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DxGraphicsLinux.cpp
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20984 lines (17336 loc) · 716 KB
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//-----------------------------------------------------------------------------
//
// DXライブラリ 描画処理プログラム( Linux )
//
// Ver 3.24f
//
//-----------------------------------------------------------------------------
// DXライブラリ作成時用定義
#define DX_MAKE
#include "../DxCompileConfig.h"
#ifndef DX_NON_GRAPHICS
// インクルード ---------------------------------------------------------------
#include "DxGraphicsLinux.h"
#include "DxGraphicsFilterLinux.h"
#include "DxLive2DCubism4Linux.h"
#include "DxMaskLinux.h"
#include "DxMemoryLinux.h"
#include "DxSystemLinux.h"
#include "../DxSystem.h"
#include "../DxLog.h"
#include "../DxModel.h"
#include "../DxMemory.h"
#include "../DxMovie.h"
#include "../DxMask.h"
#include "../DxMath.h"
#include "../DxBaseFunc.h"
#include "../DxGraphics.h"
#include "../DxGraphicsFilter.h"
#include "../DxInput.h"
#include "../DxASyncLoad.h"
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
//#include <error.h>
#ifndef DX_NON_NAMESPACE
namespace DxLib
{
#endif // DX_NON_NAMESPACE
// マクロ定義 -----------------------------------------------------------------
#define LINUX_CHECKVALID_HARDWARE \
( TRUE )
// Graphics_Linux_DrawPreparation を呼ぶ定型文
#define DX_LINUX_DRAWPREP_NOTEX( FLAG ) \
if( GLINUX.Device.DrawInfo.BeginSceneFlag == FALSE ) Graphics_Linux_RenderBegin() ; \
if( GLINUX.Device.DrawSetting.RenderTexture != NULL ) \
Graphics_Linux_DrawSetting_SetTexture( NULL ) ; \
if( GSYS.ChangeSettingFlag || \
GLINUX.Device.DrawSetting.DrawPrepAlwaysFlag != FALSE || \
GLINUX.Device.DrawSetting.DrawPrepParamFlag != FLAG ) \
Graphics_Linux_DrawPreparation( FLAG ) ;
#define DX_LINUX_DRAWPREP_TEX( ORIG, TEX, FLAG ) \
FLAG |= DX_LINUX_DRAWPREP_TEXTURE ; \
if( (ORIG)->FormatDesc.AlphaChFlag ) FLAG |= DX_LINUX_DRAWPREP_TEXALPHACH ; \
if( (ORIG)->FormatDesc.AlphaTestFlag ) FLAG |= DX_LINUX_DRAWPREP_TEXALPHATEST ; \
if( GLINUX.Device.DrawInfo.BeginSceneFlag == FALSE ) Graphics_Linux_RenderBegin() ; \
if( GLINUX.Device.DrawSetting.RenderTexture != (TEX) ) \
Graphics_Linux_DrawSetting_SetTexture( (TEX) ) ; \
if( GSYS.ChangeSettingFlag || \
GLINUX.Device.DrawSetting.DrawPrepAlwaysFlag != FALSE || \
GLINUX.Device.DrawSetting.DrawPrepParamFlag != FLAG ) \
Graphics_Linux_DrawPreparation( FLAG ) ;
#define GETVERTEX_POINT( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 0 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_POINTS ||\
GLINUX.Device.DrawInfo.VertexNum + 1 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 0 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_POINTS ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_POINT3D( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 1 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_POINTS ||\
GLINUX.Device.DrawInfo.VertexNum + 1 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 1 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_POINTS ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_LINEBOX( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 0 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_TRIANGLES ||\
GLINUX.Device.DrawInfo.VertexNum + 24 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 0 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_TRIANGLES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_LINETRIANGLE( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 0 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_LINES ||\
GLINUX.Device.DrawInfo.VertexNum + 6 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 0 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_LINES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_LINETRIANGLE3D( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 1 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_LINES ||\
GLINUX.Device.DrawInfo.VertexNum + 6 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 1 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_LINES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_LINE( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex == 1 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_LINES ||\
