revised initialization again and restructured code for that

This commit is contained in:
aap 2016-06-27 21:59:35 +02:00
parent 454e7b8ac6
commit d3cff5c06c
37 changed files with 1549 additions and 913 deletions

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@ -10,8 +10,9 @@ SRC := $(wildcard $(SRCDIR)/*.cpp $(SRCDIR)/*/*.cpp)
OBJ := $(patsubst $(SRCDIR)/%.cpp,$(BUILDDIR)/%.o,$(SRC))
DEP := $(patsubst $(SRCDIR)/%.cpp,$(BUILDDIR)/%.d,$(SRC))
INC := -I/usr/local/include
CFLAGS=-Wall -Wextra -g $(BUILDDEF) -Wno-parentheses -Wno-invalid-offsetof -fno-diagnostics-show-caret -Wno-unused-parameter
#-Wconversion
CFLAGS=-Wall -Wextra -g $(BUILDDEF) -fno-diagnostics-show-caret \
-Wno-parentheses -Wno-invalid-offsetof \
-Wno-unused-parameter -Wno-sign-compare
LIB=librw-$(BUILD).a
$(LIB): $(OBJ)

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@ -17,13 +17,13 @@ defaultBeginUpdateCB(Camera *cam)
{
engine->currentCamera = cam;
Frame::syncDirty();
DRIVER.beginUpdate(cam);
DRIVER->beginUpdate(cam);
}
void
defaultEndUpdateCB(Camera *cam)
{
DRIVER.endUpdate(cam);
DRIVER->endUpdate(cam);
}
static void

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@ -511,7 +511,7 @@ Atomic::getPipeline(void)
{
return this->pipeline ?
this->pipeline :
driver[platform].defaultPipeline;
driver[platform]->defaultPipeline;
}
void

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@ -348,7 +348,7 @@ deleteObject(void *object)
int32 nativeRasterOffset;
static void
void
rasterCreate(Raster *raster)
{
D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
@ -392,21 +392,21 @@ rasterCreate(Raster *raster)
format);
}
static uint8*
uint8*
rasterLock(Raster *raster, int32 level)
{
D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
return lockTexture(natras->texture, level);
}
static void
void
rasterUnlock(Raster *raster, int32 level)
{
D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
unlockTexture(natras->texture, level);
}
static int32
int32
rasterNumLevels(Raster *raster)
{
D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, nativeRasterOffset);
@ -419,7 +419,7 @@ rasterNumLevels(Raster *raster)
#endif
}
static void
void
rasterFromImage(Raster *raster, Image *image)
{
int32 format;
@ -586,34 +586,9 @@ copyNativeRaster(void *dst, void *, int32 offset, int32)
return dst;
}
static void*
nativeOpen(void*, int32, int32)
{
driver[PLATFORM_D3D8].rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_D3D8].rasterCreate = rasterCreate;
driver[PLATFORM_D3D8].rasterLock = rasterLock;
driver[PLATFORM_D3D8].rasterUnlock = rasterUnlock;
driver[PLATFORM_D3D8].rasterNumLevels = rasterNumLevels;
driver[PLATFORM_D3D8].rasterFromImage = rasterFromImage;
driver[PLATFORM_D3D9].rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_D3D9].rasterCreate = rasterCreate;
driver[PLATFORM_D3D9].rasterLock = rasterLock;
driver[PLATFORM_D3D9].rasterUnlock = rasterUnlock;
driver[PLATFORM_D3D9].rasterNumLevels = rasterNumLevels;
driver[PLATFORM_D3D9].rasterFromImage = rasterFromImage;
}
static void*
nativeClose(void*, int32, int32)
{
printf("d3d native close\n");
}
void
registerNativeRaster(void)
{
Engine::registerPlugin(0, ID_RASTERD3D9, nativeOpen, nativeClose);
nativeRasterOffset = Raster::registerPlugin(sizeof(D3dRaster),
ID_RASTERD3D9,
createNativeRaster,

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@ -12,18 +12,43 @@
#include "rwd3d.h"
#include "rwd3d8.h"
#include "rwd3dimpl.h"
#define PLUGIN_ID 2
namespace rw {
namespace d3d8 {
using namespace d3d;
void*
driverOpen(void *o, int32, int32)
{
printf("d3d8 open\n");
driver[PLATFORM_D3D8]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_D3D8]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_D3D8]->rasterCreate = rasterCreate;
driver[PLATFORM_D3D8]->rasterLock = rasterLock;
driver[PLATFORM_D3D8]->rasterUnlock = rasterUnlock;
driver[PLATFORM_D3D8]->rasterNumLevels = rasterNumLevels;
driver[PLATFORM_D3D8]->rasterFromImage = rasterFromImage;
return o;
}
void*
driverClose(void *o, int32, int32)
{
return o;
}
void
initializePlatform(void)
{
Driver::registerPlugin(PLATFORM_D3D8, 0, PLATFORM_D3D8,
driverOpen, driverClose);
// shared between D3D8 and 9
if(nativeRasterOffset == 0)
registerNativeRaster();
driver[PLATFORM_D3D8].defaultPipeline = makeDefaultPipeline();
}
uint32
@ -401,30 +426,6 @@ makeDefaultPipeline(void)
return pipe;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Native Texture and Raster
// only handles 4 and 8 bit textures right now

89
src/d3d/d3d8plugins.cpp Normal file
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@ -0,0 +1,89 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#include "rwd3d.h"
#include "rwd3d8.h"
namespace rw {
namespace d3d8 {
using namespace d3d;
// Skin
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_D3D8] = makeSkinPipeline();
return o;
}
static void*
skinClose(void *o, int32, int32)
{
return o;
}
void
initSkin(void)
{
Driver::registerPlugin(PLATFORM_D3D8, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
// MatFX
static void*
matfxOpen(void *o, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_D3D8] = makeMatFXPipeline();
return o;
}
static void*
matfxClose(void *o, int32, int32)
{
return o;
}
void
initMatFX(void)
{
Driver::registerPlugin(PLATFORM_D3D8, 0, ID_MATFX,
matfxOpen, matfxClose);
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D8);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
}
}

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@ -12,6 +12,8 @@
#include "rwd3d.h"
#include "rwd3d9.h"
#include "rwd3dimpl.h"
#define PLUGIN_ID 2
namespace rw {
@ -25,12 +27,35 @@ using namespace d3d;
#define NUMDECLELT 12
void*
driverOpen(void *o, int32, int32)
{
printf("d3d9 open\n");
driver[PLATFORM_D3D9]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_D3D9]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_D3D9]->rasterCreate = rasterCreate;
driver[PLATFORM_D3D9]->rasterLock = rasterLock;
driver[PLATFORM_D3D9]->rasterUnlock = rasterUnlock;
driver[PLATFORM_D3D9]->rasterNumLevels = rasterNumLevels;
driver[PLATFORM_D3D9]->rasterFromImage = rasterFromImage;
return o;
}
void*
driverClose(void *o, int32, int32)
{
return o;
}
void
initializePlatform(void)
{
Driver::registerPlugin(PLATFORM_D3D9, 0, PLATFORM_D3D9,
driverOpen, driverClose);
// shared between D3D8 and 9
if(nativeRasterOffset == 0)
registerNativeRaster();
driver[PLATFORM_D3D9].defaultPipeline = makeDefaultPipeline();
}
void*
@ -559,30 +584,6 @@ makeDefaultPipeline(void)
return pipe;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Native Texture and Raster
Texture*

89
src/d3d/d3d9plugins.cpp Normal file
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@ -0,0 +1,89 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#include "rwd3d.h"
#include "rwd3d9.h"
namespace rw {
namespace d3d9 {
using namespace d3d;
// Skin
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_D3D9] = makeSkinPipeline();
return o;
}
static void*
skinClose(void *o, int32, int32)
{
return o;
}
void
initSkin(void)
{
Driver::registerPlugin(PLATFORM_D3D9, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
// MatFX
static void*
matfxOpen(void *o, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_D3D9] = makeMatFXPipeline();
return o;
}
static void*
matfxClose(void *o, int32, int32)
{
return o;
}
void
initMatFX(void)
{
Driver::registerPlugin(PLATFORM_D3D9, 0, ID_MATFX,
matfxOpen, matfxClose);
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_D3D9);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
}
}

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@ -47,14 +47,20 @@ public:
ObjPipeline(uint32 platform);
};
void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultInstanceCB(Geometry *geo, InstanceData *header);
void defaultUninstanceCB(Geometry *geo, InstanceData *header);
void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
ObjPipeline *makeDefaultPipeline(void);
// Skin plugin
void initSkin(void);
ObjPipeline *makeSkinPipeline(void);
// MatFX plugin
void initMatFX(void);
ObjPipeline *makeMatFXPipeline(void);
// Native Texture and Raster

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@ -76,8 +76,14 @@ void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
ObjPipeline *makeDefaultPipeline(void);
// Skin plugin
void initSkin(void);
ObjPipeline *makeSkinPipeline(void);
// MatFX plugin
void initMatFX(void);
ObjPipeline *makeMatFXPipeline(void);
// Native Texture and Raster

11
src/d3d/rwd3dimpl.h Normal file
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@ -0,0 +1,11 @@
namespace rw {
namespace d3d {
void rasterCreate(Raster *raster);
uint8 *rasterLock(Raster *raster, int32 level);
void rasterUnlock(Raster *raster, int32 level);
int32 rasterNumLevels(Raster *raster);
void rasterFromImage(Raster *raster, Image *image);
}
}

