frontend: tune scanline implementation a bit
[pcsx_rearmed.git] / plugins / gpu-gles / hud.c
1 /***************************************************************************\r
2                            menu.c  -  description\r
3                              -------------------\r
4     begin                : Sun Mar 08 2009\r
5     copyright            : (C) 1999-2009 by Pete Bernert\r
6     web                  : www.pbernert.com   \r
7 \r
8     PCSX rearmed adjustments (c) notaz, 2012\r
9  ***************************************************************************/\r
10 \r
11 /***************************************************************************\r
12  *                                                                         *\r
13  *   This program is free software; you can redistribute it and/or modify  *\r
14  *   it under the terms of the GNU General Public License as published by  *\r
15  *   the Free Software Foundation; either version 2 of the License, or     *\r
16  *   (at your option) any later version. See also the license.txt file for *\r
17  *   additional informations.                                              *\r
18  *                                                                         *\r
19  ***************************************************************************/\r
20 \r
21 #include "gpuStdafx.h"\r
22 \r
23 #define _IN_MENU\r
24 \r
25 #include "gpuExternals.h"\r
26 \r
27 ////////////////////////////////////////////////////////////////////////\r
28 // field with menu chars... like good old C64 time :)\r
29 ////////////////////////////////////////////////////////////////////////\r
30 \r
31 static const GLubyte texrasters[40][12]= {\r
32 \r
33 // 0,0 FPS\r
34 {0x00,0x60,0x60,0x60,0x60,0x60,0x7e,0x60,0x60,0x60,0x60,0x7f},\r
35 {0x00,0x18,0x18,0x18,0x18,0x18,0x1f,0x18,0x18,0x18,0x18,0x1f},\r
36 {0x00,0x03,0x06,0x00,0x00,0x00,0xc3,0x66,0x66,0x66,0x66,0xc3},\r
37 {0x00,0xf0,0x18,0x18,0x18,0x18,0xf0,0x00,0x00,0x00,0x18,0xf0},\r
38 // 4,0 0\r
39 {0x00,0x3c,0x66,0xc3,0xe3,0xf3,0xdb,0xcf,0xc7,0xc3,0x66,0x3c},\r
40 // 5,0 1\r
41 {0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18},\r
42 // 6,0 2\r
43 {0x00,0xff,0xc0,0xc0,0x60,0x30,0x18,0x0c,0x06,0x03,0xe7,0x7e},\r
44 // 7,0 3\r
45 \r
46 {0x00,0x7e,0xe7,0x03,0x03,0x07,0x7e,0x07,0x03,0x03,0xe7,0x7e},\r
47 // 0,1 4\r
48 {0x00,0x0c,0x0c,0x0c,0x0c,0x0c,0xff,0xcc,0x6c,0x3c,0x1c,0x0c},\r
49 // 1,1 5\r
50 {0x00,0x7e,0xe7,0x03,0x03,0x07,0xfe,0xc0,0xc0,0xc0,0xc0,0xff},\r
51 // 2,1 6\r
52 {0x00,0x7e,0xe7,0xc3,0xc3,0xc7,0xfe,0xc0,0xc0,0xc0,0xe7,0x7e},\r
53 // 3,1 7\r
54 {0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x03,0x03,0x03,0xff},\r
55 // 4,1 8\r
56 {0x00,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e},\r
57 // 5,1 9\r
58 {0x00,0x7e,0xe7,0x03,0x03,0x03,0x7f,0xe7,0xc3,0xc3,0xe7,0x7e},\r
59 // 6,1 smiley\r
60 {0x00,0x3c,0x42,0x99,0xa5,0x81,0xa5,0x81,0x42,0x3c,0x00,0x00},\r
61 // 7,1 sun\r
62 {0x00,0x08,0x49,0x2a,0x1c,0x7f,0x1c,0x2a,0x49,0x08,0x00,0x00},\r
63 \r
64 // 0,2 fl + empty  box\r
65 {0xff,0x81,0x81,0x81,0xff,0x00,0x87,0x84,0x84,0xf4,0x84,0xf8},\r
66 // 1,2 fs + grey box\r
67 {0xff,0xab,0xd5,0xab,0xff,0x00,0x87,0x81,0x87,0xf4,0x87,0xf8},\r
68 // 2,2 od + filled box\r