GLINUX.Device.DrawInfo.VertexNum + 2 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 0 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_LINES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_LINE3D( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 1 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_LINES ||\
GLINUX.Device.DrawInfo.VertexNum + 2 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 1 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_LINES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_QUAD( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 0 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_TRIANGLES ||\
GLINUX.Device.DrawInfo.VertexNum + 6 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 0 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_TRIANGLES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_TRIANGLE( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 0 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_TRIANGLES ||\
GLINUX.Device.DrawInfo.VertexNum + 3 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 0 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_TRIANGLES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_TRIANGLE3D( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 1 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_TRIANGLES ||\
GLINUX.Device.DrawInfo.VertexNum + 3 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 1 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_TRIANGLES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define GETVERTEX_BILLBOARD( p ) \
MV1DRAWPACKDRAWMODEL \
if(\
GLINUX.Device.DrawInfo.Use3DVertex != 1 ||\
GLINUX.Device.DrawInfo.PrimitiveType != GL_TRIANGLES ||\
GLINUX.Device.DrawInfo.VertexNum + 6 >= LINUX_VertexBuffer_MaxVertexNum[ g_VertexTypeToInputLayout[ GLINUX.Device.DrawInfo.Use3DVertex ][ GLINUX.Device.DrawInfo.VertexType ] ]\
)\
{\
Graphics_Linux_RenderVertex( 1 ) ;\
GLINUX.Device.DrawInfo.PrimitiveType = GL_TRIANGLES ;\
}\
*( ( void ** )&p ) = ( void * )GLINUX.Device.DrawInfo.VertexBufferNextAddr ;
#define ADD4VERTEX_POINT \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_2D ) ; \
GLINUX.Device.DrawInfo.VertexNum ++ ;
#define ADD4VERTEX_POINT3D \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_3D ) ; \
GLINUX.Device.DrawInfo.VertexNum ++ ;
#define ADD4VERTEX_LINEBOX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_2D ) * 24 ;\
GLINUX.Device.DrawInfo.VertexNum += 24 ;
#define ADD4VERTEX_LINETRIANGLE \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_2D ) * 6 ; \
GLINUX.Device.DrawInfo.VertexNum += 6 ;
#define ADD4VERTEX_LINETRIANGLE3D \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_3D ) * 6 ; \
GLINUX.Device.DrawInfo.VertexNum += 6 ;
#define ADD4VERTEX_LINE \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_2D ) * 2 ; \
GLINUX.Device.DrawInfo.VertexNum += 2 ;
#define ADD4VERTEX_LINE3D \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_3D ) * 2 ; \
GLINUX.Device.DrawInfo.VertexNum += 2 ;
#define ADD4VERTEX_NOTEX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_2D ) * 6 ; \
GLINUX.Device.DrawInfo.VertexNum += 6 ;
#define ADD4VERTEX_TEX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_2D ) * 6 ; \
GLINUX.Device.DrawInfo.VertexNum += 6 ;
#define ADD4VERTEX_BLENDTEX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_BLENDTEX_2D ) * 6 ; \
GLINUX.Device.DrawInfo.VertexNum += 6 ;
#define ADD3VERTEX_NOTEX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_2D ) * 3 ; \
GLINUX.Device.DrawInfo.VertexNum += 3 ;
#define ADD3VERTEX_TEX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_2D ) * 3 ; \
GLINUX.Device.DrawInfo.VertexNum += 3 ;
#define ADD3VERTEX_BLENDTEX \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_BLENDTEX_2D ) * 3 ; \
GLINUX.Device.DrawInfo.VertexNum += 3 ;
#define ADD3VERTEX_NOTEX3D \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_NOTEX_3D ) * 3 ; \
GLINUX.Device.DrawInfo.VertexNum += 3 ;
#define ADD4VERTEX_BILLBOARD \
GLINUX.Device.DrawInfo.VertexBufferNextAddr += sizeof( VERTEX_3D ) * 6 ; \
GLINUX.Device.DrawInfo.VertexNum += 6 ;
#define SETUPCOLOR( DEST ) \
if( GSYS.HardInfo.UseVertexColorBGRAFormat )\
{\
DEST = ( ( ( ( ( GLINUX.Device.DrawInfo.DiffuseColor & 0x00ff0000 ) >> 16 ) * Red ) / 255 ) << 16 ) |\
( ( ( ( ( GLINUX.Device.DrawInfo.DiffuseColor & 0x0000ff00 ) >> 8 ) * Green ) / 255 ) << 8 ) |\
