--- /dev/null
+/*
+Copyright (C) 2003 Rice1964
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+*/
+
+#include "osal_opengl.h"
+
+#if SDL_VIDEO_OPENGL
+#include "OGLExtensions.h"
+#elif SDL_VIDEO_OPENGL_ES2
+#include "OGLES2FragmentShaders.h"
+#endif
+#include "OGLDebug.h"
+#include "OGLRender.h"
+#include "OGLGraphicsContext.h"
+#include "OGLTexture.h"
+#include "TextureManager.h"
+
+#ifdef PAULSCODE
+//include "ae_bridge.h"
+//static int hardwareType = HARDWARE_TYPE_UNKNOWN;
+#endif
+
+// FIXME: Use OGL internal L/T and matrix stack
+// FIXME: Use OGL lookupAt function
+// FIXME: Use OGL DisplayList
+
+UVFlagMap OGLXUVFlagMaps[] =
+{
+ {TEXTURE_UV_FLAG_WRAP, GL_REPEAT},
+ {TEXTURE_UV_FLAG_MIRROR, GL_MIRRORED_REPEAT_ARB},
+ {TEXTURE_UV_FLAG_CLAMP, GL_CLAMP},
+};
+
+#if SDL_VIDEO_OPENGL_ES2
+ static GLuint disabledTextureID;
+#endif
+
+//===================================================================
+OGLRender::OGLRender()
+{
+ COGLGraphicsContext *pcontext = (COGLGraphicsContext *)(CGraphicsContext::g_pGraphicsContext);
+ m_bSupportFogCoordExt = pcontext->m_bSupportFogCoord;
+ m_bMultiTexture = pcontext->m_bSupportMultiTexture;
+#ifdef HAVE_GLES
+ m_bSupportClampToEdge = true;
+#else
+ m_bSupportClampToEdge = false;
+#endif
+ for( int i=0; i<8; i++ )
+ {
+ m_curBoundTex[i]=0;
+ m_texUnitEnabled[i]=FALSE;
+ }
+
+#if SDL_VIDEO_OPENGL
+/*#ifdef HAVE_GLES
+ m_bEnableMultiTexture = true;
+#else*/
+ m_bEnableMultiTexture = false;
+//#endif
+
+#elif SDL_VIDEO_OPENGL_ES2
+ m_bEnableMultiTexture = true;
+
+ //Create a texture as replacement for glEnable/Disable(GL_TEXTURE_2D)
+ unsigned int white[8*8];
+ for (int i=0; i<8*8; i++) {
+ //white[i].r = white[i].g = white[i].b = 0;
+ //white[i].a = 0;
+ white[i] = 0;
+ }
+ glGenTextures(1,&disabledTextureID);
+ OPENGL_CHECK_ERRORS;
+ glBindTexture(GL_TEXTURE_2D, disabledTextureID);
+ OPENGL_CHECK_ERRORS;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ OPENGL_CHECK_ERRORS;
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, white);
+ OPENGL_CHECK_ERRORS;
+#endif
+}
+
+OGLRender::~OGLRender()
+{
+ ClearDeviceObjects();
+}
+
+bool OGLRender::InitDeviceObjects()
+{
+ // enable Z-buffer by default
+ ZBufferEnable(true);
+ return true;
+}
+
+bool OGLRender::ClearDeviceObjects()
+{
+ return true;
+}
+
+void OGLRender::Initialize(void)
+{
+ glMatrixMode(GL_MODELVIEW);
+ OPENGL_CHECK_ERRORS;
+ glLoadIdentity();
+ OPENGL_CHECK_ERRORS;
+
+ glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
+ OPENGL_CHECK_ERRORS;
+
+#if SDL_VIDEO_OPENGL
+ COGLGraphicsContext *pcontext = (COGLGraphicsContext *)(CGraphicsContext::g_pGraphicsContext);
+#ifndef HAVE_GLES
+ if( pcontext->IsExtensionSupported("GL_IBM_texture_mirrored_repeat") )
+ {
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_MIRRORED_REPEAT_IBM;
+ }
+ else if( pcontext->IsExtensionSupported("ARB_texture_mirrored_repeat") )
+#endif
+ {
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_MIRRORED_REPEAT_ARB;
+ }
+#ifndef HAVE_GLES
+ else
+ {
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_REPEAT;
+ }
+ if( pcontext->IsExtensionSupported("GL_ARB_texture_border_clamp") || pcontext->IsExtensionSupported("GL_EXT_texture_edge_clamp") )
+#endif
+ {
+ m_bSupportClampToEdge = true;
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_CLAMP].realFlag = GL_CLAMP_TO_EDGE;
+ }
+#ifndef HAVE_GLES
+ else
+ {
+ m_bSupportClampToEdge = false;
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_CLAMP].realFlag = GL_CLAMP;
+ }
+#endif
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+ OPENGL_CHECK_ERRORS;
+ glEnableClientState( GL_VERTEX_ARRAY );
+ OPENGL_CHECK_ERRORS;
+
+ if( m_bMultiTexture )
+ {
+ pglClientActiveTextureARB( GL_TEXTURE0_ARB );
+ OPENGL_CHECK_ERRORS;
