexture(uint32_t, GLTexture*);
void SetTransform(GLEnum, const float*);
void SetUnpackClientStorage(bool);
void SetVertexBuffer(uint32_t, GLBuffer*, uint32_t, uint32_t);
void SetVertexFormat(GLVertexFormat*);
void SetViewport(const GLRect&, double, double);
void SetModelView(GLEnum transform);
void SetScissor(bool a2, const GLRect& a3);
void SetShader(GLShader::ShaderType shaderType, GLShader* shader);
void SetShaderConstants(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count);
void SetShaderConstantsInternal(GLShader::ShaderType shaderType, uint32_t index, const float* constants, uint32_t count);
void SetTexture(uint32_t stage, GLTexture* texture);
void SetTransform(GLEnum transform, const float* a3);
void SetUnpackClientStorage(bool enable);
void SetVertexBuffer(uint32_t index, GLBuffer* buffer, uint32_t offset, uint32_t stride);
void SetVertexFormat(GLVertexFormat* format);
void SetViewport(const GLRect& viewport, double zNear, double zFar);
void Sub34BB0(GLEnum a2, GLMipmap* a3, uint32_t index);
void Sub38460(bool);
void Swap(void);
void UpdateFFPTexturing(void);
void Sub38460(bool a2);
void Swap();
void UpdateFFPTexturing();
};
#endif

View File

@ -1,5 +1,58 @@
#include "gx/gll/GLTypes.h"
#include <cstring>
GLColor4f GLColor4f::ZERO = { 0.0, 0.0, 0.0, 0.0 };
GLColor4f GLColor4f::WHITE = { 1.0, 1.0, 1.0, 1.0 };
GLColor4f GLColor4f::BLACK = { 0.0, 0.0, 0.0, 1.0 };
bool GLTransform::operator==(const float m[16]) const {
return this->m[0] == m[0]
&& this->m[1] == m[1]
&& this->m[2] == m[2]
&& this->m[3] == m[3]
&& this->m[4] == m[4]
&& this->m[5] == m[5]
&& this->m[6] == m[6]
&& this->m[7] == m[7]
&& this->m[8] == m[8]
&& this->m[9] == m[9]
&& this->m[10] == m[10]
&& this->m[11] == m[11]
&& this->m[12] == m[12]
&& this->m[13] == m[13]
&& this->m[14] == m[14]
&& this->m[15] == m[15];
}
bool GLTransform::operator!=(const float m[16]) const {
return !(*this == m);
}
void GLTransform::Set(const float m[16]) {
memcpy(this->m, m, sizeof(this->m));
this->isDirty = true;
this->isIdentity = this->a0 == 1.0f
&& this->a1 == 0.0f
&& this->a2 == 0.0f
&& this->a3 == 0.0f
&& this->b0 == 0.0f
&& this->b1 == 1.0f
&& this->b2 == 0.0f
&& this->b3 == 0.0f
&& this->c0 == 0.0f
&& this->c1 == 0.0f
&& this->c2 == 1.0f
&& this->c3 == 0.0f
&& this->d0 == 0.0f
&& this->d1 == 0.0f
&& this->d2 == 0.0f
&& this->d3 == 1.0f;
}
void GLTransform::SetIdentity() {
memset(this->m, 0, sizeof(this->m));
this->a0 = 1.0f;
this->b1 = 1.0f;
this->c2 = 1.0f;
this->d3 = 1.0f;
}

View File

@ -138,6 +138,11 @@ struct GLTransform {
};
bool isIdentity;
bool operator==(const float m[16]) const;
bool operator!=(const float m[16]) const;
void Set(const float m[16]);
void SetIdentity();
};
struct GLStates {