( ( ( ( ( GLINUX.Device.DrawInfo.DiffuseColor & 0x000000ff ) ) * Blue ) / 255 ) ) | \
( GLINUX.Device.DrawInfo.DiffuseColor & 0xff000000 ) ;\
}\
else\
{\
DEST = ( ( ( ( ( GLINUX.Device.DrawInfo.DiffuseColor & 0x000000ff ) ) * Red ) / 255 ) ) |\
( ( ( ( ( GLINUX.Device.DrawInfo.DiffuseColor & 0x0000ff00 ) >> 8 ) * Green ) / 255 ) << 8 ) |\
( ( ( ( ( GLINUX.Device.DrawInfo.DiffuseColor & 0x00ff0000 ) >> 16 ) * Blue ) / 255 ) << 16 ) | \
( GLINUX.Device.DrawInfo.DiffuseColor & 0xff000000 ) ;\
}
// RGB値を輝度最大のRGB値に変換するためのボリュームテクスチャのサイズ
#define RGBTOVMAXRGB_TEX_SIZE (128)
// 構造体宣言 -----------------------------------------------------------------
// 標準描画用の複雑な処理を行わない頂点シェーダーの情報
typedef struct tagGRAPHICS_LINUX_BASE_SIMPLE_VERTEXSHADER_INFO
{
const char * ShaderFileName ; // 使用する頂点シェーダーファイル名
VERTEXBUFFER_INPUT_INFO_LINUX InputInfo ; // 入力頂点データ情報
} GRAPHICS_LINUX_BASE_SIMPLE_VERTEXSHADER_INFO ;
// データ定義 -----------------------------------------------------------------
DX_LINUX_RENDER_BLEND_INFO g_DefaultBlendDescArray[ DX_BLENDMODE_NUM ] =
{
{ LINUX_RENDER_TYPE_NORMAL, FALSE, GL_ONE, GL_ZERO, GL_FUNC_ADD, GL_ONE, GL_ZERO, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_NOBLEND ノーブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_ALPHA αブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_ADD 加算ブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE_MINUS_DST_COLOR, GL_ZERO, GL_FUNC_ADD, GL_ONE_MINUS_DST_ALPHA, GL_ZERO, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_SUB 減算ブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_SRC_COLOR, GL_FUNC_ADD, GL_ZERO, GL_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_MUL 乗算ブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_SUB2 内部処理用減算ブレンド1
{ LINUX_RENDER_TYPE_NORMAL, FALSE, GL_ONE, GL_ZERO, GL_FUNC_ADD, GL_ONE, GL_ZERO, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_XOR XORブレンド(非対応)
{ LINUX_RENDER_TYPE_NORMAL, FALSE, GL_ONE, GL_ZERO, GL_FUNC_ADD, GL_ONE, GL_ZERO, GL_FUNC_ADD, TRUE }, // 欠番
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_ONE, GL_FUNC_ADD, GL_ZERO, GL_ONE, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_DESTCOLOR カラーは更新されない
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE_MINUS_DST_COLOR, GL_ZERO, GL_FUNC_ADD, GL_ONE_MINUS_DST_ALPHA, GL_ZERO, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_INVDESTCOLOR 描画先の色の反転値を掛ける
{ LINUX_RENDER_TYPE_INVERSE, TRUE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_INVSRC 描画元の色を反転する
{ LINUX_RENDER_TYPE_MUL, TRUE, GL_ZERO, GL_SRC_COLOR, GL_FUNC_ADD, GL_ZERO, GL_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_MULA アルファチャンネル考慮付き乗算ブレンド
{ LINUX_RENDER_TYPE_X4, TRUE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_ALPHA_X4 αブレンドの描画側の輝度を最大4倍にできるモード
{ LINUX_RENDER_TYPE_X4, TRUE, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_ADD_X4 加算ブレンドの描画側の輝度を最大4倍にできるモード
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE, GL_ZERO, GL_FUNC_ADD, GL_ONE, GL_ZERO, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_SRCCOLOR 描画元のカラーでそのまま描画される
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_HALF_ADD 半加算ブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE, GL_FUNC_REVERSE_SUBTRACT, GL_SRC_ALPHA, GL_ONE, GL_FUNC_REVERSE_SUBTRACT, TRUE }, // DX_BLENDMODE_SUB1 出力ブレンドが使用可能な場合の減算ブレンド
{ LINUX_RENDER_TYPE_PMA_NORMAL, TRUE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_PMA_ALPHA 乗算済みαブレンドモードのαブレンド
{ LINUX_RENDER_TYPE_PMA_NORMAL, TRUE, GL_ONE, GL_ONE, GL_FUNC_ADD, GL_ONE, GL_ONE, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_PMA_ADD 乗算済みαブレンドモードの加算ブレンド
{ LINUX_RENDER_TYPE_PMA_NORMAL, TRUE, GL_ONE, GL_ONE, GL_FUNC_REVERSE_SUBTRACT, GL_ONE, GL_ONE, GL_FUNC_REVERSE_SUBTRACT, TRUE }, // DX_BLENDMODE_PMA_SUB 乗算済みαブレンドモードの減算ブレンド
{ LINUX_RENDER_TYPE_PMA_INVERSE, TRUE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_PMA_INVSRC 乗算済みαブレンドモードの描画元の色を反転する
{ LINUX_RENDER_TYPE_PMA_X4, TRUE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_PMA_ALPHA_X4 乗算済みαブレンドモードのαブレンドの描画側の輝度を最大4倍にできるモード
{ LINUX_RENDER_TYPE_PMA_X4, TRUE, GL_ONE, GL_ONE, GL_FUNC_ADD, GL_ONE, GL_ONE, GL_FUNC_ADD, TRUE }, // DX_BLENDMODE_PMA_ADD_X4 乗算済みαブレンドモードの加算ブレンドの描画側の輝度を最大4倍にできるモード