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
+ OPENGL_CHECK_ERRORS;
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ OPENGL_CHECK_ERRORS;
+
+ pglClientActiveTextureARB( GL_TEXTURE1_ARB );
+ OPENGL_CHECK_ERRORS;
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
+ OPENGL_CHECK_ERRORS;
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
+ OPENGL_CHECK_ERRORS;
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ OPENGL_CHECK_ERRORS;
+ }
+#ifndef HAVE_GLES
+ if (m_bSupportFogCoordExt)
+ {
+ pglFogCoordPointerEXT( GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][4]) );
+ OPENGL_CHECK_ERRORS;
+ glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
+ OPENGL_CHECK_ERRORS;
+ glFogi( GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT );
+ OPENGL_CHECK_ERRORS;
+ glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Mode
+ OPENGL_CHECK_ERRORS;
+ glFogf(GL_FOG_DENSITY, 1.0f); // How Dense Will The Fog Be
+ OPENGL_CHECK_ERRORS;
+ glHint(GL_FOG_HINT, GL_FASTEST); // Fog Hint Value
+ OPENGL_CHECK_ERRORS;
+ glFogi( GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT );
+ OPENGL_CHECK_ERRORS;
+ glFogf( GL_FOG_START, 0.0f );
+ OPENGL_CHECK_ERRORS;
+ glFogf( GL_FOG_END, 1.0f );
+ OPENGL_CHECK_ERRORS;
+ }
+#endif
+ //glColorPointer( 1, GL_UNSIGNED_BYTE, sizeof(TLITVERTEX), &g_vtxBuffer[0].r);
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ OPENGL_CHECK_ERRORS;
+ glEnableClientState( GL_COLOR_ARRAY );
+ OPENGL_CHECK_ERRORS;
+#ifndef HAVE_GLES
+ if( pcontext->IsExtensionSupported("GL_NV_depth_clamp") )
+ {
+ glEnable(GL_DEPTH_CLAMP_NV);
+ OPENGL_CHECK_ERRORS;
+ }
+#endif
+#elif SDL_VIDEO_OPENGL_ES2
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_MIRRORED_REPEAT;
+ m_bSupportClampToEdge = true;
+ OGLXUVFlagMaps[TEXTURE_UV_FLAG_CLAMP].realFlag = GL_CLAMP_TO_EDGE;
+#endif
+
+#ifdef PAULSCODE
+// hardwareType = Android_JNI_GetHardwareType();
+#endif
+}
+//===================================================================
+TextureFilterMap OglTexFilterMap[2]=
+{
+ {FILTER_POINT, GL_NEAREST},
+ {FILTER_LINEAR, GL_LINEAR},
+};
+
+void OGLRender::ApplyTextureFilter()
+{
+ static uint32 minflag=0xFFFF, magflag=0xFFFF;
+ static uint32 mtex;
+
+ if( m_texUnitEnabled[0] )
+ {
+ if( mtex != m_curBoundTex[0] )
+ {
+ mtex = m_curBoundTex[0];
+ minflag = m_dwMinFilter;
+ magflag = m_dwMagFilter;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, OglTexFilterMap[m_dwMinFilter].realFilter);
+ OPENGL_CHECK_ERRORS;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, OglTexFilterMap[m_dwMagFilter].realFilter);
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ if( minflag != (unsigned int)m_dwMinFilter )
+ {
+ minflag = m_dwMinFilter;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, OglTexFilterMap[m_dwMinFilter].realFilter);
+ OPENGL_CHECK_ERRORS;
+ }
+ if( magflag != (unsigned int)m_dwMagFilter )
+ {
+ magflag = m_dwMagFilter;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, OglTexFilterMap[m_dwMagFilter].realFilter);
+ OPENGL_CHECK_ERRORS;
+ }
+ }
+ }
+}
+
+void OGLRender::SetShadeMode(RenderShadeMode mode)
+{
+#if SDL_VIDEO_OPENGL
+ if( mode == SHADE_SMOOTH )
+ glShadeModel(GL_SMOOTH);
+ else
+ glShadeModel(GL_FLAT);
+ OPENGL_CHECK_ERRORS;
+#endif
+}
+
+void OGLRender::ZBufferEnable(BOOL bZBuffer)
+{
+ gRSP.bZBufferEnabled = bZBuffer;
+ if( g_curRomInfo.bForceDepthBuffer )
+ bZBuffer = TRUE;
+ if( bZBuffer )
+ {
+ glDepthMask(GL_TRUE);
+ OPENGL_CHECK_ERRORS;
+ //glEnable(GL_DEPTH_TEST);
+ glDepthFunc( GL_LEQUAL );
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glDepthMask(GL_FALSE);
+ OPENGL_CHECK_ERRORS;
+ //glDisable(GL_DEPTH_TEST);
+ glDepthFunc( GL_ALWAYS );
+ OPENGL_CHECK_ERRORS;
+ }
+}
+
+void OGLRender::ClearBuffer(bool cbuffer, bool zbuffer)
+{
+ uint32 flag=0;
