mirror of
https://github.com/libretro/ppsspp.git
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0279aa154c
Alpha won't be correct, though.
564 lines
18 KiB
C++
564 lines
18 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "gfx_es2/gl_state.h"
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#include "math/math_util.h"
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#include "Core/Config.h"
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#include "GPU/GPUState.h"
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#include "GPU/Math3D.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/TransformCommon.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/ShaderManager.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/TransformPipeline.h"
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// This is the software transform pipeline, which is necessary for supporting RECT
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// primitives correctly without geometry shaders, and may be easier to use for
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// debugging than the hardware transform pipeline.
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// There's code here that simply expands transformed RECTANGLES into plain triangles.
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// We're gonna have to keep software transforming RECTANGLES, unless we use a geom shader which we can't on OpenGL ES 2.0.
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// Usually, though, these primitives don't use lighting etc so it's no biggie performance wise, but it would be nice to get rid of
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// this code.
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// Actually, if we find the camera-relative right and down vectors, it might even be possible to add the extra points in pre-transformed
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// space and thus make decent use of hardware transform.
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// Actually again, single quads could be drawn more efficiently using GL_TRIANGLE_STRIP, no need to duplicate verts as for
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// GL_TRIANGLES. Still need to sw transform to compute the extra two corners though.
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//
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extern const GLuint glprim[8];
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// The verts are in the order: BR BL TL TR
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static void SwapUVs(TransformedVertex &a, TransformedVertex &b) {
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float tempu = a.u;
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float tempv = a.v;
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a.u = b.u;
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a.v = b.v;
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b.u = tempu;
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b.v = tempv;
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}
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// 2 3 3 2 0 3 2 1
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// to to or
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// 1 0 0 1 1 2 3 0
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// See comment below where this was called before.
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/*
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static void RotateUV(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 < y2) || (x1 > x2 && y1 > y2))
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SwapUVs(v[1], v[3]);
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}*/
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static void RotateUVThrough(TransformedVertex v[4]) {
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float x1 = v[2].x;
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float x2 = v[0].x;
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float y1 = v[2].y;
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float y2 = v[0].y;
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if ((x1 < x2 && y1 > y2) || (x1 > x2 && y1 < y2))
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SwapUVs(v[1], v[3]);
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}
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// Clears on the PSP are best done by drawing a series of vertical strips
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// in clear mode. This tries to detect that.
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bool TransformDrawEngine::IsReallyAClear(int numVerts) const {
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if (transformed[0].x != 0.0f || transformed[0].y != 0.0f)
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return false;
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u32 matchcolor = transformed[0].color0_32;
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float matchz = transformed[0].z;
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int bufW = gstate_c.curRTWidth;
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int bufH = gstate_c.curRTHeight;
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float prevX = 0.0f;
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for (int i = 1; i < numVerts; i++) {
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if (transformed[i].color0_32 != matchcolor || transformed[i].z != matchz)
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return false;
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if ((i & 1) == 0) {
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// Top left of a rectangle
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if (transformed[i].y != 0)
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return false;
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if (i > 0 && transformed[i].x != transformed[i - 1].x)
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return false;
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} else {
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// Bottom right
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if (transformed[i].y != bufH)
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return false;
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if (transformed[i].x <= transformed[i - 1].x)
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return false;
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}
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}
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// The last vertical strip often extends outside the drawing area.
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if (transformed[numVerts - 1].x < bufW)
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return false;
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return true;
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}
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void TransformDrawEngine::SoftwareTransformAndDraw(
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int prim, u8 *decoded, LinkedShader *program, int vertexCount, u32 vertType, void *inds, int indexType, const DecVtxFormat &decVtxFormat, int maxIndex) {
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bool throughmode = (vertType & GE_VTYPE_THROUGH_MASK) != 0;
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bool lmode = gstate.isUsingSecondaryColor() && gstate.isLightingEnabled();
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// TODO: Split up into multiple draw calls for GLES 2.0 where you can't guarantee support for more than 0x10000 verts.