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_ZERO, GL_FUNC_ADD, GL_ZERO, GL_ZERO, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_LIVE2D_ZERO Live2D のブレンドモード Zero 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_LIVE2D_NORMAL Live2D のブレンドモード Normal 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE, GL_ONE, GL_FUNC_ADD, GL_ZERO, GL_ONE, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_LIVE2D_ADD Live2D のブレンドモード Add 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ZERO, GL_ONE, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_LIVE2D_MULT Live2D のブレンドモード Mult 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_ONE_MINUS_SRC_COLOR, GL_FUNC_ADD, GL_ZERO, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_LIVE2D_MASK Live2D のブレンドモード Mask 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_SPINE_NORMAL Spine のブレンドモード Normal 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE, GL_FUNC_ADD, GL_ONE, GL_ONE, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_SPINE_ADDITIVE Spine のブレンドモード Additive
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE_MINUS_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_SPINE_MULTIPLY Spine のブレンドモード Multiply
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ONE, GL_ONE_MINUS_SRC_COLOR, GL_FUNC_ADD, GL_ONE_MINUS_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_SPINE_SCREEN Spine のブレンドモード Screen 用
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_CUSTOM カスタムブレンド
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_ONE, GL_FUNC_ADD, GL_ONE, GL_ZERO, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_DST_RGB_SRC_A 描画元の A のみを書き込む( 描画先の RGB は変更されない )
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_ONE, GL_FUNC_ADD, GL_ONE_MINUS_DST_ALPHA, GL_ZERO, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_INVDESTCOLOR_A 描画先の A の反転値を掛ける( 描画先の RGB は変更されない )
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_ONE, GL_FUNC_ADD, GL_ZERO, GL_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_MUL_A A のみの乗算ブレンド( 描画先の RGB は変更されない )
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_SRC_ALPHA, GL_FUNC_ADD, GL_ONE_MINUS_DST_ALPHA, GL_ZERO, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_PMA_INVDESTCOLOR_A 乗算済みα用の DX_BLENDMODE_INVDESTCOLOR_A
{ LINUX_RENDER_TYPE_NORMAL, TRUE, GL_ZERO, GL_SRC_ALPHA, GL_FUNC_ADD, GL_ZERO, GL_SRC_ALPHA, GL_FUNC_ADD, FALSE }, // DX_BLENDMODE_PMA_MUL_A 乗算済みα用の DX_BLENDMODE_MUL_A
} ;
// DXライブラリのブレンド要素タイプを OpenGL ES の要素タイプに変換するためのテーブル
static const GLenum DxBlendTypeToGLTable[ DX_BLEND_NUM ] =
{
GL_ZERO, // DX_BLEND_ZERO
GL_ONE, // DX_BLEND_ONE
GL_SRC_COLOR, // DX_BLEND_SRC_COLOR
GL_ONE_MINUS_SRC_COLOR, // DX_BLEND_INV_SRC_COLOR
GL_SRC_ALPHA, // DX_BLEND_SRC_ALPHA
GL_ONE_MINUS_SRC_ALPHA, // DX_BLEND_INV_SRC_ALPHA
GL_DST_COLOR, // DX_BLEND_DEST_COLOR
GL_ONE_MINUS_DST_COLOR, // DX_BLEND_INV_DEST_COLOR
GL_DST_ALPHA, // DX_BLEND_DEST_ALPHA
GL_ONE_MINUS_DST_ALPHA, // DX_BLEND_INV_DEST_ALPHA
GL_SRC_ALPHA_SATURATE, // DX_BLEND_SRC_ALPHA_SAT
} ;
// DXライブラリのブレンド処理タイプを OpenGL ES の処理タイプに変換するためのテーブル
static const GLenum DxBlendOpToGLTable[ DX_BLENDOP_NUM ] =
{
GL_FUNC_ADD, // DX_BLENDOP_ADD
GL_FUNC_SUBTRACT, // DX_BLENDOP_SUBTRACT
GL_FUNC_REVERSE_SUBTRACT, // DX_BLENDOP_REV_SUBTRACT
GL_FUNC_ADD, // DX_BLENDOP_MIX
GL_FUNC_ADD, // DX_BLENDOP_MAX
} ;
// 頂点バッファに格納できる頂点の最大数のテーブル
static const int LINUX_VertexBuffer_MaxVertexNum[ LINUX_VERTEX_INPUTLAYOUT_NUM ] =
{
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX_NOTEX_2D ),
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX_2D ),
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX_BLENDTEX_2D ),
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX_NOTEX_3D ),
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX_3D ),
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX3D ),
DX_GLES2_VERTBUFFERSIZE / sizeof( VERTEX3DSHADER ),
} ;
// 3D頂点かどうかと頂点タイプの組み合わせに対応する頂点データタイプ[ 0:2D頂点 1:3D頂点 ][ 頂点タイプ ]
static const int g_VertexTypeToInputLayout[ 2 ][ VERTEXTYPE_NUM ] =
{
{
LINUX_VERTEX_INPUTLAYOUT_NOTEX_2D,
LINUX_VERTEX_INPUTLAYOUT_2D,
LINUX_VERTEX_INPUTLAYOUT_BLENDTEX_2D,
},
{
LINUX_VERTEX_INPUTLAYOUT_NOTEX_3D,
LINUX_VERTEX_INPUTLAYOUT_3D,
-1,
},
} ;
// 単位行列
static MATRIX LINUX_GlobalIdentMatrix =
{
{
{ 1.0f, 0.0f, 0.0f, 0.0f },
{ 0.0f, 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f }
}
} ;
// DXライブラリのプリミティブタイプを SceGxmPrimitiveType に変換するためのテーブル
GLenum g_DXPrimitiveTypeToGLES2PrimitiveType[] =
{
0,
GL_POINTS, // DX_PRIMTYPE_POINTLIST (1)
GL_LINES, // DX_PRIMTYPE_LINELIST (2)
GL_LINE_STRIP, // DX_PRIMTYPE_LINESTRIP (3)