+ if( cbuffer ) flag |= GL_COLOR_BUFFER_BIT;
+ if( zbuffer ) flag |= GL_DEPTH_BUFFER_BIT;
+ float depth = ((gRDP.originalFillColor&0xFFFF)>>2)/(float)0x3FFF;
+ glClearDepth(depth);
+ OPENGL_CHECK_ERRORS;
+ glClear(flag);
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::ClearZBuffer(float depth)
+{
+ uint32 flag=GL_DEPTH_BUFFER_BIT;
+ glClearDepth(depth);
+ OPENGL_CHECK_ERRORS;
+ glClear(flag);
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::SetZCompare(BOOL bZCompare)
+{
+ if( g_curRomInfo.bForceDepthBuffer )
+ bZCompare = TRUE;
+
+ gRSP.bZBufferEnabled = bZCompare;
+ if( bZCompare == TRUE )
+ {
+ //glEnable(GL_DEPTH_TEST);
+ glDepthFunc( GL_LEQUAL );
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ //glDisable(GL_DEPTH_TEST);
+ glDepthFunc( GL_ALWAYS );
+ OPENGL_CHECK_ERRORS;
+ }
+}
+
+void OGLRender::SetZUpdate(BOOL bZUpdate)
+{
+ if( g_curRomInfo.bForceDepthBuffer )
+ bZUpdate = TRUE;
+
+ if( bZUpdate )
+ {
+ //glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glDepthMask(GL_FALSE);
+ OPENGL_CHECK_ERRORS;
+ }
+}
+
+void OGLRender::ApplyZBias(int bias)
+{
+ float f1 = bias > 0 ? -3.0f : 0.0f; // z offset = -3.0 * max(abs(dz/dx),abs(dz/dy)) per pixel delta z slope
+ float f2 = bias > 0 ? -3.0f : 0.0f; // z offset += -3.0 * 1 bit
+
+#ifdef PAULSCODE
+// Android_JNI_GetPolygonOffset(hardwareType, bias, &f1, &f2);
+// glPolygonOffset(0.2f, 0.2f);
+#endif
+
+ if (bias > 0)
+ {
+ glEnable(GL_POLYGON_OFFSET_FILL); // enable z offsets
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glDisable(GL_POLYGON_OFFSET_FILL); // disable z offsets
+ OPENGL_CHECK_ERRORS;
+ }
+ glPolygonOffset(f1, f2); // set bias functions
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::SetZBias(int bias)
+{
+#if defined(DEBUGGER)
+ if( pauseAtNext == true )
+ DebuggerAppendMsg("Set zbias = %d", bias);
+#endif
+ // set member variable and apply the setting in opengl
+ m_dwZBias = bias;
+ ApplyZBias(bias);
+}
+
+void OGLRender::SetAlphaRef(uint32 dwAlpha)
+{
+ if (m_dwAlpha != dwAlpha)
+ {
+ m_dwAlpha = dwAlpha;
+#if SDL_VIDEO_OPENGL
+ glAlphaFunc(GL_GEQUAL, (float)dwAlpha);
+ OPENGL_CHECK_ERRORS;
+#endif
+ }
+}
+
+void OGLRender::ForceAlphaRef(uint32 dwAlpha)
+{
+#if SDL_VIDEO_OPENGL
+ float ref = dwAlpha/255.0f;
+ glAlphaFunc(GL_GEQUAL, ref);
+ OPENGL_CHECK_ERRORS;
+#elif SDL_VIDEO_OPENGL_ES2
+ m_dwAlpha = dwAlpha;
+#endif
+}
+
+void OGLRender::SetFillMode(FillMode mode)
+{
+#if SDL_VIDEO_OPENGL
+#ifndef HAVE_GLES
+ if( mode == RICE_FILLMODE_WINFRAME )
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ OPENGL_CHECK_ERRORS;
+ }
+#endif
+#endif
+}
+
+void OGLRender::SetCullMode(bool bCullFront, bool bCullBack)
+{
+ CRender::SetCullMode(bCullFront, bCullBack);
+ if( bCullFront && bCullBack )
+ {
+ glCullFace(GL_FRONT_AND_BACK);
+ OPENGL_CHECK_ERRORS;
+ glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+ }
+ else if( bCullFront )
+ {
+ glCullFace(GL_FRONT);
+ OPENGL_CHECK_ERRORS;
+ glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+ }
+ else if( bCullBack )
+ {
+ glCullFace(GL_BACK);
+ OPENGL_CHECK_ERRORS;
+ glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glDisable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+ }
+}
+
+bool OGLRender::SetCurrentTexture(int tile, CTexture *handler,uint32 dwTileWidth, uint32 dwTileHeight, TxtrCacheEntry *pTextureEntry)
+{
+ RenderTexture &texture = g_textures[tile];
+ texture.pTextureEntry = pTextureEntry;
+
+ if( handler!= NULL && texture.m_lpsTexturePtr != handler->GetTexture() )
+ {
+ texture.m_pCTexture = handler;
+ texture.m_lpsTexturePtr = handler->GetTexture();
+
+ texture.m_dwTileWidth = dwTileWidth;
+ texture.m_dwTileHeight = dwTileHeight;
+
+ if( handler->m_bIsEnhancedTexture )
+ {