69 {0xff,0xff,0xff,0xff,0xff,0x00,0x66,0x95,0x95,0x95,0x96,0x60},\r
70 // 3,2 fi + half grey box\r
71 {0xff,0xa1,0xd1,0xa1,0xff,0x00,0x82,0x82,0x82,0xe2,0x82,0xf8},\r
72 // 4,2 di + half filled box\r
73 {0xff,0xf1,0xf1,0xf1,0xff,0x00,0xe2,0x92,0x92,0x92,0x92,0xe0},\r
74 // 5,2 am  + grey box\r
75 {0xff,0xab,0xd5,0xab,0xff,0x00,0x95,0x95,0x95,0xf7,0x95,0x60},\r
76 // 6,2 ab  + filled box\r
77 {0xff,0xff,0xff,0xff,0xff,0x00,0x97,0x95,0x96,0xf5,0x96,0x60},\r
78 // 7,2 fa\r
79 {0x00,0x00,0x00,0x00,0x00,0x00,0x85,0x85,0x87,0xf5,0x82,0xf8},\r
80 \r
81 // 0,3 fb\r
82 {0xff,0x8b,0x85,0x8b,0xff,0x00,0x82,0x82,0x82,0xe2,0x87,0xf8},\r
83 // 1,3 gf\r
84 {0xff,0x8f,0x8f,0x8f,0xff,0x00,0x74,0x94,0x96,0xb4,0x87,0x70},\r
85 // 2,3 D\r
86 {0xff,0x00,0xfc,0xc6,0xc3,0xc3,0xc3,0xc3,0xc6,0xfc,0x00,0xff}, \r
87 // 3,3 G\r
88 {0xff,0x00,0x3e,0x63,0xc3,0xc7,0xc0,0xc0,0x63,0x3e,0x00,0xff},\r
89 // 4,3\r
90 {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
91 // 5,3\r
92 {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
93 // 6,3 tex pal smiley\r
94 {0x00,0x3c,0x7e,0xe7,0xdb,0xff,0xdb,0xff,0x7e,0x3c,0x00,0x00},\r
95 // 7,3\r
96 {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
97 \r
98 // 0,4 subtract blending (moon)\r
99 {0x00,0x06,0x1c,0x38,0x78,0x78,0x78,0x38,0x1c,0x06,0x00,0x00},\r
100 // 1,4 blurring\r
101 {0x00,0x7e,0x93,0xa5,0x93,0xc9,0x93,0xa5,0x93,0x7e,0x00,0x00},\r
102 // 2,4 (M)\r
103 {0xff,0x00,0xc3,0xc3,0xc3,0xdb,0xff,0xe7,0xc3,0x81,0x00,0xff},\r
104 // 3,4 (A)\r
105 {0xff,0x00,0xc3,0xc3,0xff,0xc3,0xc3,0x66,0x3c,0x18,0x00,0xff},\r
106 // 4,4 blank\r
107 {0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
108 // 5,4\r
109 {0x00,0xfe,0xc5,0x62,0x35,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00},\r
110 // 6,4  <-\r
111 {0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x7f,0xff,0x7f,0x30,0x10},\r
112 // 7,4 .\r
113 {0x00,0x38,0x38,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
114 };\r
115 \r
116 ////////////////////////////////////////////////////////////////////////\r
117 // create lists/stuff for fonts \r
118 // (as a matter of fact: no more display list used, just a texture)\r
119 ////////////////////////////////////////////////////////////////////////\r
120 \r
121 GLuint gTexFontName=0;\r
122 \r
123 void MakeDisplayLists(void)                            // MAKE FONT \r
124 {\r
125  GLubyte TexBytes[64][64][3];                          // we use a 64x64 texture\r
126  int x,y,i,j,n=0; GLubyte col,IB;\r
127 \r
128  glPixelStorei(GL_UNPACK_ALIGNMENT,1);\r
129  \r
130  memset(TexBytes,0,64*64*3);\r
131 \r
132  for(y=0;y<5;y++)                                      // create texture out of raster infos\r
133   {\r
134    for(x=0;x<8;x++,n++)\r
135     {\r
136      for(i=0;i<12;i++)\r
137       {\r
138        IB=texrasters[n][i];\r
139        for(j=0;j<8;j++)\r
140         {\r
141          if(IB&(1<<(7-j))) col=255; else col=0;\r
142          TexBytes[y*12+i][x*8+j][0]=col;\r
143          TexBytes[y*12+i][x*8+j][1]=col;\r
144          TexBytes[y*12+i][x*8+j][2]=col;\r
145         }\r
146       }\r
147     }\r
148   }\r
149 \r
150  glGenTextures(1, &gTexFontName);                      // set tex params for font texture\r
151  glBindTexture(GL_TEXTURE_2D, gTexFontName);\r