GL_TRIANGLES, // DX_PRIMTYPE_TRIANGLELIST (4)
GL_TRIANGLE_STRIP, // DX_PRIMTYPE_TRIANGLESTRIP (5)
GL_TRIANGLE_FAN, // DX_PRIMTYPE_TRIANGLEFAN (6)
} ;
// DXライブラリの比較モードを SceGxmDepthFunc に変換するためのテーブル
GLenum g_DXCmpModeToGLES2CompareFunc[ 9 ] =
{
0,
GL_NEVER, // DX_CMP_NEVER (1) // FALSE
GL_LESS, // DX_CMP_LESS (2) // Src < Dest DrawAlpha < TestParam
GL_EQUAL, // DX_CMP_EQUAL (3) // Src == Dest DrawAlpha == TestParam
GL_LEQUAL, // DX_CMP_LESSEQUAL (4) // Src <= Dest DrawAlpha <= TestParam
GL_GREATER, // DX_CMP_GREATER (5) // Src > Dest DrawAlpha > TestParam
GL_NOTEQUAL, // DX_CMP_NOTEQUAL (6) // Src != Dest DrawAlpha != TestParam
GL_GEQUAL, // DX_CMP_GREATEREQUAL (7) // Src >= Dest DrawAlpha >= TestParam
GL_ALWAYS, // DX_CMP_ALWAYS (8) // TRUE
} ;
#define GLES2WrapModeToDXTexAddrMode( GLMode ) \
((GLMode) == GL_REPEAT ? DX_TEXADDRESS_WRAP : ( (GLMode) == GL_MIRRORED_REPEAT ? DX_TEXADDRESS_MIRROR : DX_TEXADDRESS_CLAMP ))
// DXライブラリのテクスチャアドレスモードを LINUXWrapMode に変換するためのテーブル
GLenum g_DXTexAddrModeToGLES2WrapMode[ DX_TEXADDRESS_NUM ] =
{
0, // DXライブラリでは未使用
GL_REPEAT, // DX_TEXADDRESS_WRAP (1)
GL_MIRRORED_REPEAT, // DX_TEXADDRESS_MIRROR (2)
GL_CLAMP_TO_EDGE, // DX_TEXADDRESS_CLAMP (3)
GL_CLAMP_TO_EDGE, // DX_TEXADDRESS_BORDER (4)
} ;
// 頂点データ要素基本情報
VERTEXBUFFER_INPUT_ELEMENT_INFO_BASE_LINUX g_VertexElementInfoBase[ LINUX_VERTEX_ATTR_NUM ] =
{
{ "aPosF2", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_POS_F2
{ "aPos", 3, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_POS_F3
{ "aPosF4", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_POS_F4
{ "aNrm", 3, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_NRM
{ "aDif", 4, GL_UNSIGNED_BYTE, GL_TRUE }, // LINUX_VERTEX_ATTR_DIF
{ "aSpc", 4, GL_UNSIGNED_BYTE, GL_TRUE }, // LINUX_VERTEX_ATTR_SPC
{ "aTexUV0", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV0_F2
{ "aTexUV1", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV1_F2
{ "aTexUV2", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV2_F2
{ "aTexUV3", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV3_F2
{ "aTexUV4", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV4_F2
{ "aTexUV5", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV5_F2
{ "aTexUV6", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV6_F2
{ "aTexUV7", 2, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV7_F2
{ "aTexUV0F4", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV0_F4
{ "aTexUV1F4", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TEXUV1_F4
{ "aTan", 3, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_TAN
{ "aBin", 3, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_BIN
{ "aBlendInd0", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_BLENDIND0
{ "aBlendWeight0", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_BLENDWEIGHT0
{ "aBlendInd1", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_BLENDIND1
{ "aBlendWeight1", 4, GL_FLOAT, GL_FALSE }, // LINUX_VERTEX_ATTR_BLENDWEIGHT1
} ;
// StretchRect用頂点データの情報
VERTEXBUFFER_INPUT_INFO_LINUX g_StretchRectVertexInputInfo =
{
sizeof( float ) * 4,
2,
{
{ LINUX_VERTEX_ATTR_POS_F2, NULL, 0 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 8 },
},
} ;
VERTEXBUFFER_INPUT_INFO_LINUX g_StretchRectTex2VertexInputInfo =
{
sizeof( float ) * 6,
3,
{
{ LINUX_VERTEX_ATTR_POS_F2, NULL, 0 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 8 },
{ LINUX_VERTEX_ATTR_TEXUV1_F2, NULL, 16 },
},
} ;
VERTEXBUFFER_INPUT_INFO_LINUX g_StretchRectTex8VertexInputInfo =
{
sizeof( float ) * 18,
9,
{
{ LINUX_VERTEX_ATTR_POS_F2, NULL, 0 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 8 },
{ LINUX_VERTEX_ATTR_TEXUV1_F2, NULL, 16 },
{ LINUX_VERTEX_ATTR_TEXUV2_F2, NULL, 24 },
{ LINUX_VERTEX_ATTR_TEXUV3_F2, NULL, 32 },
{ LINUX_VERTEX_ATTR_TEXUV4_F2, NULL, 40 },
{ LINUX_VERTEX_ATTR_TEXUV5_F2, NULL, 48 },
{ LINUX_VERTEX_ATTR_TEXUV6_F2, NULL, 56 },
{ LINUX_VERTEX_ATTR_TEXUV7_F2, NULL, 64 },
},
} ;
// マスク用頂点データの情報
VERTEXBUFFER_INPUT_INFO_LINUX g_MaskVertexInputInfo =
{
sizeof( float ) * 6,
3,
{
{ LINUX_VERTEX_ATTR_POS_F2, NULL, 0 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 8 },
{ LINUX_VERTEX_ATTR_TEXUV1_F2, NULL, 16 },
},
} ;
// クリア処理用頂点データの情報
VERTEXBUFFER_INPUT_INFO_LINUX g_ClearRTVertexInputInfo =
{
sizeof( float ) * 2,
1,
{
{ LINUX_VERTEX_ATTR_POS_F2, NULL, 0 },
},
} ;
// 標準描画用の複雑な処理を行わない頂点シェーダーの情報