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@ -46,14 +46,21 @@ public:
ObjPipeline *makeDefaultPipeline(void);
void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
// Skin plugin
Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset);
Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset);
int32 getSizeNativeSkin(void *object, int32 offset);
void initSkin(void);
ObjPipeline *makeSkinPipeline(void);
// MatFX plugin
void initMatFX(void);
ObjPipeline *makeMatFXPipeline(void);
// Vertex Format plugin

10
src/d3d/rwxboximpl.h Normal file
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@ -0,0 +1,10 @@
namespace rw {
namespace xbox {
void rasterCreate(Raster *raster);
uint8 *rasterLock(Raster *raster, int32 level);
void rasterUnlock(Raster*, int32);
int32 rasterNumLevels(Raster *raster);
}
}

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@ -12,16 +12,41 @@
#include "../rwplugins.h"
#include "rwxbox.h"
#include "rwxboximpl.h"
#define PLUGIN_ID 2
namespace rw {
namespace xbox {
void*
driverOpen(void *o, int32, int32)
{
printf("xbox open\n");
driver[PLATFORM_XBOX]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_XBOX]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_XBOX]->rasterCreate = rasterCreate;
driver[PLATFORM_XBOX]->rasterLock = rasterLock;
driver[PLATFORM_XBOX]->rasterUnlock = rasterUnlock;
driver[PLATFORM_XBOX]->rasterNumLevels = rasterNumLevels;
// TODO: from image
return o;
}
void*
driverClose(void *o, int32, int32)
{
return o;
}
void
initializePlatform(void)
{
Driver::registerPlugin(PLATFORM_XBOX, 0, PLATFORM_XBOX,
driverOpen, driverClose);
registerNativeRaster();
driver[PLATFORM_XBOX].defaultPipeline = makeDefaultPipeline();
}
void*
@ -352,322 +377,6 @@ makeDefaultPipeline(void)
return pipe;
}
// Skin plugin
struct NativeSkin
{
int32 table1[256]; // maps indices to bones
int32 table2[256]; // maps bones to indices
int32 numUsedBones;
void *vertexBuffer;
int32 stride;
};
Stream*
readNativeSkin(Stream *stream, int32, void *object, int32 offset)
{
Geometry *geometry = (Geometry*)object;
uint32 vers, platform;
if(!findChunk(stream, ID_STRUCT, nil, &vers)){
RWERROR((ERR_CHUNK, "STRUCT"))
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_XBOX){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
if(vers < 0x35000){
RWERROR((ERR_VERSION, vers));
return nil;
}
Skin *skin = new Skin;
*PLUGINOFFSET(Skin*, geometry, offset) = skin;
int32 numBones = stream->readI32();
skin->init(numBones, 0, 0);
NativeSkin *natskin = new NativeSkin;
skin->platformData = natskin;
stream->read(natskin->table1, 256*sizeof(int32));
stream->read(natskin->table2, 256*sizeof(int32));
natskin->numUsedBones = stream->readI32();
skin->numWeights = stream->readI32();
stream->seek(4); // skip pointer to vertexBuffer
natskin->stride = stream->readI32();
int32 size = geometry->numVertices*natskin->stride;
natskin->vertexBuffer = new uint8[size];
stream->read(natskin->vertexBuffer, size);
stream->read(skin->inverseMatrices, skin->numBones*64);
// no split skins in GTA
stream->seek(12);
return stream;
}
Stream*
writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset)
{
Geometry *geometry = (Geometry*)object;
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
assert(skin->platformData);
assert(rw::version >= 0x35000 && "can't handle native xbox skin < 0x35000");
NativeSkin *natskin = (NativeSkin*)skin->platformData;
writeChunkHeader(stream, ID_STRUCT, len-12);
stream->writeU32(PLATFORM_XBOX);
stream->writeI32(skin->numBones);
stream->write(natskin->table1, 256*sizeof(int32));
stream->write(natskin->table2, 256*sizeof(int32));
stream->writeI32(natskin->numUsedBones);
stream->writeI32(skin->numWeights);
stream->writeU32(0xBADEAFFE); // pointer to vertexBuffer
stream->writeI32(natskin->stride);
stream->write(natskin->vertexBuffer,
geometry->numVertices*natskin->stride);
stream->write(skin->inverseMatrices, skin->numBones*64);
int32 buffer[3] = { 0, 0, 0};
stream->write(buffer, 12);
return stream;
}
int32
getSizeNativeSkin(void *object, int32 offset)
{
Geometry *geometry = (Geometry*)object;
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
if(skin == nil)
return -1;
if(skin->platformData == nil)
return -1;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
return 12 + 8 + 2*256*4 + 4*4 +
natskin->stride*geometry->numVertices + skin->numBones*64 + 12;
}
void
skinInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultInstanceCB(geo, header);
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == nil)
return;
NativeSkin *natskin = new NativeSkin;
skin->platformData = natskin;
natskin->numUsedBones = skin->numUsedBones;
memset(natskin->table1, 0xFF, sizeof(natskin->table1));
memset(natskin->table2, 0x00, sizeof(natskin->table2));
for(int32 i = 0; i < skin->numUsedBones; i++){
natskin->table1[i] = skin->usedBones[i];
natskin->table2[skin->usedBones[i]] = i;
}
natskin->stride = 3*skin->numWeights;
uint8 *vbuf = new uint8[header->numVertices*natskin->stride];
natskin->vertexBuffer = vbuf;
int32 w[4];
int sum;
float *weights = skin->weights;
uint8 *p = vbuf;
int32 numVertices = header->numVertices;
while(numVertices--){
sum = 0;
for(int i = 1; i < skin->numWeights; i++){
w[i] = weights[i]*255.0f + 0.5f;
sum += w[i];
}
w[0] = 255 - sum;
for(int i = 0; i < skin->numWeights; i++)
p[i] = w[i];
p += natskin->stride;
weights += 4;
}
numVertices = header->numVertices;
p = vbuf + skin->numWeights;
uint8 *indices = skin->indices;
uint16 *idx;
while(numVertices--){
idx = (uint16*)p;
for(int i = 0; i < skin->numWeights; i++)
idx[i] = 3*natskin->table2[indices[i]];
p += natskin->stride;
indices += 4;
}
}
void
skinUninstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultUninstanceCB(geo, header);
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == nil)
return;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
uint8 *data = skin->data;
float *invMats = skin->inverseMatrices;
skin->init(skin->numBones, natskin->numUsedBones, geo->numVertices);
memcpy(skin->inverseMatrices, invMats, skin->numBones*64);
delete[] data;
for(int32 j = 0; j < skin->numUsedBones; j++)
skin->usedBones[j] = natskin->table1[j];
float *weights = skin->weights;
uint8 *indices = skin->indices;
uint8 *p = (uint8*)natskin->vertexBuffer;
int32 numVertices = header->numVertices;
float w[4];
uint8 i[4];
uint16 *ip;
while(numVertices--){
w[0] = w[1] = w[2] = w[3] = 0.0f;
i[0] = i[1] = i[2] = i[3] = 0;
for(int32 j = 0; j < skin->numWeights; j++)
w[j] = *p++/255.0f;
ip = (uint16*)p;
for(int32 j = 0; j < skin->numWeights; j++){
i[j] = natskin->table1[*ip++/3];
if(w[j] == 0.0f) i[j] = 0; // clean up a bit
}
p = (uint8*)ip;
for(int32 j = 0; j < 4; j++){
*weights++ = w[j];
*indices++ = i[j];
}
}
delete[] (uint8*)natskin->vertexBuffer;
delete natskin;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = skinInstanceCB;
pipe->uninstanceCB = skinUninstanceCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Vertex Format Plugin
static int32 vertexFmtOffset;
uint32 vertexFormatSizes[6] = {
0, 1, 2, 2, 4, 4
};
uint32*
getVertexFmt(Geometry *g)
{
return PLUGINOFFSET(uint32, g, vertexFmtOffset);
}
uint32
makeVertexFmt(int32 flags, uint32 numTexSets)
{
if(numTexSets > 4)
numTexSets = 4;
uint32 fmt = 0x5; // FLOAT3
if(flags & Geometry::NORMALS)
fmt |= 0x40; // NORMPACKED3
for(uint32 i = 0; i < numTexSets; i++)
fmt |= 0x500 << i*4; // FLOAT2
if(flags & Geometry::PRELIT)
fmt |= 0x1000000; // D3DCOLOR
return fmt;
}
uint32
getVertexFmtStride(uint32 fmt)
{
uint32 stride = 0;
uint32 v = fmt & 0xF;
uint32 n = (fmt >> 4) & 0xF;
stride += v == 4 ? 4 : 3*vertexFormatSizes[v];
stride += n == 4 ? 4 : 3*vertexFormatSizes[n];
if(fmt & 0x1000000)
stride += 4;
for(int i = 0; i < 4; i++){
uint32 t = (fmt >> (i*4 + 8)) & 0xF;
stride += t == 4 ? 4 : 2*vertexFormatSizes[t];
}
if(fmt & 0xE000000)
stride += 8;
return stride;
}
static void*
createVertexFmt(void *object, int32 offset, int32)
{
*PLUGINOFFSET(uint32, object, offset) = 0;
return object;
}
static void*
copyVertexFmt(void *dst, void *src, int32 offset, int32)
{
*PLUGINOFFSET(uint32, dst, offset) = *PLUGINOFFSET(uint32, src, offset);
return dst;
}
static Stream*
readVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
{
uint32 fmt = stream->readU32();
*PLUGINOFFSET(uint32, object, offset) = fmt;
// TODO: ? create and attach "vertex shader"
return stream;
}
static Stream*
writeVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
{
stream->writeI32(*PLUGINOFFSET(uint32, object, offset));
return stream;
}
static int32
getSizeVertexFmt(void*, int32, int32)
{
if(rw::platform != PLATFORM_XBOX)
return -1;
return 4;
}
void
registerVertexFormatPlugin(void)
{
vertexFmtOffset = Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT,
createVertexFmt, nil, copyVertexFmt);
Geometry::registerPluginStream(ID_VERTEXFMT,
readVertexFmt,
writeVertexFmt,
getSizeVertexFmt);
}
// Native Texture and Raster
int32 nativeRasterOffset;
@ -790,7 +499,7 @@ createTexture(int32 width, int32 height, int32 numlevels, uint32 format)
return levels;
}
static void
void
rasterCreate(Raster *raster)
{
XboxRaster *natras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
@ -840,7 +549,7 @@ rasterCreate(Raster *raster)
format);
}
static uint8*
uint8*
rasterLock(Raster *raster, int32 level)
{
XboxRaster *natras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
@ -848,12 +557,12 @@ rasterLock(Raster *raster, int32 level)
return levels->levels[level].data;
}
static void
void
rasterUnlock(Raster*, int32)
{
}
static int32
int32
rasterNumLevels(Raster *raster)
{
XboxRaster *natras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
@ -900,26 +609,9 @@ copyNativeRaster(void *dst, void *, int32 offset, int32)
return dst;
}
static void*
nativeOpen(void*, int32, int32)
{
driver[PLATFORM_XBOX].rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_XBOX].rasterCreate = rasterCreate;
driver[PLATFORM_XBOX].rasterLock = rasterLock;
driver[PLATFORM_XBOX].rasterUnlock = rasterUnlock;
driver[PLATFORM_XBOX].rasterNumLevels = rasterNumLevels;
}
static void*
nativeClose(void*, int32, int32)
{
printf("xbox native close\n");
}
void
registerNativeRaster(void)
{
Engine::registerPlugin(0, ID_RASTERXBOX, nativeOpen, nativeClose);
nativeRasterOffset = Raster::registerPlugin(sizeof(XboxRaster),
ID_RASTERXBOX,
createNativeRaster,