+ texture.m_fTexWidth = (float)pTextureEntry->pTexture->m_dwCreatedTextureWidth;
+ texture.m_fTexHeight = (float)pTextureEntry->pTexture->m_dwCreatedTextureHeight;
+ }
+ else
+ {
+ texture.m_fTexWidth = (float)handler->m_dwCreatedTextureWidth;
+ texture.m_fTexHeight = (float)handler->m_dwCreatedTextureHeight;
+ }
+ }
+
+ return true;
+}
+
+bool OGLRender::SetCurrentTexture(int tile, TxtrCacheEntry *pEntry)
+{
+ if (pEntry != NULL && pEntry->pTexture != NULL)
+ {
+ SetCurrentTexture( tile, pEntry->pTexture, pEntry->ti.WidthToCreate, pEntry->ti.HeightToCreate, pEntry);
+ return true;
+ }
+ else
+ {
+ SetCurrentTexture( tile, NULL, 64, 64, NULL );
+ return false;
+ }
+ return true;
+}
+
+void OGLRender::SetAddressUAllStages(uint32 dwTile, TextureUVFlag dwFlag)
+{
+ SetTextureUFlag(dwFlag, dwTile);
+}
+
+void OGLRender::SetAddressVAllStages(uint32 dwTile, TextureUVFlag dwFlag)
+{
+ SetTextureVFlag(dwFlag, dwTile);
+}
+
+void OGLRender::SetTexWrapS(int unitno,GLuint flag)
+{
+ static GLuint mflag;
+ static GLuint mtex;
+#ifdef DEBUGGER
+ if( unitno != 0 )
+ {
+ DebuggerAppendMsg("Check me, unitno != 0 in base ogl");
+ }
+#endif
+ if( m_curBoundTex[0] != mtex || mflag != flag )
+ {
+ mtex = m_curBoundTex[0];
+ mflag = flag;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, flag);
+ OPENGL_CHECK_ERRORS;
+ }
+}
+void OGLRender::SetTexWrapT(int unitno,GLuint flag)
+{
+ static GLuint mflag;
+ static GLuint mtex;
+ if( m_curBoundTex[0] != mtex || mflag != flag )
+ {
+ mtex = m_curBoundTex[0];
+ mflag = flag;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, flag);
+ OPENGL_CHECK_ERRORS;
+ }
+}
+
+void OGLRender::SetTextureUFlag(TextureUVFlag dwFlag, uint32 dwTile)
+{
+ TileUFlags[dwTile] = dwFlag;
+ if( dwTile == gRSP.curTile ) // For basic OGL, only support the 1st texel
+ {
+ COGLTexture* pTexture = g_textures[gRSP.curTile].m_pCOGLTexture;
+ if( pTexture )
+ {
+ EnableTexUnit(0,TRUE);
+ BindTexture(pTexture->m_dwTextureName, 0);
+ }
+ SetTexWrapS(0, OGLXUVFlagMaps[dwFlag].realFlag);
+ }
+}
+void OGLRender::SetTextureVFlag(TextureUVFlag dwFlag, uint32 dwTile)
+{
+ TileVFlags[dwTile] = dwFlag;
+ if( dwTile == gRSP.curTile ) // For basic OGL, only support the 1st texel
+ {
+ COGLTexture* pTexture = g_textures[gRSP.curTile].m_pCOGLTexture;
+ if( pTexture )
+ {
+ EnableTexUnit(0,TRUE);
+ BindTexture(pTexture->m_dwTextureName, 0);
+ }
+ SetTexWrapT(0, OGLXUVFlagMaps[dwFlag].realFlag);
+ }
+}
+
+// Basic render drawing functions
+
+bool OGLRender::RenderTexRect()
+{
+ glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
+ OPENGL_CHECK_ERRORS;
+
+ GLboolean cullface = glIsEnabled(GL_CULL_FACE);
+ glDisable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+
+ float depth = -(g_texRectTVtx[3].z*2-1);
+
+#if SDL_VIDEO_OPENGL
+#ifdef HAVE_GLES
+ GLfloat colour[] = {
+ g_texRectTVtx[3].r, g_texRectTVtx[3].g, g_texRectTVtx[3].b, g_texRectTVtx[3].a,
+ g_texRectTVtx[2].r, g_texRectTVtx[2].g, g_texRectTVtx[2].b, g_texRectTVtx[2].a,
+ g_texRectTVtx[1].r, g_texRectTVtx[1].g, g_texRectTVtx[1].b, g_texRectTVtx[1].a,
+ g_texRectTVtx[0].r, g_texRectTVtx[0].g, g_texRectTVtx[0].b, g_texRectTVtx[0].a
+ };
+
+ GLfloat tex[] = {
+ g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
+ g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
+ g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
+ g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v
+ };
+ GLfloat tex2[] = {
+ g_texRectTVtx[3].tcord[1].u,g_texRectTVtx[3].tcord[1].v,
+ g_texRectTVtx[2].tcord[1].u,g_texRectTVtx[2].tcord[1].v,
+ g_texRectTVtx[1].tcord[1].u,g_texRectTVtx[1].tcord[1].v,
+ g_texRectTVtx[0].tcord[1].u,g_texRectTVtx[0].tcord[1].v
+ };
+
+ GLfloat vertices[] = {
+ g_texRectTVtx[3].x, g_texRectTVtx[3].y, depth, 1,
+ g_texRectTVtx[2].x, g_texRectTVtx[2].y, depth, 1,