static GRAPHICS_LINUX_BASE_SIMPLE_VERTEXSHADER_INFO g_BaseSimpleVertexShaderInfo[ LINUX_VERTEX_INPUTLAYOUT_NUM ] =
{
// LINUX_VERTEX_INPUTLAYOUT_NOTEX_2D( VERTEX_NOTEX_2D )
{
"Base_VERTEX_NOTEX_2D.vert",
{
sizeof( VERTEX_NOTEX_2D ),
2,
{
{ LINUX_VERTEX_ATTR_POS_F4, NULL, 0 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 16 },
},
},
},
// LINUX_VERTEX_INPUTLAYOUT_2D( VERTEX2D or VERTEX_2D )
{
"Base_VERTEX2D.vert",
{
sizeof( VERTEX2D ),
3,
{
{ LINUX_VERTEX_ATTR_POS_F4, NULL, 0 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 16 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 20 },
},
},
},
// LINUX_VERTEX_INPUTLAYOUT_BLENDTEX_2D( VERTEX_BLENDTEX_2D or VERTEX2DSHADER )
{
"Base_VERTEX_BLENDTEX_2D.vert",
{
sizeof( VERTEX_BLENDTEX_2D ),
4,
{
{ LINUX_VERTEX_ATTR_POS_F4, NULL, 0 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 16 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 24 },
{ LINUX_VERTEX_ATTR_TEXUV1_F2, NULL, 32 },
},
},
},
// LINUX_VERTEX_INPUTLAYOUT_NOTEX_3D( VERTEX_NOTEX_3D )
{
"Base_VERTEX_NOTEX_3D.vert",
{
sizeof( VERTEX_NOTEX_3D ),
2,
{
{ LINUX_VERTEX_ATTR_POS_F3, NULL, 0 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 12 },
},
},
},
// LINUX_VERTEX_INPUTLAYOUT_3D( VERTEX_3D )
{
"Base_VERTEX_3D.vert",
{
sizeof( VERTEX_3D ),
3,
{
{ LINUX_VERTEX_ATTR_POS_F3, NULL, 0 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 12 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 16 },
},
},
},
// LINUX_VERTEX_INPUTLAYOUT_3D_LIGHT( VERTEX3D )
{
"Base_VERTEX3D.vert",
{
sizeof( VERTEX3D ),
6,
{
{ LINUX_VERTEX_ATTR_POS_F3, NULL, 0 },
{ LINUX_VERTEX_ATTR_NRM, NULL, 12 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 24 },
{ LINUX_VERTEX_ATTR_SPC, NULL, 28 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 32 },
{ LINUX_VERTEX_ATTR_TEXUV1_F2, NULL, 40 },
},
},
},
// LINUX_VERTEX_INPUTLAYOUT_SHADER_3D( VERTEX3DSHADER )
{
"Base_VERTEX3DSHADER.vert",
{
sizeof( VERTEX3DSHADER ),
9,
{
{ LINUX_VERTEX_ATTR_POS_F3, NULL, 0 },
{ LINUX_VERTEX_ATTR_POS_F4, NULL, 12 },
{ LINUX_VERTEX_ATTR_NRM, NULL, 28 },
{ LINUX_VERTEX_ATTR_TAN, NULL, 40 },
{ LINUX_VERTEX_ATTR_BIN, NULL, 52 },
{ LINUX_VERTEX_ATTR_DIF, NULL, 64 },
{ LINUX_VERTEX_ATTR_SPC, NULL, 68 },
{ LINUX_VERTEX_ATTR_TEXUV0_F2, NULL, 72 },
{ LINUX_VERTEX_ATTR_TEXUV1_F2, NULL, 80 },
},
},
},
} ;
// ピクセルフォーマット
PIXELFORMAT_INFO_LINUX g_LinuxPixelFormat[ LINUX_PIXEL_FORMAT_NUM ] =
{
{ FALSE, 32, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, // LINUX_PIXEL_FORMAT_R8G8B8A8
{ FALSE, 24, 0, GL_RGB, GL_RGB, GL_UNSIGNED_BYTE }, // LINUX_PIXEL_FORMAT_R8G8B8
{ FALSE, 16, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 }, // LINUX_PIXEL_FORMAT_R4G4B4A4
{ FALSE, 16, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1 }, // LINUX_PIXEL_FORMAT_R5G5B5A1
{ FALSE, 16, 0, GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 }, // LINUX_PIXEL_FORMAT_R5G6B5
{ FALSE, 8, 0, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE }, // LINUX_PIXEL_FORMAT_R8
{ FALSE, 48, 0, GL_RGB, GL_RGB, GL_HALF_FLOAT_OES }, // LINUX_PIXEL_FORMAT_R16G16B16_FLOAT
{ FALSE, 96, 0, GL_RGB, GL_RGB, GL_FLOAT }, // LINUX_PIXEL_FORMAT_R32G32B32_FLOAT
{ FALSE, 64, 0, GL_RGBA, GL_RGBA, GL_HALF_FLOAT_OES }, // LINUX_PIXEL_FORMAT_R16G16B16A16_FLOAT
{ FALSE, 128, 0, GL_RGBA, GL_RGBA, GL_FLOAT }, // LINUX_PIXEL_FORMAT_R32G32B32A32_FLOAT
} ;
// Extension の名前
const char *g_LinuxGLExtensionName[ LINUX_GL_EXTENSION_NUM ] =
{
"GL_OES_depth24", // LINUX_GL_EXTENSION_DEPTH24
"GL_OES_depth32", // LINUX_GL_EXTENSION_DEPTH32
"GL_OES_element_index_uint", // LINUX_GL_EXTENSION_ELEMENT_INDEX_UNIT
"GL_OES_texture_float", // LINUX_GL_EXTENSION_TEXTURE_FLOAT
"GL_OES_texture_float_linear", // LINUX_GL_EXTENSION_TEXTURE_FLOAT_LINEAR
"GL_OES_compressed_paletted_texture", // LINUX_GL_EXTENSION_COMPRESSED_PALETTED_TEXTURE
"GL_OES_compressed_ETC1_RGB8_texture", // LINUX_GL_EXTENSION_COMPRESSED_ETC1_RGB8_TEXTURE
"GL_OES_depth_texture", // LINUX_GL_EXTENSION_DEPTH_TEXTURE
"GL_OES_texture_half_float", // LINUX_GL_EXTENSION_TEXTURE_HALF_FLOAT
"GL_OES_texture_half_float_linear", // LINUX_GL_EXTENSION_TEXTURE_HALF_FLOAT_LINEAR
"GL_OES_vertex_half_float", // LINUX_GL_EXTENSION_VERTEX_HALF_FLOAT
"GL_OES_texture_3D", // LINUX_GL_EXTENSION_TEXTURE_3D
"GL_EXT_texture_format_BGRA8888", // LINUX_GL_EXTENSION_TEXTURE_FORMAT_BGRA8888
} ;
// Uniform の名前