379
src/d3d/xboxplugins.cpp Normal file
View File

@ -0,0 +1,379 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#include "rwxbox.h"
#define PLUGIN_ID ID_SKIN // yeah right....
namespace rw {
namespace xbox {
// Skin
struct NativeSkin
{
int32 table1[256]; // maps indices to bones
int32 table2[256]; // maps bones to indices
int32 numUsedBones;
void *vertexBuffer;
int32 stride;
};
Stream*
readNativeSkin(Stream *stream, int32, void *object, int32 offset)
{
Geometry *geometry = (Geometry*)object;
uint32 vers, platform;
if(!findChunk(stream, ID_STRUCT, nil, &vers)){
RWERROR((ERR_CHUNK, "STRUCT"))
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_XBOX){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
if(vers < 0x35000){
RWERROR((ERR_VERSION, vers));
return nil;
}
Skin *skin = new Skin;
*PLUGINOFFSET(Skin*, geometry, offset) = skin;
int32 numBones = stream->readI32();
skin->init(numBones, 0, 0);
NativeSkin *natskin = new NativeSkin;
skin->platformData = natskin;
stream->read(natskin->table1, 256*sizeof(int32));
stream->read(natskin->table2, 256*sizeof(int32));
natskin->numUsedBones = stream->readI32();
skin->numWeights = stream->readI32();
stream->seek(4); // skip pointer to vertexBuffer
natskin->stride = stream->readI32();
int32 size = geometry->numVertices*natskin->stride;
natskin->vertexBuffer = new uint8[size];
stream->read(natskin->vertexBuffer, size);
stream->read(skin->inverseMatrices, skin->numBones*64);
// no split skins in GTA
stream->seek(12);
return stream;
}
Stream*
writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset)
{
Geometry *geometry = (Geometry*)object;
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
assert(skin->platformData);
assert(rw::version >= 0x35000 && "can't handle native xbox skin < 0x35000");
NativeSkin *natskin = (NativeSkin*)skin->platformData;
writeChunkHeader(stream, ID_STRUCT, len-12);
stream->writeU32(PLATFORM_XBOX);
stream->writeI32(skin->numBones);
stream->write(natskin->table1, 256*sizeof(int32));
stream->write(natskin->table2, 256*sizeof(int32));
stream->writeI32(natskin->numUsedBones);
stream->writeI32(skin->numWeights);
stream->writeU32(0xBADEAFFE); // pointer to vertexBuffer
stream->writeI32(natskin->stride);
stream->write(natskin->vertexBuffer,
geometry->numVertices*natskin->stride);
stream->write(skin->inverseMatrices, skin->numBones*64);
int32 buffer[3] = { 0, 0, 0};
stream->write(buffer, 12);
return stream;
}
int32
getSizeNativeSkin(void *object, int32 offset)
{
Geometry *geometry = (Geometry*)object;
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
if(skin == nil)
return -1;
if(skin->platformData == nil)
return -1;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
return 12 + 8 + 2*256*4 + 4*4 +
natskin->stride*geometry->numVertices + skin->numBones*64 + 12;
}
void
skinInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultInstanceCB(geo, header);
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == nil)
return;
NativeSkin *natskin = new NativeSkin;
skin->platformData = natskin;
natskin->numUsedBones = skin->numUsedBones;
memset(natskin->table1, 0xFF, sizeof(natskin->table1));
memset(natskin->table2, 0x00, sizeof(natskin->table2));
for(int32 i = 0; i < skin->numUsedBones; i++){
natskin->table1[i] = skin->usedBones[i];
natskin->table2[skin->usedBones[i]] = i;
}
natskin->stride = 3*skin->numWeights;
uint8 *vbuf = new uint8[header->numVertices*natskin->stride];
natskin->vertexBuffer = vbuf;
int32 w[4];
int sum;
float *weights = skin->weights;
uint8 *p = vbuf;
int32 numVertices = header->numVertices;
while(numVertices--){
sum = 0;
for(int i = 1; i < skin->numWeights; i++){
w[i] = weights[i]*255.0f + 0.5f;
sum += w[i];
}
w[0] = 255 - sum;
for(int i = 0; i < skin->numWeights; i++)
p[i] = w[i];
p += natskin->stride;
weights += 4;
}
numVertices = header->numVertices;
p = vbuf + skin->numWeights;
uint8 *indices = skin->indices;
uint16 *idx;
while(numVertices--){
idx = (uint16*)p;
for(int i = 0; i < skin->numWeights; i++)
idx[i] = 3*natskin->table2[indices[i]];
p += natskin->stride;
indices += 4;
}
}
void
skinUninstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultUninstanceCB(geo, header);
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == nil)
return;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
uint8 *data = skin->data;
float *invMats = skin->inverseMatrices;
skin->init(skin->numBones, natskin->numUsedBones, geo->numVertices);
memcpy(skin->inverseMatrices, invMats, skin->numBones*64);
delete[] data;
for(int32 j = 0; j < skin->numUsedBones; j++)
skin->usedBones[j] = natskin->table1[j];
float *weights = skin->weights;
uint8 *indices = skin->indices;
uint8 *p = (uint8*)natskin->vertexBuffer;
int32 numVertices = header->numVertices;
float w[4];
uint8 i[4];
uint16 *ip;
while(numVertices--){
w[0] = w[1] = w[2] = w[3] = 0.0f;
i[0] = i[1] = i[2] = i[3] = 0;
for(int32 j = 0; j < skin->numWeights; j++)
w[j] = *p++/255.0f;
ip = (uint16*)p;
for(int32 j = 0; j < skin->numWeights; j++){
i[j] = natskin->table1[*ip++/3];
if(w[j] == 0.0f) i[j] = 0; // clean up a bit
}
p = (uint8*)ip;
for(int32 j = 0; j < 4; j++){
*weights++ = w[j];
*indices++ = i[j];
}
}
delete[] (uint8*)natskin->vertexBuffer;
delete natskin;
}
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_XBOX] = makeSkinPipeline();
return o;
}
static void*
skinClose(void *o, int32, int32)
{
return o;
}
void
initSkin(void)
{
Driver::registerPlugin(PLATFORM_XBOX, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = skinInstanceCB;
pipe->uninstanceCB = skinUninstanceCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
// MatFX
static void*
matfxOpen(void *o, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_XBOX] = makeMatFXPipeline();
return o;
}
static void*
matfxClose(void *o, int32, int32)
{
return o;
}
void
initMatFX(void)
{
Driver::registerPlugin(PLATFORM_XBOX, 0, ID_MATFX,
matfxOpen, matfxClose);
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Vertex Format
static int32 vertexFmtOffset;
uint32 vertexFormatSizes[6] = {
0, 1, 2, 2, 4, 4
};
uint32*
getVertexFmt(Geometry *g)
{
return PLUGINOFFSET(uint32, g, vertexFmtOffset);
}
uint32
makeVertexFmt(int32 flags, uint32 numTexSets)
{
if(numTexSets > 4)
numTexSets = 4;
uint32 fmt = 0x5; // FLOAT3
if(flags & Geometry::NORMALS)
fmt |= 0x40; // NORMPACKED3
for(uint32 i = 0; i < numTexSets; i++)
fmt |= 0x500 << i*4; // FLOAT2
if(flags & Geometry::PRELIT)
fmt |= 0x1000000; // D3DCOLOR
return fmt;
}
uint32
getVertexFmtStride(uint32 fmt)
{
uint32 stride = 0;
uint32 v = fmt & 0xF;
uint32 n = (fmt >> 4) & 0xF;
stride += v == 4 ? 4 : 3*vertexFormatSizes[v];
stride += n == 4 ? 4 : 3*vertexFormatSizes[n];
if(fmt & 0x1000000)
stride += 4;
for(int i = 0; i < 4; i++){
uint32 t = (fmt >> (i*4 + 8)) & 0xF;
stride += t == 4 ? 4 : 2*vertexFormatSizes[t];
}
if(fmt & 0xE000000)
stride += 8;
return stride;
}
static void*
createVertexFmt(void *object, int32 offset, int32)
{
*PLUGINOFFSET(uint32, object, offset) = 0;
return object;
}
static void*
copyVertexFmt(void *dst, void *src, int32 offset, int32)
{
*PLUGINOFFSET(uint32, dst, offset) = *PLUGINOFFSET(uint32, src, offset);
return dst;
}
static Stream*
readVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
{
uint32 fmt = stream->readU32();
*PLUGINOFFSET(uint32, object, offset) = fmt;
// TODO: ? create and attach "vertex shader"
return stream;
}
static Stream*
writeVertexFmt(Stream *stream, int32, void *object, int32 offset, int32)
{
stream->writeI32(*PLUGINOFFSET(uint32, object, offset));
return stream;
}
static int32
getSizeVertexFmt(void*, int32, int32)
{
if(rw::platform != PLATFORM_XBOX)
return -1;
return 4;
}
void
registerVertexFormatPlugin(void)
{
vertexFmtOffset = Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT,
createVertexFmt, nil, copyVertexFmt);
Geometry::registerPluginStream(ID_VERTEXFMT,
readVertexFmt,
writeVertexFmt,
getSizeVertexFmt);
}
}
}