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#if defined(MOBILE_DEVICE)
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if (vertexCount > 0x10000/3)
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vertexCount = 0x10000/3;
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#endif
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float uscale = 1.0f;
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float vscale = 1.0f;
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bool scaleUV = false;
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if (throughmode) {
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uscale /= gstate_c.curTextureWidth;
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vscale /= gstate_c.curTextureHeight;
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} else {
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scaleUV = !g_Config.bPrescaleUV;
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}
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bool skinningEnabled = vertTypeIsSkinningEnabled(vertType);
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int w = gstate.getTextureWidth(0);
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int h = gstate.getTextureHeight(0);
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float widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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float heightFactor = (float) h / (float) gstate_c.curTextureHeight;
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Lighter lighter(vertType);
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float fog_end = getFloat24(gstate.fog1);
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float fog_slope = getFloat24(gstate.fog2);
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// Same fixup as in ShaderManager.cpp
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if (my_isinf(fog_slope)) {
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// not really sure what a sensible value might be.
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fog_slope = fog_slope < 0.0f ? -10000.0f : 10000.0f;
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}
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if (my_isnan(fog_slope)) {
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// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
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// Just put the fog far away at a large finite distance.
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// Infinities and NaNs are rather unpredictable in shaders on many GPUs
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// so it's best to just make it a sane calculation.
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fog_end = 100000.0f;
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fog_slope = 1.0f;
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}
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VertexReader reader(decoded, decVtxFormat, vertType);
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// We flip in the fragment shader for GE_TEXMAP_TEXTURE_MATRIX.
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const bool flipV = gstate_c.flipTexture && gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_MATRIX;
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for (int index = 0; index < maxIndex; index++) {
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reader.Goto(index);
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float v[3] = {0, 0, 0};
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Vec4f c0 = Vec4f(1, 1, 1, 1);
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Vec4f c1 = Vec4f(0, 0, 0, 0);
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float uv[3] = {0, 0, 1};
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float fogCoef = 1.0f;
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if (throughmode) {
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// Do not touch the coordinates or the colors. No lighting.
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reader.ReadPos(v);
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if (reader.hasColor0()) {
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reader.ReadColor0(&c0.x);
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// c1 is already 0.
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} else {
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c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
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}
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if (reader.hasUV()) {
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reader.ReadUV(uv);
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uv[0] *= uscale;
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uv[1] *= vscale;
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}
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fogCoef = 1.0f;
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// Scale UV?
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} else {
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// We do software T&L for now
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float out[3];
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float pos[3];
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Vec3f normal(0, 0, 1);
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Vec3f worldnormal(0, 0, 1);
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reader.ReadPos(pos);
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if (!skinningEnabled) {
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Vec3ByMatrix43(out, pos, gstate.worldMatrix);
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if (reader.hasNormal()) {
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reader.ReadNrm(normal.AsArray());
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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} else {
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float weights[8];
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reader.ReadWeights(weights);
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if (reader.hasNormal())
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reader.ReadNrm(normal.AsArray());
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// Skinning
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Vec3f psum(0, 0, 0);
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Vec3f nsum(0, 0, 0);
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for (int i = 0; i < vertTypeGetNumBoneWeights(vertType); i++) {
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if (weights[i] != 0.0f) {
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Vec3ByMatrix43(out, pos, gstate.boneMatrix+i*12);
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Vec3f tpos(out);
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psum += tpos * weights[i];
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if (reader.hasNormal()) {
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Vec3f norm;
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Norm3ByMatrix43(norm.AsArray(), normal.AsArray(), gstate.boneMatrix+i*12);
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nsum += norm * weights[i];
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}
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}
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}
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// Yes, we really must multiply by the world matrix too.
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Vec3ByMatrix43(out, psum.AsArray(), gstate.worldMatrix);
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if (reader.hasNormal()) {
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normal = nsum;
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if (gstate.areNormalsReversed()) {
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normal = -normal;
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}
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Norm3ByMatrix43(worldnormal.AsArray(), normal.AsArray(), gstate.worldMatrix);
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worldnormal = worldnormal.Normalized();
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}
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}
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// Perform lighting here if enabled. don't need to check through, it's checked above.