const GLchar *g_UniformName[ LINUX_SHADER_UNIFORM_NUM ] =
{
"uSrcTex", // LINUX_SHADER_UNIFORM_SRC_TEX
"uBlendTex", // LINUX_SHADER_UNIFORM_BLEND_TEX
"uDifMapTex", // LINUX_SHADER_UNIFORM_DIF_MAP_TEX
"uNrmMapTex", // LINUX_SHADER_UNIFORM_NRM_MAP_TEX
"uSpcMapTex", // LINUX_SHADER_UNIFORM_SPC_MAP_TEX
"uToonDifGradTex", // LINUX_SHADER_UNIFORM_TOON_DIF_GRAD_TEX
"uToonSpcGradTex", // LINUX_SHADER_UNIFORM_TOON_SPC_GRAD_TEX
"uToonSphereMapTex", // LINUX_SHADER_UNIFORM_TOON_SPHERE_MAP_TEX
"uToonRGBtoVMaxRGBVolTex", // LINUX_SHADER_UNIFORM_TOON_RGB_TO_VMAXRGBVOL_TEX
"uSubTex", // LINUX_SHADER_UNIFORM_SUB_TEX
"uShadowMap0Tex", // LINUX_SHADER_UNIFORM_SHADOW_MAP0_TEX
"uShadowMap1Tex", // LINUX_SHADER_UNIFORM_SHADOW_MAP1_TEX
"uShadowMap2Tex", // LINUX_SHADER_UNIFORM_SHADOW_MAP2_TEX
"uAmb_Emi", // LINUX_SHADER_UNIFORM_AMB_EMI
"uMatDif", // LINUX_SHADER_UNIFORM_MAT_DIF
"uMatSpc", // LINUX_SHADER_UNIFORM_MAT_SPC
"uMatPow", // LINUX_SHADER_UNIFORM_MAT_POW
"uMatTypeParam0", // LINUX_SHADER_UNIFORM_MAT_TYPE_PARAM0
"uMatTypeParam1", // LINUX_SHADER_UNIFORM_MAT_TYPE_PARAM1
"uMatTypeParam2", // LINUX_SHADER_UNIFORM_MAT_TYPE_PARAM2
"uLightPos", // LINUX_SHADER_UNIFORM_LIGHT_POS
"uLightDir", // LINUX_SHADER_UNIFORM_LIGHT_DIR
"uLightDif", // LINUX_SHADER_UNIFORM_LIGHT_DIF
"uLightSpc", // LINUX_SHADER_UNIFORM_LIGHT_SPC
"uLightAmb", // LINUX_SHADER_UNIFORM_LIGHT_AMB
"uLightRange_FallOff_AT0_AT1", // LINUX_SHADER_UNIFORM_LIGHT_RANGE_FALLOFF_AT0_AT1
"uLightAT2_SpotP0_SpotP1", // LINUX_SHADER_UNIFORM_LIGHT_AT2_SPOTP0_SPOTP1
"uAntiVPMat", // LINUX_SHADER_UNIFORM_ANTI_VIEW_PORT_MAT
"uViewMat", // LINUX_SHADER_UNIFORM_VIEW_MAT
"uProjMat", // LINUX_SHADER_UNIFORM_PROJ_MAT
"uFog", // LINUX_SHADER_UNIFORM_FOG
"uToonOutLineSize", // LINUX_SHADER_UNIFORM_TOON_OUTLINE_SIZE
"uDifSrc_SpeSrc_MulSpeCol", // LINUX_SHADER_UNIFORM_DIFSRC_SPCSRC_MULSPECOL
"uSMLVPMat", // LINUX_SHADER_UNIFORM_SM_LVP_MAT
"uTexMat", // LINUX_SHADER_UNIFORM_TEX_MAT
"uLWMat", // LINUX_SHADER_UNIFORM_LW_MAT
"uMulAlphaColor", // LINUX_SHADER_UNIFORM_MUL_ALPHA_COLOR
"uATestRef", // LINUX_SHADER_UNIFORM_ALPHA_TEST_REF
"uATestCmpMode", // LINUX_SHADER_UNIFORM_ALPHA_TEST_CMPMODE
"uFogColor", // LINUX_SHADER_UNIFORM_FOG_COLOR
"uFactorColor", // LINUX_SHADER_UNIFORM_FACTOR_COLOR
"uIgnoreTextureColor", // LINUX_SHADER_UNIFORM_IGNORE_TEXTURE_COLOR
"uAddColor", // LINUX_SHADER_UNIFORM_ADD_COLOR
"uShadowMapLightEnable", // LINUX_SHADER_UNIFORM_SHADOWMAP_LIGHT_ENABLE
"uShadowMap_DAdj_Grad", // LINUX_SHADER_UNIFORM_SHADOWMAP_DADJ_GRAD
} ;
GLenum g_TextureEnum[ USE_TEXTURESTAGE_NUM ] =
{
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2,
GL_TEXTURE3,
GL_TEXTURE4,
GL_TEXTURE5,
GL_TEXTURE6,
GL_TEXTURE7,
GL_TEXTURE8,
GL_TEXTURE9,
GL_TEXTURE10,
GL_TEXTURE11,
GL_TEXTURE12,
GL_TEXTURE13,
GL_TEXTURE14,
GL_TEXTURE15,
} ;
// Linux を使ったグラフィックス処理情報の構造体
GRAPHICS_HARDDATA_LINUX GraphicsHardDataLinux ;
// シェーダーバイナリ配列
extern BYTE DxShaderCodeBin_Model_LINUX[] ;
extern BYTE DxShaderCodeBin_Filter_LINUX[] ;
extern BYTE DxShaderCodeBin_Base_LINUX[] ;
extern BYTE DxShaderCodeBin_Base3D_LINUX[] ;
extern BYTE DxShaderCodeBin_RgbaMix_LINUX[] ;
// 関数宣言 -------------------------------------------------------------------
static int Graphics_Linux_DeviceState_SetNormalTextureAddressTransformMatrix_ConstBuffer( void ) ; // 標準描画用のテクスチャ座標変換行列を定数バッファにセットする
static int Graphics_Linux_DeviceState_UpdateConstantFogParam( void ) ; // フォグの色以外の定数情報を更新する
static void Graphics_Linux_DeviceState_RefreshAmbientAndEmissiveParam( void ) ; // アンビエントライトとエミッシブカラーを掛け合わせたパラメータを更新する
// glTexSubImage2D の非同期実行用の関数
static int glTexSubImage2D_ASync(
GLuint texture,
GLenum target,
GLint level,
GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const GLvoid* pixels,
int ASyncThread
) ;
// Linux に設定する射影行列を更新する
static void Graphics_Hardware_LINUX_RefreshProjectionMatrix( void ) ;
static int Graphics_Linux_BltBmpOrBaseImageToGraph3_MipMapBlt(
IMAGEDATA_ORIG *Orig,
const RECT *SrcRect,
const RECT *DestRect,
GLuint UseTex,
int TexWidth,
int TexHeight,
const BASEIMAGE *RgbBaseImage,
const BASEIMAGE *AlphaBaseImage,
int DestColorFormat,
int RedIsAlphaFlag,
int UseTransColorConvAlpha,
int ASyncThread
) ;
__inline static DWORD GetDiffuseColor( void ) // 現在のディフューズカラーを得る
{
if( GSYS.HardInfo.UseVertexColorBGRAFormat )
{
return ( DWORD )( ( GSYS.DrawSetting.DrawBright.Red << 16 ) |