View File

@ -18,26 +18,16 @@
namespace rw {
Engine *engine;
Driver driver[NUM_PLATFORMS];
PluginList Engine::s_plglist = {sizeof(Engine), sizeof(Engine), nil, nil};
Driver *driver[NUM_PLATFORMS];
void
Engine::init(void)
{
ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
for(uint i = 0; i < NUM_PLATFORMS; i++){
driver[i].defaultPipeline = defpipe;
engine = new Engine;
driver[i].beginUpdate = null::beginUpdate;
driver[i].endUpdate = null::endUpdate;
for(uint i = 0; i < NUM_PLATFORMS; i++)
Driver::s_plglist[i] = { sizeof(Driver), sizeof(Driver), nil, nil };
driver[i].rasterCreate = null::rasterCreate;
driver[i].rasterLock = null::rasterLock;
driver[i].rasterUnlock = null::rasterUnlock;
driver[i].rasterNumLevels = null::rasterNumLevels;
driver[i].rasterFromImage = null::rasterFromImage;
}
Frame::dirtyList.init();
ps2::initializePlatform();
@ -48,11 +38,29 @@ Engine::init(void)
gl3::initializePlatform();
}
PluginList Driver::s_plglist[NUM_PLATFORMS];
void
Engine::open(void)
Driver::open(void)
{
rw::engine = (Engine*)malloc(s_plglist.size);
s_plglist.construct(rw::engine);
ObjPipeline *defpipe = new ObjPipeline(PLATFORM_NULL);
for(uint i = 0; i < NUM_PLATFORMS; i++){
rw::driver[i] = (Driver*)malloc(s_plglist[i].size);
driver[i]->defaultPipeline = defpipe;
driver[i]->beginUpdate = null::beginUpdate;
driver[i]->endUpdate = null::endUpdate;
driver[i]->rasterCreate = null::rasterCreate;
driver[i]->rasterLock = null::rasterLock;
driver[i]->rasterUnlock = null::rasterUnlock;
driver[i]->rasterNumLevels = null::rasterNumLevels;
driver[i]->rasterFromImage = null::rasterFromImage;
s_plglist[i].construct(rw::driver[i]);
}
}
namespace null {

70
src/gl/gl3.cpp Normal file
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@ -0,0 +1,70 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#ifdef RW_OPENGL
#include <GL/glew.h>
#endif
#include "rwgl3.h"
#include "rwgl3shader.h"
#include "rwgl3impl.h"
namespace rw {
namespace gl3 {
// TODO: make some of these things platform-independent
void*
driverOpen(void *o, int32, int32)
{
printf("gl3 open\n");
#ifdef RW_OPENGL
driver[PLATFORM_GL3]->defaultPipeline = makeDefaultPipeline();
#endif
driver[PLATFORM_GL3]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_GL3]->rasterCreate = rasterCreate;
driver[PLATFORM_GL3]->rasterLock = rasterLock;
driver[PLATFORM_GL3]->rasterUnlock = rasterUnlock;
driver[PLATFORM_GL3]->rasterNumLevels = rasterNumLevels;
driver[PLATFORM_GL3]->rasterFromImage = rasterFromImage;
initializeRender();
return o;
}
void*
driverClose(void *o, int32, int32)
{
return o;
}
void
initializePlatform(void)
{
Driver::registerPlugin(PLATFORM_GL3, 0, PLATFORM_GL3,
driverOpen, driverClose);
registerNativeRaster();
#ifdef RW_OPENGL
// uniforms need to be registered before any shaders are created
registerBlock("Scene");
registerBlock("Object");
registerBlock("State");
registerUniform("u_matColor");
registerUniform("u_surfaceProps");
#endif
}
}
}

View File

@ -21,23 +21,6 @@ namespace gl3 {
// TODO: make some of these things platform-independent
void
initializePlatform(void)
{
registerNativeRaster();
#ifdef RW_OPENGL
driver[PLATFORM_GL3].defaultPipeline = makeDefaultPipeline();
// uniforms need to be registered before any shaders are created
registerBlock("Scene");
registerBlock("Object");
registerUniform("u_matColor");
registerUniform("u_surfaceProps");
#endif
initializeRender();
}
#ifdef RW_OPENGL
static void
@ -251,30 +234,6 @@ makeDefaultPipeline(void)
return pipe;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
#endif
}

95
src/gl/gl3plugins.cpp Normal file
View File

@ -0,0 +1,95 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#ifdef RW_OPENGL
#include <GL/glew.h>
#endif
#include "rwgl3.h"
#include "rwgl3shader.h"
namespace rw {
namespace gl3 {
#ifdef RW_OPENGL
// MatFX
static void*
matfxOpen(void *o, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
return o;
}
static void*
matfxClose(void *o, int32, int32)
{
return o;
}
void
initMatFX(void)
{
Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX,
matfxOpen, matfxClose);
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = matfxRenderCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Skin
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
return o;
}
static void*
skinClose(void *o, int32, int32)
{
return o;
}
void
initSkin(void)
{
Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->renderCB = defaultRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
#endif
}
}

View File

@ -21,7 +21,7 @@ namespace gl3 {
int32 nativeRasterOffset;
static void
void
rasterCreate(Raster *raster)
{
Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
@ -42,27 +42,27 @@ rasterCreate(Raster *raster)
#endif
}
static uint8*
uint8*
rasterLock(Raster*, int32 level)
{
printf("locking\n");
return nil;
}
static void
void
rasterUnlock(Raster*, int32)
{
printf("unlocking\n");
}
static int32
int32
rasterNumLevels(Raster*)
{
printf("numlevels\n");
return 0;
}
static void
void
rasterFromImage(Raster *raster, Image *image)
{
int32 format;
@ -112,26 +112,8 @@ copyNativeRaster(void *dst, void *, int32 offset, int32)
return dst;
}
static void*
nativeOpen(void*, int32, int32)
{
driver[PLATFORM_GL3].rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_GL3].rasterCreate = rasterCreate;
driver[PLATFORM_GL3].rasterLock = rasterLock;
driver[PLATFORM_GL3].rasterUnlock = rasterUnlock;
driver[PLATFORM_GL3].rasterNumLevels = rasterNumLevels;
driver[PLATFORM_GL3].rasterFromImage = rasterFromImage;
}
static void*
nativeClose(void*, int32, int32)
{
printf("gl3 native close\n");
}
void registerNativeRaster(void)
{
Engine::registerPlugin(0, ID_RASTERGL3, nativeOpen, nativeClose);
nativeRasterOffset = Raster::registerPlugin(sizeof(Gl3Raster),
ID_RASTERGL3,
createNativeRaster,