+ g_texRectTVtx[1].x, g_texRectTVtx[1].y, depth, 1,
+ g_texRectTVtx[0].x, g_texRectTVtx[0].y, depth, 1
+ };
+
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+ //if (m_texUnitEnabled[1])
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex2);
+ /*else
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);*/
+ glClientActiveTexture( GL_TEXTURE0 );
+ }
+ //if (m_texUnitEnabled[0])
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+ /*else
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);*/
+
+ glColorPointer(4, GL_FLOAT,0, &colour );
+ glVertexPointer(4,GL_FLOAT, 0, &vertices);
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+ OPENGL_CHECK_ERRORS;
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+
+ //Restore old pointers
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+// if (m_texUnitEnabled[0])
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
+/* else
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);*/
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+// if (m_texUnitEnabled[1])
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
+/* else
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ }
+#else
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ glColor4f(g_texRectTVtx[3].r, g_texRectTVtx[3].g, g_texRectTVtx[3].b, g_texRectTVtx[3].a);
+ TexCoord(g_texRectTVtx[3]);
+ glVertex3f(g_texRectTVtx[3].x, g_texRectTVtx[3].y, depth);
+
+ glColor4f(g_texRectTVtx[2].r, g_texRectTVtx[2].g, g_texRectTVtx[2].b, g_texRectTVtx[2].a);
+ TexCoord(g_texRectTVtx[2]);
+ glVertex3f(g_texRectTVtx[2].x, g_texRectTVtx[2].y, depth);
+
+ glColor4f(g_texRectTVtx[1].r, g_texRectTVtx[1].g, g_texRectTVtx[1].b, g_texRectTVtx[1].a);
+ TexCoord(g_texRectTVtx[1]);
+ glVertex3f(g_texRectTVtx[1].x, g_texRectTVtx[1].y, depth);
+
+ glColor4f(g_texRectTVtx[0].r, g_texRectTVtx[0].g, g_texRectTVtx[0].b, g_texRectTVtx[0].a);
+ TexCoord(g_texRectTVtx[0]);
+ glVertex3f(g_texRectTVtx[0].x, g_texRectTVtx[0].y, depth);
+
+ glEnd();
+#endif
+ OPENGL_CHECK_ERRORS;
+
+#elif SDL_VIDEO_OPENGL_ES2
+ GLfloat colour[] = {
+ g_texRectTVtx[3].r, g_texRectTVtx[3].g, g_texRectTVtx[3].b, g_texRectTVtx[3].a,
+ g_texRectTVtx[2].r, g_texRectTVtx[2].g, g_texRectTVtx[2].b, g_texRectTVtx[2].a,
+ g_texRectTVtx[1].r, g_texRectTVtx[1].g, g_texRectTVtx[1].b, g_texRectTVtx[1].a,
+ g_texRectTVtx[0].r, g_texRectTVtx[0].g, g_texRectTVtx[0].b, g_texRectTVtx[0].a
+ };
+
+ GLfloat tex[] = {
+ g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
+ g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
+ g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
+ g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v
+ };
+
+ float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
+
+ GLfloat vertices[] = {
+ -inv + g_texRectTVtx[3].x / w, inv - g_texRectTVtx[3].y / h, depth, 1,
+ -inv + g_texRectTVtx[2].x / w, inv - g_texRectTVtx[2].y / h, depth, 1,
+ -inv + g_texRectTVtx[1].x / w, inv - g_texRectTVtx[1].y / h, depth, 1,
+ -inv + g_texRectTVtx[0].x / w, inv - g_texRectTVtx[0].y / h, depth, 1
+ };
+
+ glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_TRUE, 0, &colour );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
+ glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, 0, &tex);
+ OPENGL_CHECK_ERRORS;
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+
+ //Restore old pointers
+ glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
+ glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
+#endif
+
+ if( cullface ) glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+
+ return true;
+}
+
+bool OGLRender::RenderFillRect(uint32 dwColor, float depth)
+{
+ float a = (dwColor>>24)/255.0f;
+ float r = ((dwColor>>16)&0xFF)/255.0f;
+ float g = ((dwColor>>8)&0xFF)/255.0f;