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Vec4f unlitColor = Vec4f(1, 1, 1, 1);
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if (reader.hasColor0()) {
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reader.ReadColor0(&unlitColor.x);
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} else {
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unlitColor = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
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}
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if (gstate.isLightingEnabled()) {
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float litColor0[4];
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float litColor1[4];
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lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, worldnormal);
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// Don't ignore gstate.lmode - we should send two colors in that case
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for (int j = 0; j < 4; j++) {
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c0[j] = litColor0[j];
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}
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if (lmode) {
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// Separate colors
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for (int j = 0; j < 4; j++) {
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c1[j] = litColor1[j];
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}
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} else {
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// Summed color into c0
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for (int j = 0; j < 4; j++) {
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c0[j] = ((c0[j] + litColor1[j]) > 1.0f) ? 1.0f : (c0[j] + litColor1[j]);
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}
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}
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} else {
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if (reader.hasColor0()) {
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for (int j = 0; j < 4; j++) {
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c0[j] = unlitColor[j];
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}
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} else {
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c0 = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
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}
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if (lmode) {
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// c1 is already 0.
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}
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}
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float ruv[2] = {0.0f, 0.0f};
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if (reader.hasUV())
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reader.ReadUV(ruv);
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// Perform texture coordinate generation after the transform and lighting - one style of UV depends on lights.
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switch (gstate.getUVGenMode()) {
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case GE_TEXMAP_TEXTURE_COORDS: // UV mapping
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case GE_TEXMAP_UNKNOWN: // Seen in Riviera. Unsure of meaning, but this works.
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// Texture scale/offset is only performed in this mode.
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if (scaleUV) {
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uv[0] = ruv[0]*gstate_c.uv.uScale + gstate_c.uv.uOff;
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uv[1] = ruv[1]*gstate_c.uv.vScale + gstate_c.uv.vOff;
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} else {
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uv[0] = ruv[0];
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uv[1] = ruv[1];
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}
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uv[2] = 1.0f;
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break;
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case GE_TEXMAP_TEXTURE_MATRIX:
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{
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// Projection mapping
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Vec3f source;
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switch (gstate.getUVProjMode()) {
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case GE_PROJMAP_POSITION: // Use model space XYZ as source
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source = pos;
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break;
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case GE_PROJMAP_UV: // Use unscaled UV as source
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source = Vec3f(ruv[0], ruv[1], 0.0f);
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break;
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case GE_PROJMAP_NORMALIZED_NORMAL: // Use normalized normal as source
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source = normal.Normalized();
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if (!reader.hasNormal()) {
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ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
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}
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break;
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case GE_PROJMAP_NORMAL: // Use non-normalized normal as source!
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source = normal;
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if (!reader.hasNormal()) {
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ERROR_LOG_REPORT(G3D, "Normal projection mapping without normal?");
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}
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break;
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}
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float uvw[3];
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Vec3ByMatrix43(uvw, &source.x, gstate.tgenMatrix);
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uv[0] = uvw[0];
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uv[1] = uvw[1];
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uv[2] = uvw[2];
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}
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break;
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case GE_TEXMAP_ENVIRONMENT_MAP:
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// Shade mapping - use two light sources to generate U and V.
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{
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Vec3f lightpos0 = Vec3f(&lighter.lpos[gstate.getUVLS0() * 3]).Normalized();
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Vec3f lightpos1 = Vec3f(&lighter.lpos[gstate.getUVLS1() * 3]).Normalized();
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uv[0] = (1.0f + Dot(lightpos0, worldnormal))/2.0f;
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uv[1] = (1.0f + Dot(lightpos1, worldnormal))/2.0f;
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uv[2] = 1.0f;
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}
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break;
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default:
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// Illegal
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ERROR_LOG_REPORT(G3D, "Impossible UV gen mode? %d", gstate.getUVGenMode());
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break;
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}
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uv[0] = uv[0] * widthFactor;
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uv[1] = uv[1] * heightFactor;
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// Transform the coord by the view matrix.
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Vec3ByMatrix43(v, out, gstate.viewMatrix);
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fogCoef = (v[2] + fog_end) * fog_slope;
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}
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// TODO: Write to a flexible buffer, we don't always need all four components.