View File

@ -17,6 +17,12 @@
namespace rw {
namespace gl3 {
struct UniformState
{
int alphaFunc;
float32 alphaRef;
};
struct UniformScene
{
float32 proj[16];
@ -47,8 +53,9 @@ struct UniformObject
};
GLuint vao;
GLuint ubo_scene, ubo_object;
GLuint ubo_state, ubo_scene, ubo_object;
GLuint whitetex;
UniformState uniformState;
UniformScene uniformScene;
UniformObject uniformObject;
@ -113,7 +120,7 @@ beginUpdate(Camera *cam)
void
initializeRender(void)
{
driver[PLATFORM_GL3].beginUpdate = beginUpdate;
driver[PLATFORM_GL3]->beginUpdate = beginUpdate;
glClearColor(0.25, 0.25, 0.25, 1.0);
@ -125,6 +132,14 @@ initializeRender(void)
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &ubo_state);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glGenBuffers(1, &ubo_scene);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
@ -163,6 +178,7 @@ setAttribPointers(InstanceDataHeader *header)
}
}
static bool32 stateDirty = 1;
static bool32 sceneDirty = 1;
static bool32 objectDirty = 1;
@ -262,6 +278,21 @@ setVertexAlpha(bool32 alpha)
vertexAlpha = alpha;
}
void
setAlphaTestFunc(int32 f)
{
uniformState.alphaFunc = f;
stateDirty = 1;
}
void
setAlphaRef(float32 f)
{
uniformState.alphaRef = f;
stateDirty = 1;
}
#define U(s) currentShader->uniformLocations[findUniform(s)]
void
flushCache(void)
@ -278,6 +309,12 @@ flushCache(void)
&uniformScene);
sceneDirty = 0;
}
if(stateDirty){
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState),
&uniformState);
stateDirty = 0;
}
}
void
@ -305,6 +342,56 @@ lightingCB(void)
setAmbientLight(&ambLight);
}
void
matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB();
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
setAttribPointers(header);
Material *m;
RGBAf col;
GLfloat surfProps[4];
int id;
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
setAlphaTestFunc(1);
setAlphaRef(0.2);
while(n--){
m = inst->material;
convColor(&col, &m->color);
glUniform4fv(U("u_matColor"), 1, (GLfloat*)&col);
surfProps[0] = m->surfaceProps.ambient;
surfProps[1] = m->surfaceProps.specular;
surfProps[2] = m->surfaceProps.diffuse;
surfProps[3] = 0.0f;
glUniform4fv(U("u_surfaceProps"), 1, surfProps);
setTexture(0, m->texture);
/*
if(MatFX::getEffects(m) == MatFX::ENVMAP){
MatFX *fx = MatFX::get(m);
int32 idx = fx->getEffectIndex(MatFX::ENVMAP);
setTexture(0, fx->fx[idx].env.tex);
}
*/
setVertexAlpha(inst->vertexAlpha || m->color.alpha != 0xFF);
flushCache();
glDrawElements(header->primType, inst->numIndex,
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
inst++;
}
}
void
defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
@ -322,11 +409,12 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
setAlphaTestFunc(1);
setAlphaRef(0.2);
while(n--){
m = inst->material;
#define U(s) currentShader->uniformLocations[findUniform(s)]
convColor(&col, &m->color);
glUniform4fv(U("u_matColor"), 1, (GLfloat*)&col);

View File

@ -60,6 +60,10 @@ struct InstanceDataHeader : rw::InstanceDataHeader
void setAttribPointers(InstanceDataHeader *header);
// Render state
void setAlphaTestFunc(int32 f);
void setAlphaRef(float32 f);
// per Scene
void setProjectionMatrix(float32*);
void setViewMatrix(float32*);
@ -88,6 +92,8 @@ void defaultInstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header);
void defaultRenderCB(Atomic *atomic, InstanceDataHeader *header);
void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header);
ObjPipeline *makeDefaultPipeline(void);
ObjPipeline *makeSkinPipeline(void);
ObjPipeline *makeMatFXPipeline(void);

11
src/gl/rwgl3impl.h Normal file
View File

@ -0,0 +1,11 @@
namespace rw {
namespace gl3 {
void rasterCreate(Raster *raster);
uint8 *rasterLock(Raster*, int32 level);
void rasterUnlock(Raster*, int32);
int32 rasterNumLevels(Raster*);
void rasterFromImage(Raster *raster, Image *image);
}
}

13
src/gl/rwgl3plg.h Normal file
View File

@ -0,0 +1,13 @@
namespace rw {
namespace gl3 {
void matfxRenderCB(Atomic *atomic, InstanceDataHeader *header);
ObjPipeline *makeSkinPipeline(void);
ObjPipeline *makeMatFXPipeline(void);
void initMatFX(void);
void initSkin(void);
}
}

View File

@ -60,12 +60,16 @@ ObjPipeline *makeDefaultPipeline(void);
// Skin plugin
void initSkin(void);
Stream *readNativeSkin(Stream *stream, int32, void *object, int32 offset);
Stream *writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset);
int32 getSizeNativeSkin(void *object, int32 offset);
ObjPipeline *makeSkinPipeline(void);
// MatFX plugin
void initMatFX(void);
ObjPipeline *makeMatFXPipeline(void);
// Raster

View File

@ -21,10 +21,25 @@
namespace rw {
namespace wdgl {
void*
driverOpen(void *o, int32, int32)
{
printf("wdgl open\n");
driver[PLATFORM_WDGL]->defaultPipeline = makeDefaultPipeline();
return o;
}
void*
driverClose(void *o, int32, int32)
{
return o;
}
void
initializePlatform(void)
{
driver[PLATFORM_WDGL].defaultPipeline = makeDefaultPipeline();
Driver::registerPlugin(PLATFORM_WDGL, 0, PLATFORM_WDGL,
driverOpen, driverClose);
}
@ -659,6 +674,28 @@ skinUninstanceCB(Geometry *geo)
skin->findUsedBones(geo->numVertices);
}
// Skin
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_WDGL] = makeSkinPipeline();
return o;
}
static void*
skinClose(void *o, int32, int32)
{
return o;
}
void
initSkin(void)
{
Driver::registerPlugin(PLATFORM_WDGL, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
@ -671,6 +708,28 @@ makeSkinPipeline(void)
return pipe;
}
// MatFX
static void*
matfxOpen(void *o, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_WDGL] = makeMatFXPipeline();
return o;
}
static void*
matfxClose(void *o, int32, int32)
{
return o;
}
void
initMatFX(void)
{
Driver::registerPlugin(PLATFORM_WDGL, 0, ID_MATFX,
matfxOpen, matfxClose);
}
ObjPipeline*
makeMatFXPipeline(void)
{

View File

@ -691,7 +691,7 @@ Raster::create(int32 width, int32 height, int32 depth, int32 format, int32 platf
raster->texels = raster->palette = nil;
s_plglist.construct(raster);
driver[raster->platform].rasterCreate(raster);
driver[raster->platform]->rasterCreate(raster);
return raster;
}
@ -707,19 +707,19 @@ Raster::destroy(void)
uint8*
Raster::lock(int32 level)
{
return driver[this->platform].rasterLock(this, level);
return driver[this->platform]->rasterLock(this, level);
}
void
Raster::unlock(int32 level)
{
driver[this->platform].rasterUnlock(this, level);
driver[this->platform]->rasterUnlock(this, level);
}
int32
Raster::getNumLevels(void)
{
return driver[this->platform].rasterNumLevels(this);
return driver[this->platform]->rasterNumLevels(this);
}
int32
@ -737,7 +737,7 @@ Raster::createFromImage(Image *image)
{
Raster *raster = Raster::create(image->width, image->height,
image->depth, 4 | 0x80);
driver[raster->platform].rasterFromImage(raster, image);
driver[raster->platform]->rasterFromImage(raster, image);
return raster;
}

View File

@ -17,6 +17,7 @@
#include "d3d/rwd3d9.h"
#include "gl/rwwdgl.h"
#include "gl/rwgl3.h"
#include "gl/rwgl3plg.h"
#define PLUGIN_ID ID_MATFX
@ -128,6 +129,12 @@ MatFX::getEffects(Material *m)
return 0;
}
MatFX*
MatFX::get(Material *m)
{
return *PLUGINOFFSET(MatFX*, m, matFXGlobals.materialOffset);
}
uint32
MatFX::getEffectIndex(uint32 type)
{
@ -410,28 +417,6 @@ MatFX::enableEffects(Atomic *atomic)
atomic->pipeline = matFXGlobals.pipelines[rw::platform];
}
static void*
matfxOpen(void*, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_PS2] =
ps2::makeMatFXPipeline();
matFXGlobals.pipelines[PLATFORM_XBOX] =
xbox::makeMatFXPipeline();
matFXGlobals.pipelines[PLATFORM_D3D8] =
d3d8::makeMatFXPipeline();
matFXGlobals.pipelines[PLATFORM_D3D9] =
d3d9::makeMatFXPipeline();
matFXGlobals.pipelines[PLATFORM_WDGL] =
wdgl::makeMatFXPipeline();
matFXGlobals.pipelines[PLATFORM_GL3] =
gl3::makeMatFXPipeline();
}
static void*
matfxClose(void*, int32, int32)
{
}
void
registerMatFXPlugin(void)
{
@ -442,10 +427,12 @@ registerMatFXPlugin(void)
for(uint i = 0; i < nelem(matFXGlobals.pipelines); i++)
matFXGlobals.pipelines[i] = defpipe;
// TODO: call platform specific init functions?
// have platform specific open functions?
Engine::registerPlugin(0, ID_MATFX, matfxOpen, matfxClose);
ps2::initMatFX();
xbox::initMatFX();
d3d8::initMatFX();
d3d9::initMatFX();
wdgl::initMatFX();
gl3::initMatFX();
matFXGlobals.atomicOffset =
Atomic::registerPlugin(sizeof(int32), ID_MATFX,