152  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\r
153  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\r
154  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
155  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\r
156  glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 64, 64, 0, GL_RGB,\r
157               GL_UNSIGNED_BYTE,TexBytes);\r
158  glError();\r
159 }\r
160 \r
161 ////////////////////////////////////////////////////////////////////////\r
162 // kill existing font stuff\r
163 ////////////////////////////////////////////////////////////////////////\r
164 \r
165 void KillDisplayLists(void)\r
166 {\r
167 #ifdef _WINDOWS\r
168  if(hGFont) DeleteObject(hGFont);                      // windows: kill info font\r
169  hGFont=NULL;\r
170 #endif\r
171 \r
172  if(gTexFontName)                                      // del font/info textures\r
173   {glDeleteTextures(1,&gTexFontName);gTexFontName=0;}\r
174 }\r
175 \r
176 ////////////////////////////////////////////////////////////////////////\r
177 // display text/infos in gpu menu\r
178 ////////////////////////////////////////////////////////////////////////\r
179 \r
180 #define TEXCHAR_VERTEX(t0,t1,v0,v1,v2) \\r
181  *pta++ = t0; *pta++ = t1; *pva++ = v0; *pva++ = v1; *pva++ = v2\r
182 \r
183 #ifdef OWNSCALE\r
184 #define DRAWTEXCHAR \\r
185  pta = text_tex_array, pva = text_vertex_array; \\r
186  TEXCHAR_VERTEX(fX1/256.0f,fY2/256.0f,fXS1,fYS2,1.0f); \\r
187  TEXCHAR_VERTEX(fX1/256.0f,fY1/256.0f,fXS1,fYS1,1.0f); \\r
188  TEXCHAR_VERTEX(fX2/256.0f,fY1/256.0f,fXS2,fYS1,1.0f); \\r
189  TEXCHAR_VERTEX(fX2/256.0f,fY2/256.0f,fXS2,fYS2,1.0f); \\r
190  glDrawArrays(GL_TRIANGLE_FAN,0,4)\r
191 \r
192 #else\r
193 #define DRAWTEXCHAR glTexCoord2f(fX1,fY2);glVertex3f(fXS1,fYS2,1.0f);glTexCoord2f(fX1,fY1);glVertex3f(fXS1,fYS1,1.0f);glTexCoord2f(fX2,fY1);glVertex3f(fXS2,fYS1,1.0f);glTexCoord2f(fX2,fY2);glVertex3f(fXS2,fYS2,1.0f);\r
194 #endif\r
195 \r
196 static GLfloat text_tex_array[2*4];\r
197 static GLfloat text_vertex_array[3*4];\r
198 \r
199 void DisplayText(const char *ltext, int right_aligned)\r
200 {\r
201  int iX,iY,i;\r
202  GLfloat fX1,fY1,fX2,fY2,fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC,fYD;\r
203  GLfloat *pta, *pva;\r
204 \r
205  glDisable(GL_SCISSOR_TEST);                           // disable unwanted ogl states\r
206  glDisable(GL_ALPHA_TEST);\r
207  if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
208  if(bBlendEnable)     {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
209  if(!bTexEnabled)     {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
210 \r
211  gTexName=gTexFontName;\r
212  glBindTexture(GL_TEXTURE_2D,gTexFontName);            // now set font texture\r
213 \r
214  fYD=fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY; // some pre-calculations\r
215  fYS1=(GLfloat)PSXDisplay.DisplayMode.y-1.0f*fYSC;\r
216  fYS2=(GLfloat)PSXDisplay.DisplayMode.y-13.0f*fYSC;\r
217  fYSC*=13.0f;\r
218  fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
219  fXSC= 8.0f*fXS;fXS*=10.0f;\r
220  fXS1=0.0f;\r
221  fXS2=50.0f*fXS;                                       // 3 is one option\r
222 \r
223  vertex[0].c.lcol=0xffffffff;                          // set menu text color\r