+ float b = (dwColor&0xFF)/255.0f;
+ glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
+ OPENGL_CHECK_ERRORS;
+
+ GLboolean cullface = glIsEnabled(GL_CULL_FACE);
+ glDisable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+
+#if SDL_VIDEO_OPENGL
+#ifdef HAVE_GLES
+ GLfloat colour[] = {
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a};
+
+ GLfloat vertices[] = {
+ m_fillRectVtx[0].x, m_fillRectVtx[1].y, depth, 1,
+ m_fillRectVtx[1].x, m_fillRectVtx[1].y, depth, 1,
+ m_fillRectVtx[1].x, m_fillRectVtx[0].y, depth, 1,
+ m_fillRectVtx[0].x, m_fillRectVtx[0].y, depth, 1
+ };
+
+ glColorPointer(4, GL_FLOAT, 0, &colour );
+ glVertexPointer(4,GL_FLOAT, 0,&vertices);
+ if( m_bMultiTexture ) {
+ if (m_texUnitEnabled[1])
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+ glActiveTexture( GL_TEXTURE1 );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glDisable(GL_TEXTURE_2D);
+ }
+ }
+ if (m_texUnitEnabled[0]) {
+ glClientActiveTexture( GL_TEXTURE0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glDisable(GL_TEXTURE_2D);
+ }
+ OPENGL_CHECK_ERRORS;
+ glColor4f(r,g,b,a);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+ //Restore old pointers
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+ if (m_texUnitEnabled[0]) {
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ glEnable(GL_TEXTURE_2D);
+ }
+ if( m_bMultiTexture ) {
+ glClientActiveTexture( GL_TEXTURE1 );
+ glActiveTexture( GL_TEXTURE1 );
+ if (m_texUnitEnabled[1])
+ {
+ glEnable(GL_TEXTURE_2D);
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ }
+ glActiveTexture( GL_TEXTURE0 );
+ }
+#else
+
+ glBegin(GL_TRIANGLE_FAN);
+ glColor4f(r,g,b,a);
+ glVertex4f(m_fillRectVtx[0].x, m_fillRectVtx[1].y, depth, 1);
+ glVertex4f(m_fillRectVtx[1].x, m_fillRectVtx[1].y, depth, 1);
+ glVertex4f(m_fillRectVtx[1].x, m_fillRectVtx[0].y, depth, 1);
+ glVertex4f(m_fillRectVtx[0].x, m_fillRectVtx[0].y, depth, 1);
+ glEnd();
+ OPENGL_CHECK_ERRORS;
+#endif
+#elif SDL_VIDEO_OPENGL_ES2
+
+ GLfloat colour[] = {
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a};
+
+ float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
+
+ GLfloat vertices[] = {
+ -inv + m_fillRectVtx[0].x / w, inv - m_fillRectVtx[1].y / h, depth, 1,
+ -inv + m_fillRectVtx[1].x / w, inv - m_fillRectVtx[1].y / h, depth, 1,
+ -inv + m_fillRectVtx[1].x / w, inv - m_fillRectVtx[0].y / h, depth, 1,
+ -inv + m_fillRectVtx[0].x / w, inv - m_fillRectVtx[0].y / h, depth, 1
+ };
+
+ glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
+ glDisableVertexAttribArray(VS_TEXCOORD0);
+ OPENGL_CHECK_ERRORS;
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+
+ //Restore old pointers
+ glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
+ glEnableVertexAttribArray(VS_TEXCOORD0);
+
+#endif
+
+ if( cullface ) glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+
+ return true;
+}
+
+bool OGLRender::RenderLine3D()
+{
+#if SDL_VIDEO_OPENGL
+ ApplyZBias(0); // disable z offsets
+
+#ifdef HAVE_GLES
+ GLfloat colour[] = {
+ m_line3DVtx[1].r,m_line3DVtx[1].g,m_line3DVtx[1].b,m_line3DVtx[1].a,
+ m_line3DVtx[1].r,m_line3DVtx[1].g,m_line3DVtx[1].b,m_line3DVtx[1].a,
+ m_line3DVtx[0].r,m_line3DVtx[0].g,m_line3DVtx[0].b,m_line3DVtx[0].a,
+ m_line3DVtx[0].r,m_line3DVtx[0].g,m_line3DVtx[0].b,m_line3DVtx[0].a};
+
+ GLfloat vertices[] = {
+ m_line3DVector[3].x, m_line3DVector[3].y, -m_line3DVtx[1].z, 1,
+ m_line3DVector[2].x, m_line3DVector[2].y, -m_line3DVtx[0].z, 1,
+ m_line3DVector[1].x, m_line3DVector[1].y, -m_line3DVtx[1].z, 1,
+ m_line3DVector[0].x, m_line3DVector[0].y, -m_line3DVtx[0].z, 1
+ };
+
+ glColorPointer(4, GL_FLOAT, 0, &colour );
+ glVertexPointer(4,GL_FLOAT, 0,&vertices);
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexture( GL_TEXTURE0 );
+ }