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memcpy(&transformed[index].x, v, 3 * sizeof(float));
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transformed[index].fog = fogCoef;
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memcpy(&transformed[index].u, uv, 3 * sizeof(float));
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if (flipV) {
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transformed[index].v = 1.0f - transformed[index].v;
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}
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transformed[index].color0_32 = c0.ToRGBA();
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transformed[index].color1_32 = c1.ToRGBA();
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}
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// Here's the best opportunity to try to detect rectangles used to clear the screen, and
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// replace them with real OpenGL clears. This can provide a speedup on certain mobile chips.
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//
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// An alternative option is to simply ditch all the verts except the first and last to create a single
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// rectangle out of many. Quite a small optimization though.
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// Experiment: Disable on PowerVR (see issue #6290)
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if (maxIndex > 1 && gstate.isModeClear() && prim == GE_PRIM_RECTANGLES && IsReallyAClear(maxIndex) && gl_extensions.gpuVendor != GPU_VENDOR_POWERVR) {
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u32 clearColor = transformed[0].color0_32;
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float clearDepth = transformed[0].z;
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const float col[4] = {
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((clearColor & 0xFF)) / 255.0f,
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((clearColor & 0xFF00) >> 8) / 255.0f,
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((clearColor & 0xFF0000) >> 16) / 255.0f,
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((clearColor & 0xFF000000) >> 24) / 255.0f,
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};
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bool colorMask = gstate.isClearModeColorMask();
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bool alphaMask = gstate.isClearModeAlphaMask();
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bool depthMask = gstate.isClearModeDepthMask();
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if (depthMask) {
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framebufferManager_->SetDepthUpdated();
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}
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// Note that scissor may still apply while clearing. Turn off other tests for the clear.
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glstate.stencilTest.disable();
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glstate.stencilMask.set(0xFF);
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glstate.depthTest.disable();
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GLbitfield target = 0;
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if (colorMask || alphaMask) target |= GL_COLOR_BUFFER_BIT;
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if (alphaMask) target |= GL_STENCIL_BUFFER_BIT;
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if (depthMask) target |= GL_DEPTH_BUFFER_BIT;
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glClearColor(col[0], col[1], col[2], col[3]);
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#ifdef USING_GLES2
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glClearDepthf(clearDepth);
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#else
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glClearDepth(clearDepth);
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#endif
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// Stencil takes alpha.
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glClearStencil(clearColor >> 24);
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glClear(target);
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framebufferManager_->SetColorUpdated();
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return;
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}
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if (gstate_c.flipTexture && maxIndex >= 2) {
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// Even if not rectangles, this will detect if either of the first two are outside the framebuffer.
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// HACK: Adding one pixel margin to this detection fixes issues in Assassin's Creed : Bloodlines,
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// while still keeping BOF working (see below).
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const float invTexH = 1.0f / gstate_c.curTextureHeight; // size of one texel.
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const bool tlOutside = transformed[0].v < -invTexH && transformed[0].v > 1.0f - heightFactor;
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const bool brOutside = transformed[1].v < -invTexH && transformed[1].v > 1.0f - heightFactor;
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if (tlOutside || brOutside) {
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// Okay, so we're texturing from outside the framebuffer, but inside the texture height.
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// Breath of Fire 3 does this to access a render surface at an offset.
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const u32 bpp = framebufferManager_->GetTargetFormat() == GE_FORMAT_8888 ? 4 : 2;
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const u32 fb_size = bpp * framebufferManager_->GetTargetStride() * gstate_c.curTextureHeight;
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const u32 prevH = gstate_c.curTextureHeight;
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const u32 prevYOffset = gstate_c.curTextureYOffset;
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if (textureCache_->SetOffsetTexture(fb_size)) {
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const float oldWidthFactor = widthFactor;
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const float oldHeightFactor = heightFactor;
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widthFactor = (float) w / (float) gstate_c.curTextureWidth;
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heightFactor = (float) h / (float) gstate_c.curTextureHeight;
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// We've already baked in the old gstate_c.curTextureYOffset, so correct.