( GSYS.DrawSetting.DrawBright.Green << 8 ) |
( GSYS.DrawSetting.DrawBright.Blue ) |
( ( ( GSYS.DrawSetting.BlendMode != DX_BLENDMODE_NOBLEND || GSYS.DrawSetting.UseNoBlendModeParam ) ? GSYS.DrawSetting.BlendParam : 255 ) << 24 ) ) ;
}
else
{
return ( DWORD )( ( GSYS.DrawSetting.DrawBright.Red ) |
( GSYS.DrawSetting.DrawBright.Green << 8 ) |
( GSYS.DrawSetting.DrawBright.Blue << 16 ) |
( ( ( GSYS.DrawSetting.BlendMode != DX_BLENDMODE_NOBLEND || GSYS.DrawSetting.UseNoBlendModeParam ) ? GSYS.DrawSetting.BlendParam : 255 ) << 24 ) ) ;
}
}
// プログラム -----------------------------------------------------------------
// Linux を使用したグラフィックス処理の初期化を行う( 0:成功 -1:失敗 )
extern int Graphics_Linux_Initialize( void )
{
// 画面モード変更ではサブバックバッファの作り直しだけ行う
if( GSYS.Screen.Graphics_Screen_ChangeModeFlag )
{
// サブバックバッファの作成
if( Graphics_Linux_SetupSubBackBuffer() < 0 )
{
return -1 ;
}
return 0 ;
}
// Linux のグラフィックス処理の主な初期化を行う
if( Graphics_Linux_Device_Create() != 0 )
{
goto ERR ;
}
// シェーダーの作成
if( Graphics_Linux_Shader_Initialize() != 0 )
{
goto ERR ;
}
GSYS.Setting.ValidHardware = GSYS.Setting.NotUseHardware ? FALSE : TRUE ;
// 終了
return 0 ;
// エラー終了
ERR :
// 後始末を行う
Graphics_Linux_Terminate() ;
return -1 ;
}
// Linux を使用したグラフィックス処理の後始末を行う
extern int Graphics_Linux_Terminate( void )
{
// 画面モード変更ではサブバックバッファの削除だけ行う
if( GSYS.Screen.Graphics_Screen_ChangeModeFlag )
{
Graphics_Linux_TerminateSubBackBuffer() ;
return 0 ;
}
// 描画処理の終了
Graphics_Linux_RenderEnd() ;
#ifndef DX_NON_MODEL
// モデルの頂点バッファを解放
MV1TerminateVertexBufferAll() ;
#endif // DX_NON_MODEL
// テクスチャへ画像を転送するためのメモリの後始末を行う
Graphics_Linux_Texture_TerminateCommonBuffer() ;
// シェーダーの解放
Graphics_Linux_Shader_Terminate() ;
// Linux のグラフィック処理の後始末を行う
Graphics_Linux_Device_Delete() ;
// 終了
return 0 ;
}
// すべての OpenGL ES 系オブジェクトを解放する
extern int Graphics_Linux_ReleaseObjectAll( void )
{
int i ;
SHADERHANDLEDATA *Shader ;
VERTEXBUFFERHANDLEDATA *VertexBuffer ;
INDEXBUFFERHANDLEDATA *IndexBuffer ;
IMAGEDATA *Image ;
SHADOWMAPDATA *ShadowMap ;
if( HandleManageArray[ DX_HANDLETYPE_GRAPH ].InitializeFlag )
{
for( i = HandleManageArray[ DX_HANDLETYPE_GRAPH ].AreaMin ; i <= HandleManageArray[ DX_HANDLETYPE_GRAPH ].AreaMax ; i ++ )
{
Image = ( IMAGEDATA * )HandleManageArray[ DX_HANDLETYPE_GRAPH ].Handle[ i ] ;
if( Image == NULL ) continue ;
#ifndef DX_NON_ASYNCLOAD
WaitASyncLoad( Image->HandleInfo.Handle ) ;
#endif
if( Image->Orig == NULL ) continue ;
Graphics_Hardware_ReleaseOrigTexture_PF( Image->Orig ) ;
#ifndef DX_NON_MOVIE
if( Image->Orig->MovieHandle != -1 )
{
ReleaseMovieSurface( Image->Orig->MovieHandle ) ;
}
#endif
}
}
if( HandleManageArray[ DX_HANDLETYPE_SHADOWMAP ].InitializeFlag )
{
for( i = HandleManageArray[ DX_HANDLETYPE_SHADOWMAP ].AreaMin ; i <= HandleManageArray[ DX_HANDLETYPE_SHADOWMAP ].AreaMax ; i ++ )
{
ShadowMap = ( SHADOWMAPDATA * )HandleManageArray[ DX_HANDLETYPE_SHADOWMAP ].Handle[ i ] ;
if( ShadowMap == NULL ) continue ;
#ifndef DX_NON_ASYNCLOAD
WaitASyncLoad( ShadowMap->HandleInfo.Handle ) ;
#endif
Graphics_Hardware_ShadowMap_ReleaseTexture_PF( ShadowMap ) ;
}
}
if( HandleManageArray[ DX_HANDLETYPE_VERTEX_BUFFER ].InitializeFlag )
{
for( i = HandleManageArray[ DX_HANDLETYPE_VERTEX_BUFFER ].AreaMin ; i <= HandleManageArray[ DX_HANDLETYPE_VERTEX_BUFFER ].AreaMax ; i ++ )
{
VertexBuffer = ( VERTEXBUFFERHANDLEDATA * )HandleManageArray[ DX_HANDLETYPE_VERTEX_BUFFER ].Handle[ i ] ;
if( VertexBuffer == NULL ) continue ;
#ifndef DX_NON_ASYNCLOAD
WaitASyncLoad( VertexBuffer->HandleInfo.Handle ) ;
#endif
Graphics_Hardware_VertexBuffer_Terminate_PF( VertexBuffer ) ;
}
}
if( HandleManageArray[ DX_HANDLETYPE_INDEX_BUFFER ].InitializeFlag )
{
for( i = HandleManageArray[ DX_HANDLETYPE_INDEX_BUFFER ].AreaMin ; i <= HandleManageArray[ DX_HANDLETYPE_INDEX_BUFFER ].AreaMax ; i ++ )
{
IndexBuffer = ( INDEXBUFFERHANDLEDATA * )HandleManageArray[ DX_HANDLETYPE_INDEX_BUFFER ].Handle[ i ] ;
if( IndexBuffer == NULL ) continue ;
#ifndef DX_NON_ASYNCLOAD
WaitASyncLoad( IndexBuffer->HandleInfo.Handle ) ;
#endif
Graphics_Hardware_IndexBuffer_Terminate_PF( IndexBuffer ) ;
}
}
if( HandleManageArray[ DX_HANDLETYPE_SHADER ].InitializeFlag )
{
for( i = HandleManageArray[ DX_HANDLETYPE_SHADER ].AreaMin ; i <= HandleManageArray[ DX_HANDLETYPE_SHADER ].AreaMax ; i ++ )
{
Shader = ( SHADERHANDLEDATA * )HandleManageArray[ DX_HANDLETYPE_SHADER ].Handle[ i ] ;
if( Shader == NULL ) continue ;