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ OPENGL_CHECK_ERRORS;
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+ //Restore old pointers
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ }
+#else
+ glBegin(GL_TRIANGLE_FAN);
+
+ glColor4f(m_line3DVtx[1].r, m_line3DVtx[1].g, m_line3DVtx[1].b, m_line3DVtx[1].a);
+ glVertex3f(m_line3DVector[3].x, m_line3DVector[3].y, -m_line3DVtx[1].z);
+ glVertex3f(m_line3DVector[2].x, m_line3DVector[2].y, -m_line3DVtx[0].z);
+
+ glColor4ub(m_line3DVtx[0].r, m_line3DVtx[0].g, m_line3DVtx[0].b, m_line3DVtx[0].a);
+ glVertex3f(m_line3DVector[1].x, m_line3DVector[1].y, -m_line3DVtx[1].z);
+ glVertex3f(m_line3DVector[0].x, m_line3DVector[0].y, -m_line3DVtx[0].z);
+
+ glEnd();
+#endif
+ OPENGL_CHECK_ERRORS;
+
+ ApplyZBias(m_dwZBias); // set Z offset back to previous value
+#endif
+
+ return true;
+}
+
+extern FiddledVtx * g_pVtxBase;
+
+// This is so weired that I can not do vertex transform by myself. I have to use
+// OpenGL internal transform
+bool OGLRender::RenderFlushTris()
+{
+ if( !m_bSupportFogCoordExt )
+ SetFogFlagForNegativeW();
+ else
+ {
+ if( !gRDP.bFogEnableInBlender && gRSP.bFogEnabled )
+ {
+ TurnFogOnOff(false);
+ }
+ }
+
+ ApplyZBias(m_dwZBias); // set the bias factors
+
+ glViewportWrapper(windowSetting.vpLeftW, windowSetting.uDisplayHeight-windowSetting.vpTopW-windowSetting.vpHeightW+windowSetting.statusBarHeightToUse, windowSetting.vpWidthW, windowSetting.vpHeightW, false);
+ OPENGL_CHECK_ERRORS;
+
+// if (options.bOGLVertexClipper == FALSE )
+ {
+ glDrawElements( GL_TRIANGLES, gRSP.numVertices, GL_UNSIGNED_SHORT, g_vtxIndex );
+ OPENGL_CHECK_ERRORS;
+ }
+/* else
+ {
+ //ClipVertexesOpenGL();
+ // Redo the index
+ // Set the array
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5Clipped[0][0]) );
+ glEnableClientState( GL_VERTEX_ARRAY );
+
+ pglClientActiveTextureARB( GL_TEXTURE0_ARB );
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_clippedVtxBuffer[0].tcord[0].u) );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ pglClientActiveTextureARB( GL_TEXTURE1_ARB );
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_clippedVtxBuffer[0].tcord[1].u) );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ glDrawElements( GL_TRIANGLES, gRSP.numVertices, GL_UNSIGNED_SHORT, g_vtxIndex );
+
+ // Reset the array
+ pglClientActiveTextureARB( GL_TEXTURE0_ARB );
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ pglClientActiveTextureARB( GL_TEXTURE1_ARB );
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+ glEnableClientState( GL_VERTEX_ARRAY );
+ }
+*/
+
+ if( !m_bSupportFogCoordExt )
+ RestoreFogFlag();
+ else
+ {
+ if( !gRDP.bFogEnableInBlender && gRSP.bFogEnabled )
+ {
+ TurnFogOnOff(true);
+ }
+ }
+ return true;
+}
+
+void OGLRender::DrawSimple2DTexture(float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, COLOR dif, COLOR spe, float z, float rhw)
+{
+ if( status.bVIOriginIsUpdated == true && currentRomOptions.screenUpdateSetting==SCREEN_UPDATE_AT_1ST_PRIMITIVE )
+ {
+ status.bVIOriginIsUpdated=false;
+ CGraphicsContext::Get()->UpdateFrame();
+ DEBUGGER_PAUSE_AND_DUMP_NO_UPDATE(NEXT_SET_CIMG,{DebuggerAppendMsg("Screen Update at 1st Simple2DTexture");});
+ }
+
+ StartDrawSimple2DTexture(x0, y0, x1, y1, u0, v0, u1, v1, dif, spe, z, rhw);
+
+ GLboolean cullface = glIsEnabled(GL_CULL_FACE);
+ glDisable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+
+ glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
+ OPENGL_CHECK_ERRORS;
+
+ float a = (g_texRectTVtx[0].dcDiffuse >>24)/255.0f;
+ float r = ((g_texRectTVtx[0].dcDiffuse>>16)&0xFF)/255.0f;
+ float g = ((g_texRectTVtx[0].dcDiffuse>>8)&0xFF)/255.0f;
+ float b = (g_texRectTVtx[0].dcDiffuse&0xFF)/255.0f;
+
+#if SDL_VIDEO_OPENGL
+
+#ifdef HAVE_GLES