View File

@ -13,16 +13,40 @@
#include "rwps2.h"
#include "rwps2plg.h"
#include "rwps2impl.h"
#define PLUGIN_ID 2
namespace rw {
namespace ps2 {
void*
driverOpen(void *o, int32, int32)
{
printf("ps2 open\n");
driver[PLATFORM_PS2]->defaultPipeline = makeDefaultPipeline();
driver[PLATFORM_PS2]->rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_PS2]->rasterCreate = rasterCreate;
driver[PLATFORM_PS2]->rasterLock = rasterLock;
driver[PLATFORM_PS2]->rasterUnlock = rasterUnlock;
driver[PLATFORM_PS2]->rasterNumLevels = rasterNumLevels;
return o;
}
void*
driverClose(void *o, int32, int32)
{
return o;
}
void
initializePlatform(void)
{
Driver::registerPlugin(PLATFORM_PS2, 0, PLATFORM_PS2,
driverOpen, driverClose);
registerNativeRaster();
driver[PLATFORM_PS2].defaultPipeline = makeDefaultPipeline();
}
ObjPipeline *defaultObjPipe;
@ -1068,315 +1092,6 @@ makeDefaultPipeline(void)
return defaultObjPipe;
}
ObjPipeline*
makeSkinPipeline(void)
{
MatPipeline *pipe = new MatPipeline(PLATFORM_PS2);
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
pipe->attribs[AT_XYZ] = &attribXYZ;
pipe->attribs[AT_UV] = &attribUV;
pipe->attribs[AT_RGBA] = &attribRGBA;
pipe->attribs[AT_NORMAL] = &attribNormal;
pipe->attribs[AT_NORMAL+1] = &attribWeights;
uint32 vertCount = MatPipeline::getVertCount(VU_Lights-0x100, 5, 3, 2);
pipe->setTriBufferSizes(5, vertCount);
pipe->vifOffset = pipe->inputStride*vertCount;
pipe->instanceCB = skinInstanceCB;
pipe->uninstanceCB = genericUninstanceCB;
pipe->preUninstCB = skinPreCB;
pipe->postUninstCB = skinPostCB;
ObjPipeline *opipe = new ObjPipeline(PLATFORM_PS2);
opipe->pluginID = ID_SKIN;
opipe->pluginData = 1;
opipe->groupPipeline = pipe;
return opipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
MatPipeline *pipe = new MatPipeline(PLATFORM_PS2);
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
pipe->attribs[AT_XYZ] = &attribXYZ;
pipe->attribs[AT_UV] = &attribUV;
pipe->attribs[AT_RGBA] = &attribRGBA;
pipe->attribs[AT_NORMAL] = &attribNormal;
uint32 vertCount = MatPipeline::getVertCount(0x3C5, 4, 3, 3);
pipe->setTriBufferSizes(4, vertCount);
pipe->vifOffset = pipe->inputStride*vertCount;
pipe->uninstanceCB = genericUninstanceCB;
ObjPipeline *opipe = new ObjPipeline(PLATFORM_PS2);
opipe->pluginID = ID_MATFX;
opipe->pluginData = 0;
opipe->groupPipeline = pipe;
return opipe;
}
// Skin
Stream*
readNativeSkin(Stream *stream, int32, void *object, int32 offset)
{
uint8 header[4];
Geometry *geometry = (Geometry*)object;
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"))
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_PS2){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
stream->read(header, 4);
Skin *skin = new Skin;
*PLUGINOFFSET(Skin*, geometry, offset) = skin;
// numUsedBones and numWeights appear in/after 34003 but not in/before 33002
// (probably rw::version >= 0x34000)
bool oldFormat = header[1] == 0;
// Use numBones for numUsedBones to allocate data
if(oldFormat)
skin->init(header[0], header[0], 0);
else
skin->init(header[0], header[1], 0);
skin->numWeights = header[2];
if(!oldFormat)
stream->read(skin->usedBones, skin->numUsedBones);
if(skin->numBones)
stream->read(skin->inverseMatrices, skin->numBones*64);
// dummy data in case we need to write data in the new format
if(oldFormat){
skin->numWeights = 4;
for(int32 i = 0; i < skin->numUsedBones; i++)
skin->usedBones[i] = i;
}
if(!oldFormat)
// last 3 ints are split data as in the other formats
// TODO: what are the other 4?
stream->seek(7*4);
return stream;
}
Stream*
writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset)
{
uint8 header[4];
writeChunkHeader(stream, ID_STRUCT, len-12);
stream->writeU32(PLATFORM_PS2);
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
// not sure which version introduced the new format
bool oldFormat = version < 0x34000;
header[0] = skin->numBones;
if(oldFormat){
header[1] = 0;
header[2] = 0;
}else{
header[1] = skin->numUsedBones;
header[2] = skin->numWeights;
}
header[3] = 0;
stream->write(header, 4);
if(!oldFormat)
stream->write(skin->usedBones, skin->numUsedBones);
stream->write(skin->inverseMatrices, skin->numBones*64);
if(!oldFormat){
uint32 buffer[7] = { 0, 0, 0, 0, 0, 0, 0 };
stream->write(buffer, 7*4);
}
return stream;
}
int32
getSizeNativeSkin(void *object, int32 offset)
{
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
if(skin == nil)
return -1;
int32 size = 12 + 4 + 4 + skin->numBones*64;
// not sure which version introduced the new format
if(version >= 0x34000)
size += skin->numUsedBones + 16 + 12;
return size;
}
void
instanceSkinData(Geometry*, Mesh *m, Skin *skin, uint32 *data)
{
uint16 j;
float32 *weights = (float32*)data;
uint32 *indices = data;
for(uint32 i = 0; i < m->numIndices; i++){
j = m->indices[i];
for(int32 k = 0; k < 4; k++){
*weights++ = skin->weights[j*4+k];
*indices &= ~0x3FF;
*indices++ |= skin->indices[j*4+k] && skin->weights[j*4+k] ?
(skin->indices[j*4+k]+1) << 2 : 0;
}
}
}
void
skinInstanceCB(MatPipeline *, Geometry *g, Mesh *m, uint8 **data)
{
Skin *skin = *PLUGINOFFSET(Skin*, g, skinGlobals.offset);
if(skin == nil)
return;
instanceSkinData(g, m, skin, (uint32*)data[4]);
}
// TODO: call base function perhaps?
int32
findVertexSkin(Geometry *g, uint32 flags[], uint32 mask, Vertex *v)
{
Skin *skin = *PLUGINOFFSET(Skin*, g, skinGlobals.offset);
float32 *wghts = nil;
uint8 *inds = nil;
if(skin){
wghts = skin->weights;
inds = skin->indices;
}
float32 *verts = g->morphTargets[0].vertices;
float32 *tex = g->texCoords[0];
float32 *tex1 = g->texCoords[1];
float32 *norms = g->morphTargets[0].normals;
uint8 *cols = g->colors;
for(int32 i = 0; i < g->numVertices; i++){
uint32 flag = flags ? flags[i] : ~0;
if(mask & flag & 0x1 &&
!(verts[0] == v->p[0] && verts[1] == v->p[1] && verts[2] == v->p[2]))
goto cont;
if(mask & flag & 0x10 &&
!(norms[0] == v->n[0] && norms[1] == v->n[1] && norms[2] == v->n[2]))
goto cont;
if(mask & flag & 0x100 &&
!(cols[0] == v->c[0] && cols[1] == v->c[1] && cols[2] == v->c[2] && cols[3] == v->c[3]))
goto cont;
if(mask & flag & 0x1000 &&
!(tex[0] == v->t[0] && tex[1] == v->t[1]))
goto cont;
if(mask & flag & 0x2000 &&
!(tex1[0] == v->t1[0] && tex1[1] == v->t1[1]))
goto cont;
if(mask & flag & 0x10000 &&
!(wghts[0] == v->w[0] && wghts[1] == v->w[1] &&
wghts[2] == v->w[2] && wghts[3] == v->w[3] &&
inds[0] == v->i[0] && inds[1] == v->i[1] &&
inds[2] == v->i[2] && inds[3] == v->i[3]))
goto cont;
return i;
cont:
verts += 3;
tex += 2;
norms += 3;
cols += 4;
wghts += 4;
inds += 4;
}
return -1;
}
void
insertVertexSkin(Geometry *geo, int32 i, uint32 mask, Vertex *v)
{
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
insertVertex(geo, i, mask, v);
if(mask & 0x10000){
memcpy(&skin->weights[i*4], v->w, 16);
memcpy(&skin->indices[i*4], v->i, 4);
}
}
/*
void
skinUninstanceCB(MatPipeline*, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[])
{
float32 *verts = (float32*)data[AT_XYZ];
float32 *texcoords = (float32*)data[AT_UV];
uint8 *colors = (uint8*)data[AT_RGBA];
int8 *norms = (int8*)data[AT_NORMAL];
uint32 *wghts = (uint32*)data[AT_NORMAL+1];
uint32 mask = 0x1; // vertices
if(geo->geoflags & Geometry::NORMALS)
mask |= 0x10;
if(geo->geoflags & Geometry::PRELIT)
mask |= 0x100;
if(geo->numTexCoordSets > 0)
mask |= 0x1000;
mask |= 0x10000;
Vertex v;
for(uint32 i = 0; i < mesh->numIndices; i++){
if(mask & 0x1)
memcpy(&v.p, verts, 12);
if(mask & 0x10){
v.n[0] = norms[0]/127.0f;
v.n[1] = norms[1]/127.0f;
v.n[2] = norms[2]/127.0f;
}
if(mask & 0x100)
memcpy(&v.c, colors, 4);
if(mask & 0x1000)
memcpy(&v.t, texcoords, 8);
for(int j = 0; j < 4; j++){
((uint32*)v.w)[j] = wghts[j] & ~0x3FF;
v.i[j] = (wghts[j] & 0x3FF) >> 2;
if(v.i[j]) v.i[j]--;
if(v.w[j] == 0.0f) v.i[j] = 0;
}
int32 idx = findVertexSkin(geo, flags, mask, &v);
if(idx < 0)
idx = geo->numVertices++;
mesh->indices[i] = idx;
flags[idx] = mask;
insertVertexSkin(geo, idx, mask, &v);
verts += 3;
texcoords += 2;
colors += 4;
norms += 3;
wghts += 4;
}
}
*/
void
skinPreCB(MatPipeline*, Geometry *geo)
{
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == nil)
return;
uint8 *data = skin->data;
float *invMats = skin->inverseMatrices;
// meshHeader->totalIndices is highest possible number of vertices again
skin->init(skin->numBones, skin->numBones, geo->meshHeader->totalIndices);
memcpy(skin->inverseMatrices, invMats, skin->numBones*64);
delete[] data;
}
void
skinPostCB(MatPipeline*, Geometry *geo)
{
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin){
skin->findNumWeights(geo->numVertices);
skin->findUsedBones(geo->numVertices);
}
}
// ADC
int32 adcOffset;