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const float yDiff = (float) (prevH + prevYOffset - gstate_c.curTextureYOffset) / (float) h;
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for (int index = 0; index < maxIndex; ++index) {
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transformed[index].u *= widthFactor / oldWidthFactor;
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// Inverse it back to scale to the new FBO, and add 1.0f to account for old FBO.
|
|
transformed[index].v = (1.0f - transformed[index].v) / oldHeightFactor;
|
|
transformed[index].v -= yDiff;
|
|
transformed[index].v = 1.0f - (transformed[index].v * heightFactor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Step 2: expand rectangles.
|
|
const TransformedVertex *drawBuffer = transformed;
|
|
int numTrans = 0;
|
|
|
|
bool drawIndexed = false;
|
|
|
|
if (prim != GE_PRIM_RECTANGLES) {
|
|
// We can simply draw the unexpanded buffer.
|
|
numTrans = vertexCount;
|
|
drawIndexed = true;
|
|
} else {
|
|
numTrans = 0;
|
|
drawBuffer = transformedExpanded;
|
|
TransformedVertex *trans = &transformedExpanded[0];
|
|
TransformedVertex saved;
|
|
u32 stencilValue = 0;
|
|
for (int i = 0; i < vertexCount; i += 2) {
|
|
int index = ((const u16*)inds)[i];
|
|
saved = transformed[index];
|
|
int index2 = ((const u16*)inds)[i + 1];
|
|
TransformedVertex &transVtx = transformed[index2];
|
|
if (i == 0)
|
|
stencilValue = transVtx.color0[3];
|
|
// We have to turn the rectangle into two triangles, so 6 points. Sigh.
|
|
|
|
// bottom right
|
|
trans[0] = transVtx;
|
|
|
|
// bottom left
|
|
trans[1] = transVtx;
|
|
trans[1].y = saved.y;
|
|
trans[1].v = saved.v;
|
|
|
|
// top left
|
|
trans[2] = transVtx;
|
|
trans[2].x = saved.x;
|
|
trans[2].y = saved.y;
|
|
trans[2].u = saved.u;
|
|
trans[2].v = saved.v;
|
|
|
|
// top right
|
|
trans[3] = transVtx;
|
|
trans[3].x = saved.x;
|
|
trans[3].u = saved.u;
|
|
|
|
// That's the four corners. Now process UV rotation.
|
|
if (throughmode)
|
|
RotateUVThrough(trans);
|
|
|
|
// Apparently, non-through RotateUV just breaks things.
|
|
// If we find a game where it helps, we'll just have to figure out how they differ.
|
|
// Possibly, it has something to do with flipped viewport Y axis, which a few games use.
|
|
// One game might be one of the Metal Gear ones, can't find the issue right now though.
|
|
// else
|
|
// RotateUV(trans);
|
|
|
|
// bottom right
|
|
trans[4] = trans[0];
|
|
|
|
// top left
|
|
trans[5] = trans[2];
|
|
trans += 6;
|
|
|
|
numTrans += 6;
|
|
}
|
|
|
|
// We don't know the color until here, so we have to do it now, instead of in StateMapping.
|
|
// Might want to reconsider the order of things later...
|
|
if (gstate.isModeClear() && gstate.isClearModeAlphaMask()) {
|
|
glstate.stencilFunc.set(GL_ALWAYS, stencilValue, 255);
|
|
}
|
|
}
|
|
|
|
// TODO: Add a post-transform cache here for multi-RECTANGLES only.
|
|
// Might help for text drawing.
|
|
|
|
// these spam the gDebugger log.
|
|
const int vertexSize = sizeof(transformed[0]);
|
|
|
|
bool doTextureProjection = gstate.getUVGenMode() == GE_TEXMAP_TEXTURE_MATRIX;
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glVertexAttribPointer(ATTR_POSITION, 4, GL_FLOAT, GL_FALSE, vertexSize, drawBuffer);
|
|
int attrMask = program->attrMask;
|
|
if (attrMask & (1 << ATTR_TEXCOORD)) glVertexAttribPointer(ATTR_TEXCOORD, doTextureProjection ? 3 : 2, GL_FLOAT, GL_FALSE, vertexSize, ((uint8_t*)drawBuffer) + 4 * 4);
|
|
if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
|
|
if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
|
|
if (drawIndexed) {
|
|
#if 1 // USING_GLES2
|
|
glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
|
|
#else
|
|
glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
|
|
#endif
|
|
} else {
|
|
glDrawArrays(glprim[prim], 0, numTrans);
|
|
}
|
|
}
|