View File

@ -124,7 +124,7 @@ void GLVertexArray::ApplyVertexFormat(GLDevice* device) {
auto vertexBuffer = this->GetProperties().m_VertexBuffer[attrib.stream];
if (useVertexShader || attrib.slot - 1 > 1) {
if (useVertexShader || static_cast<uint32_t>(attrib.slot - 1) > 1) {
if (this->m_GLStates.buffers[0] != vertexBuffer->m_BufferID) {
glBindBuffer(vertexBuffer->m_Type, vertexBuffer->m_BufferID);
this->m_GLStates.buffers[0] = vertexBuffer->m_BufferID;
@ -147,38 +147,164 @@ void GLVertexArray::ApplyVertexFormat(GLDevice* device) {
reinterpret_cast<void*>(offset)
);
} else {
// TODO
switch (attrib.slot) {
case 0: {
glVertexPointer(
k_VertexTypeInfo[attrib.type].m_Size,
k_VertexTypeInfo[attrib.type].m_Type,
stride,
reinterpret_cast<void*>(offset)
);
break;
}
case 3: {
glNormalPointer(
k_VertexTypeInfo[attrib.type].m_Type,
stride,
reinterpret_cast<void*>(offset)
);
break;
}
case 4: {
glColorPointer(
k_VertexTypeInfo[attrib.type].m_Size,
k_VertexTypeInfo[attrib.type].m_Type,
stride,
reinterpret_cast<void*>(offset)
);
break;
}
case 5: {
glSecondaryColorPointer(
k_VertexTypeInfo[attrib.type].m_Size,
k_VertexTypeInfo[attrib.type].m_Type,
stride,
reinterpret_cast<void*>(offset)
);
break;
}
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13: {
auto tmu = attrib.slot - 6;
auto texCoordIndex = device->m_States.fixedFunc.texCoordIndex[tmu];
glClientActiveTextureARB(GL_TEXTURE0 + texCoordIndex);
glTexCoordPointer(
k_VertexTypeInfo[attrib.type].m_Size,
k_VertexTypeInfo[attrib.type].m_Type,
stride,
reinterpret_cast<void*>(offset)
);
break;
}
}
}
}
}
for (int32_t s = 0; s < 16; s++) {
bool* prevAttribEnable;
// Shader
if (useVertexShader) {
prevAttribEnable = &this->m_GLStates.vertexAttribs[s].enable;
} else {
// TODO
}
auto prevAttribEnable = &this->m_GLStates.vertexAttribs[s].enable;
if (*prevAttribEnable != attribEnable[s]) {
if (attribEnable[s]) {
if (useVertexShader) {
glEnableVertexAttribArrayARB(s);
if (*prevAttribEnable != attribEnable[s]) {
if (attribEnable[s]) {
glEnableVertexAttribArrayARB(s);
} else {
// TODO
}
} else {
if (useVertexShader) {
glDisableVertexAttribArrayARB(s);
} else {
// TODO
}
}
*prevAttribEnable = attribEnable[s];
// FFP
} else {
bool* prevAttribEnable = nullptr;
GLenum glArray = GL_NONE;
switch (s) {
case 0: {
prevAttribEnable = &this->m_GLStates.position.enable;
glArray = GL_VERTEX_ARRAY;
break;
}
case 3: {
prevAttribEnable = &this->m_GLStates.normal.enable;
glArray = GL_NORMAL_ARRAY;
break;
}
case 4: {
prevAttribEnable = &this->m_GLStates.color0.enable;
glArray = GL_COLOR_ARRAY;
break;
}
case 5: {
prevAttribEnable = &this->m_GLStates.color1.enable;
glArray = GL_SECONDARY_COLOR_ARRAY;
break;
}
case 6:
case 7:
case 8:
case 9:
case 10:
case 11:
case 12:
case 13: {
auto tmu = s - 6;
auto texCoordIndex = device->m_States.fixedFunc.texCoordIndex[tmu];
prevAttribEnable = &this->m_GLStates.texCoord[texCoordIndex].enable;
glArray = GL_TEXTURE_COORD_ARRAY;
glClientActiveTextureARB(GL_TEXTURE0 + texCoordIndex);
break;
}
default:
break;
}
if (prevAttribEnable) {
if (*prevAttribEnable != attribEnable[s]) {
if (attribEnable[s]) {
glEnableClientState(glArray);
} else {
glDisableClientState(glArray);
}
}
*prevAttribEnable = attribEnable[s];
}
}
}
if (!useVertexShader) {
// TODO device->SetColorMaterial(this->m_GLStates.color0.enable);
}
}
GLVertexArray::Properties& GLVertexArray::GetProperties() {