64
src/ps2/ps2matfx.cpp Normal file
View File

@ -0,0 +1,64 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#include "rwps2.h"
#include "rwps2plg.h"
#define PLUGIN_ID ID_MATFX
namespace rw {
namespace ps2 {
static void*
matfxOpen(void *o, int32, int32)
{
matFXGlobals.pipelines[PLATFORM_PS2] = makeMatFXPipeline();
return o;
}
static void*
matfxClose(void *o, int32, int32)
{
return o;
}
void
initMatFX(void)
{
Driver::registerPlugin(PLATFORM_PS2, 0, ID_MATFX,
matfxOpen, matfxClose);
}
ObjPipeline*
makeMatFXPipeline(void)
{
MatPipeline *pipe = new MatPipeline(PLATFORM_PS2);
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
pipe->attribs[AT_XYZ] = &attribXYZ;
pipe->attribs[AT_UV] = &attribUV;
pipe->attribs[AT_RGBA] = &attribRGBA;
pipe->attribs[AT_NORMAL] = &attribNormal;
uint32 vertCount = MatPipeline::getVertCount(0x3C5, 4, 3, 3);
pipe->setTriBufferSizes(4, vertCount);
pipe->vifOffset = pipe->inputStride*vertCount;
pipe->uninstanceCB = genericUninstanceCB;
ObjPipeline *opipe = new ObjPipeline(PLATFORM_PS2);
opipe->pluginID = ID_MATFX;
opipe->pluginData = 0;
opipe->groupPipeline = pipe;
return opipe;
}
}
}

View File

@ -61,15 +61,9 @@ ps2MinSize(int32 psm, int32 flags, int32 *minw, int32 *minh)
}
}
struct dword
{
uint32 lo;
uint32 hi;
};
#define ALIGN64(x) ((x) + 0x3F & ~0x3F)
static void
void
rasterCreate(Raster *raster)
{
uint64 bufferWidth[7], bufferBase[7];
@ -380,7 +374,7 @@ rasterCreate(Raster *raster)
}
}
static uint8*
uint8*
rasterLock(Raster *raster, int32 level)
{
// TODO
@ -389,7 +383,7 @@ rasterLock(Raster *raster, int32 level)
return nil;
}
static void
void
rasterUnlock(Raster *raster, int32 level)
{
// TODO
@ -397,7 +391,7 @@ rasterUnlock(Raster *raster, int32 level)
(void)level;
}
static int32
int32
rasterNumLevels(Raster *raster)
{
Ps2Raster *ras = PLUGINOFFSET(Ps2Raster, raster, nativeRasterOffset);
@ -476,26 +470,9 @@ getSizeMipmap(void*, int32, int32)
return rw::platform == PLATFORM_PS2 ? 4 : 0;
}
static void*
nativeOpen(void*, int32, int32)
{
driver[PLATFORM_PS2].rasterNativeOffset = nativeRasterOffset;
driver[PLATFORM_PS2].rasterCreate = rasterCreate;
driver[PLATFORM_PS2].rasterLock = rasterLock;
driver[PLATFORM_PS2].rasterUnlock = rasterUnlock;
driver[PLATFORM_PS2].rasterNumLevels = rasterNumLevels;
}
static void*
nativeClose(void*, int32, int32)
{
printf("ps2 native close\n");
}
void
registerNativeRaster(void)
{
Engine::registerPlugin(0, ID_RASTERPS2, nativeOpen, nativeClose);
nativeRasterOffset = Raster::registerPlugin(sizeof(Ps2Raster),
ID_RASTERPS2,
createNativeRaster,