224  SETCOL(vertex[0]); \r
225 \r
226  //glBegin(GL_QUADS);\r
227  glEnableClientState(GL_VERTEX_ARRAY);\r
228  glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
229  glDisableClientState(GL_COLOR_ARRAY);\r
230  glVertexPointer(3,GL_FLOAT,0,text_vertex_array);\r
231  glTexCoordPointer(2,GL_FLOAT,0,text_tex_array);\r
232  glError();\r
233 \r
234  if(right_aligned)\r
235   fYSC=fXS1=(GLfloat)PSXDisplay.DisplayMode.x-strlen(ltext)*8.0f;\r
236  else\r
237   fYSC=fXS1=1.0f*fXS;                                  // start pos of numbers\r
238 \r
239  i=0;do                                                // paint fps numbers\r
240   {\r
241    iX=4;iY=4;\r
242    if(ltext[i]>='0' && ltext[i]<='3')\r
243     {iX=4+ltext[i]-'0';iY=0;}\r
244    else\r
245    if(ltext[i]>='4' && ltext[i]<='9')\r
246     {iX=ltext[i]-'4';iY=1;}\r
247    else\r
248    if(ltext[i]=='.')\r
249     {iX=7;iY=4;}\r
250    else\r
251    if(ltext[i]==0) break;\r
252 \r
253    fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
254    fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
255    fXS1+=fXS;\r
256    fXS2=fXS1+fXSC;\r
257 \r
258    DRAWTEXCHAR;\r
259 \r
260    i++;\r
261   }\r
262  while(i);\r
263 \r
264  //glEnd();\r
265  glDisableClientState(GL_VERTEX_ARRAY);\r
266  glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
267  CSTEXTURE = CSVERTEX = CSCOLOR = 0;\r
268 \r
269  glEnable(GL_ALPHA_TEST);                              // repair needed states\r
270  glEnable(GL_SCISSOR_TEST);                       \r
271  glError();\r
272 }\r
273  \r
274 ////////////////////////////////////////////////////////////////////////\r
275 \r
276 void HideText(void)\r
277 {\r
278  GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC;\r
279 \r
280  glDisable(GL_SCISSOR_TEST);                           // turn off unneeded ogl states\r
281  glDisable(GL_ALPHA_TEST);\r
282  if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
283  if(bBlendEnable)     {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
284  if(bTexEnabled)      {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}\r
285 \r
286  fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
287  fYS1=12.0f*fYSC;fYSC*=13.0f;\r
288  fYS2=0.0f;\r
289  fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
290  fXSC= 8.0f*fXS;fXS*=10.0f;\r
291  fXS1=0.0f;\r
292  fXS2=50.0f*fXS;                                       \r
293 \r
294  vertex[0].c.lcol=0xff000000;                          // black color\r
295  SETCOL(vertex[0]); \r
296 \r
297  //glBegin(GL_QUADS);                                  // make one quad\r
298 \r
299  {\r
300   GLfloat vertex_array[3*4] = {\r
301    fXS1,fYS2,0.99996f,\r
302    fXS1,fYSC,0.99996f,\r
303    fXS2,fYSC,0.99996f,\r
304    fXS2,fYS2,0.99996f,\r
305   };\r
306   glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
307   glEnableClientState(GL_VERTEX_ARRAY);\r
308   glVertexPointer(3,GL_FLOAT,0,vertex_array);\r
309 \r
310   glDrawArrays(GL_TRIANGLE_STRIP,0,4);\r
311   glDisableClientState(GL_VERTEX_ARRAY);\r
312  }\r
313 \r
314  //glEnd();\r
315  glEnable(GL_ALPHA_TEST);                              // enable needed ogl states\r
316  glEnable(GL_SCISSOR_TEST);                       \r
317 }\r
318 \r