329
src/ps2/ps2skin.cpp Normal file
View File

@ -0,0 +1,329 @@
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include "../rwbase.h"
#include "../rwerror.h"
#include "../rwplg.h"
#include "../rwpipeline.h"
#include "../rwobjects.h"
#include "../rwengine.h"
#include "../rwplugins.h"
#include "rwps2.h"
#include "rwps2plg.h"
#include "rwps2impl.h"
#define PLUGIN_ID ID_SKIN
namespace rw {
namespace ps2 {
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_PS2] = makeSkinPipeline();
return o;
}
static void*
skinClose(void *o, int32, int32)
{
return o;
}
void
initSkin(void)
{
Driver::registerPlugin(PLATFORM_PS2, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
MatPipeline *pipe = new MatPipeline(PLATFORM_PS2);
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
pipe->attribs[AT_XYZ] = &attribXYZ;
pipe->attribs[AT_UV] = &attribUV;
pipe->attribs[AT_RGBA] = &attribRGBA;
pipe->attribs[AT_NORMAL] = &attribNormal;
pipe->attribs[AT_NORMAL+1] = &attribWeights;
uint32 vertCount = MatPipeline::getVertCount(VU_Lights-0x100, 5, 3, 2);
pipe->setTriBufferSizes(5, vertCount);
pipe->vifOffset = pipe->inputStride*vertCount;
pipe->instanceCB = skinInstanceCB;
pipe->uninstanceCB = genericUninstanceCB;
pipe->preUninstCB = skinPreCB;
pipe->postUninstCB = skinPostCB;
ObjPipeline *opipe = new ObjPipeline(PLATFORM_PS2);
opipe->pluginID = ID_SKIN;
opipe->pluginData = 1;
opipe->groupPipeline = pipe;
return opipe;
}
Stream*
readNativeSkin(Stream *stream, int32, void *object, int32 offset)
{
uint8 header[4];
Geometry *geometry = (Geometry*)object;
uint32 platform;
if(!findChunk(stream, ID_STRUCT, nil, nil)){
RWERROR((ERR_CHUNK, "STRUCT"))
return nil;
}
platform = stream->readU32();
if(platform != PLATFORM_PS2){
RWERROR((ERR_PLATFORM, platform));
return nil;
}
stream->read(header, 4);
Skin *skin = new Skin;
*PLUGINOFFSET(Skin*, geometry, offset) = skin;
// numUsedBones and numWeights appear in/after 34003 but not in/before 33002
// (probably rw::version >= 0x34000)
bool oldFormat = header[1] == 0;
// Use numBones for numUsedBones to allocate data
if(oldFormat)
skin->init(header[0], header[0], 0);
else
skin->init(header[0], header[1], 0);
skin->numWeights = header[2];
if(!oldFormat)
stream->read(skin->usedBones, skin->numUsedBones);
if(skin->numBones)
stream->read(skin->inverseMatrices, skin->numBones*64);
// dummy data in case we need to write data in the new format
if(oldFormat){
skin->numWeights = 4;
for(int32 i = 0; i < skin->numUsedBones; i++)
skin->usedBones[i] = i;
}
if(!oldFormat)
// last 3 ints are split data as in the other formats
// TODO: what are the other 4?
stream->seek(7*4);
return stream;
}
Stream*
writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset)
{
uint8 header[4];
writeChunkHeader(stream, ID_STRUCT, len-12);
stream->writeU32(PLATFORM_PS2);
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
// not sure which version introduced the new format
bool oldFormat = version < 0x34000;
header[0] = skin->numBones;
if(oldFormat){
header[1] = 0;
header[2] = 0;
}else{
header[1] = skin->numUsedBones;
header[2] = skin->numWeights;
}
header[3] = 0;
stream->write(header, 4);
if(!oldFormat)
stream->write(skin->usedBones, skin->numUsedBones);
stream->write(skin->inverseMatrices, skin->numBones*64);
if(!oldFormat){
uint32 buffer[7] = { 0, 0, 0, 0, 0, 0, 0 };
stream->write(buffer, 7*4);
}
return stream;
}
int32
getSizeNativeSkin(void *object, int32 offset)
{
Skin *skin = *PLUGINOFFSET(Skin*, object, offset);
if(skin == nil)
return -1;
int32 size = 12 + 4 + 4 + skin->numBones*64;
// not sure which version introduced the new format
if(version >= 0x34000)
size += skin->numUsedBones + 16 + 12;
return size;
}
void
instanceSkinData(Geometry*, Mesh *m, Skin *skin, uint32 *data)
{
uint16 j;
float32 *weights = (float32*)data;
uint32 *indices = data;
for(uint32 i = 0; i < m->numIndices; i++){
j = m->indices[i];
for(int32 k = 0; k < 4; k++){
*weights++ = skin->weights[j*4+k];
*indices &= ~0x3FF;
*indices++ |= skin->indices[j*4+k] && skin->weights[j*4+k] ?
(skin->indices[j*4+k]+1) << 2 : 0;
}
}
}
void
skinInstanceCB(MatPipeline *, Geometry *g, Mesh *m, uint8 **data)
{
Skin *skin = *PLUGINOFFSET(Skin*, g, skinGlobals.offset);
if(skin == nil)
return;
instanceSkinData(g, m, skin, (uint32*)data[4]);
}
// TODO: call base function perhaps?
int32
findVertexSkin(Geometry *g, uint32 flags[], uint32 mask, Vertex *v)
{
Skin *skin = *PLUGINOFFSET(Skin*, g, skinGlobals.offset);
float32 *wghts = nil;
uint8 *inds = nil;
if(skin){
wghts = skin->weights;
inds = skin->indices;
}
float32 *verts = g->morphTargets[0].vertices;
float32 *tex = g->texCoords[0];
float32 *tex1 = g->texCoords[1];
float32 *norms = g->morphTargets[0].normals;
uint8 *cols = g->colors;
for(int32 i = 0; i < g->numVertices; i++){
uint32 flag = flags ? flags[i] : ~0;
if(mask & flag & 0x1 &&
!(verts[0] == v->p[0] && verts[1] == v->p[1] && verts[2] == v->p[2]))
goto cont;
if(mask & flag & 0x10 &&
!(norms[0] == v->n[0] && norms[1] == v->n[1] && norms[2] == v->n[2]))
goto cont;
if(mask & flag & 0x100 &&
!(cols[0] == v->c[0] && cols[1] == v->c[1] && cols[2] == v->c[2] && cols[3] == v->c[3]))
goto cont;
if(mask & flag & 0x1000 &&
!(tex[0] == v->t[0] && tex[1] == v->t[1]))
goto cont;
if(mask & flag & 0x2000 &&
!(tex1[0] == v->t1[0] && tex1[1] == v->t1[1]))
goto cont;
if(mask & flag & 0x10000 &&
!(wghts[0] == v->w[0] && wghts[1] == v->w[1] &&
wghts[2] == v->w[2] && wghts[3] == v->w[3] &&
inds[0] == v->i[0] && inds[1] == v->i[1] &&
inds[2] == v->i[2] && inds[3] == v->i[3]))
goto cont;
return i;
cont:
verts += 3;
tex += 2;
norms += 3;
cols += 4;
wghts += 4;
inds += 4;
}
return -1;
}
void
insertVertexSkin(Geometry *geo, int32 i, uint32 mask, Vertex *v)
{
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
insertVertex(geo, i, mask, v);
if(mask & 0x10000){
memcpy(&skin->weights[i*4], v->w, 16);
memcpy(&skin->indices[i*4], v->i, 4);
}
}
/*
void
skinUninstanceCB(MatPipeline*, Geometry *geo, uint32 flags[], Mesh *mesh, uint8 *data[])
{
float32 *verts = (float32*)data[AT_XYZ];
float32 *texcoords = (float32*)data[AT_UV];
uint8 *colors = (uint8*)data[AT_RGBA];
int8 *norms = (int8*)data[AT_NORMAL];
uint32 *wghts = (uint32*)data[AT_NORMAL+1];
uint32 mask = 0x1; // vertices
if(geo->geoflags & Geometry::NORMALS)
mask |= 0x10;
if(geo->geoflags & Geometry::PRELIT)
mask |= 0x100;
if(geo->numTexCoordSets > 0)
mask |= 0x1000;
mask |= 0x10000;
Vertex v;
for(uint32 i = 0; i < mesh->numIndices; i++){
if(mask & 0x1)
memcpy(&v.p, verts, 12);
if(mask & 0x10){
v.n[0] = norms[0]/127.0f;
v.n[1] = norms[1]/127.0f;
v.n[2] = norms[2]/127.0f;
}
if(mask & 0x100)
memcpy(&v.c, colors, 4);
if(mask & 0x1000)
memcpy(&v.t, texcoords, 8);
for(int j = 0; j < 4; j++){
((uint32*)v.w)[j] = wghts[j] & ~0x3FF;
v.i[j] = (wghts[j] & 0x3FF) >> 2;
if(v.i[j]) v.i[j]--;
if(v.w[j] == 0.0f) v.i[j] = 0;
}
int32 idx = findVertexSkin(geo, flags, mask, &v);
if(idx < 0)
idx = geo->numVertices++;
mesh->indices[i] = idx;
flags[idx] = mask;
insertVertexSkin(geo, idx, mask, &v);
verts += 3;
texcoords += 2;
colors += 4;
norms += 3;
wghts += 4;
}
}
*/
void
skinPreCB(MatPipeline*, Geometry *geo)
{
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == nil)
return;
uint8 *data = skin->data;
float *invMats = skin->inverseMatrices;
// meshHeader->totalIndices is highest possible number of vertices again
skin->init(skin->numBones, skin->numBones, geo->meshHeader->totalIndices);
memcpy(skin->inverseMatrices, invMats, skin->numBones*64);
delete[] data;
}
void
skinPostCB(MatPipeline*, Geometry *geo)
{
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin){
skin->findNumWeights(geo->numVertices);
skin->findUsedBones(geo->numVertices);
}
}
}
}

11
src/ps2/rwps2impl.h Normal file
View File

@ -0,0 +1,11 @@
namespace rw {
namespace ps2 {
void rasterCreate(Raster *raster);
uint8 *rasterLock(Raster*, int32 level);
void rasterUnlock(Raster*, int32);
int32 rasterNumLevels(Raster*);
void rasterFromImage(Raster *raster, Image *image);
}
}

View File

@ -1,11 +1,16 @@
namespace rw {
namespace ps2 {
ObjPipeline *makeSkinPipeline(void);
// MatFX plugin
void initMatFX(void);
ObjPipeline *makeMatFXPipeline(void);
// Skin plugin
void initSkin(void);
ObjPipeline *makeSkinPipeline(void);
void insertVertexSkin(Geometry *geo, int32 i, uint32 mask, Vertex *v);
int32 findVertexSkin(Geometry *g, uint32 flags[], uint32 mask, Vertex *v);

View File

@ -1,22 +1,18 @@
namespace rw {
// This is for platform independent things
// TODO: move more stuff into this
struct Engine
{
void *currentCamera;
void *currentWorld;
static PluginList s_plglist;
static void init(void);
static void open(void);
static int32 registerPlugin(int32 size, uint32 id, Constructor ctor,
Destructor dtor){
return s_plglist.registerPlugin(size, id, ctor, dtor, nil);
}
};
extern Engine *engine;
// This is for platform driver implementations
struct Driver
{
ObjPipeline *defaultPipeline;
@ -30,9 +26,17 @@ struct Driver
void (*rasterUnlock)(Raster*, int32 level);
int32 (*rasterNumLevels)(Raster*);
void (*rasterFromImage)(Raster*, Image*);
static PluginList s_plglist[NUM_PLATFORMS];
static void open(void);
static int32 registerPlugin(int32 platform, int32 size, uint32 id,
Constructor ctor, Destructor dtor){
return s_plglist[platform].registerPlugin(size, id,
ctor, dtor, nil);
}
};
extern Driver driver[NUM_PLATFORMS];
extern Driver *driver[NUM_PLATFORMS];
#define DRIVER driver[rw::platform]
namespace null {

View File

@ -110,6 +110,7 @@ struct MatFX
void setEffects(uint32 flags);
static uint32 getEffects(Material *m);
static MatFX *get(Material *m);
uint32 getEffectIndex(uint32 type);
void setBumpTexture(Texture *t);
void setBumpCoefficient(float32 coef);

View File

@ -17,6 +17,7 @@
#include "d3d/rwd3d9.h"
#include "gl/rwwdgl.h"
#include "gl/rwgl3.h"
#include "gl/rwgl3plg.h"
#define PLUGIN_ID ID_SKIN
@ -227,28 +228,6 @@ skinRights(void *object, int32, int32, uint32)
Skin::setPipeline((Atomic*)object, 1);
}
static void*
skinOpen(void*, int32, int32)
{
skinGlobals.pipelines[PLATFORM_PS2] =
ps2::makeSkinPipeline();
skinGlobals.pipelines[PLATFORM_XBOX] =
xbox::makeSkinPipeline();
skinGlobals.pipelines[PLATFORM_D3D8] =
d3d8::makeSkinPipeline();
skinGlobals.pipelines[PLATFORM_D3D9] =
d3d9::makeSkinPipeline();
skinGlobals.pipelines[PLATFORM_WDGL] =
wdgl::makeSkinPipeline();
skinGlobals.pipelines[PLATFORM_GL3] =
gl3::makeSkinPipeline();
}
static void*
skinClose(void*, int32, int32)
{
}
void
registerSkinPlugin(void)
{
@ -259,10 +238,12 @@ registerSkinPlugin(void)
for(uint i = 0; i < nelem(skinGlobals.pipelines); i++)
skinGlobals.pipelines[i] = defpipe;
// TODO: call platform specific init functions?
// have platform specific open functions?
Engine::registerPlugin(0, ID_SKIN, skinOpen, skinClose);
ps2::initSkin();
xbox::initSkin();
d3d8::initSkin();
d3d9::initSkin();
wdgl::initSkin();
gl3::initSkin();
skinGlobals.offset = Geometry::registerPlugin(sizeof(Skin*), ID_SKIN,
createSkin,