+ GLfloat colour[] = {
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a};
+
+ GLfloat tex[] = {
+ g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
+ g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
+ g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
+ g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
+ g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
+ g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v
+ };
+
+ GLfloat vertices[] = {
+ g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z, 1,
+ g_texRectTVtx[1].x, g_texRectTVtx[1].y, -g_texRectTVtx[1].z, 1,
+ g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z, 1,
+ g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z, 1,
+ g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z, 1,
+ g_texRectTVtx[3].x, g_texRectTVtx[3].y, -g_texRectTVtx[3].z, 1
+ };
+
+ glColorPointer(4, GL_FLOAT, 0, &colour );
+ glVertexPointer(4,GL_FLOAT, 0,&vertices);
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+// if (m_texUnitEnabled[1])
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+/* else
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glClientActiveTexture( GL_TEXTURE0 );
+ }
+// if (m_texUnitEnabled[0])
+ glTexCoordPointer(2, GL_FLOAT, 0, &tex);
+/* else
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ glDrawArrays(GL_TRIANGLES,0,6);
+ //Restore old pointers
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
+// if (m_texUnitEnabled[1])
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+/* else
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+// if (m_texUnitEnabled[1])
+ glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
+/* else
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
+ }
+#else
+ glBegin(GL_TRIANGLES);
+
+ glColor4f(r,g,b,a);
+
+ OGLRender::TexCoord(g_texRectTVtx[0]);
+ glVertex3f(g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z);
+
+ OGLRender::TexCoord(g_texRectTVtx[1]);
+ glVertex3f(g_texRectTVtx[1].x, g_texRectTVtx[1].y, -g_texRectTVtx[1].z);
+
+ OGLRender::TexCoord(g_texRectTVtx[2]);
+ glVertex3f(g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z);
+
+ OGLRender::TexCoord(g_texRectTVtx[0]);
+ glVertex3f(g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z);
+
+ OGLRender::TexCoord(g_texRectTVtx[2]);
+ glVertex3f(g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z);
+
+ OGLRender::TexCoord(g_texRectTVtx[3]);
+ glVertex3f(g_texRectTVtx[3].x, g_texRectTVtx[3].y, -g_texRectTVtx[3].z);
+ glEnd();
+#endif
+ OPENGL_CHECK_ERRORS;
+
+#elif SDL_VIDEO_OPENGL_ES2
+
+ GLfloat colour[] = {
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a
+ };
+
+ GLfloat tex[] = {
+ g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
+ g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
+ g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
+
+ g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
+ g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
+ g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
+ };
+
+ float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
+
+ GLfloat vertices[] = {
+ -inv + g_texRectTVtx[0].x/ w, inv - g_texRectTVtx[0].y/ h, -g_texRectTVtx[0].z,1,
+ -inv + g_texRectTVtx[1].x/ w, inv - g_texRectTVtx[1].y/ h, -g_texRectTVtx[1].z,1,
+ -inv + g_texRectTVtx[2].x/ w, inv - g_texRectTVtx[2].y/ h, -g_texRectTVtx[2].z,1,
+
+ -inv + g_texRectTVtx[0].x/ w, inv - g_texRectTVtx[0].y/ h, -g_texRectTVtx[0].z,1,
+ -inv + g_texRectTVtx[2].x/ w, inv - g_texRectTVtx[2].y/ h, -g_texRectTVtx[2].z,1,
+ -inv + g_texRectTVtx[3].x/ w, inv - g_texRectTVtx[3].y/ h, -g_texRectTVtx[3].z,1
+ };
+
+ glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
+ glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, 0, &tex);
+ OPENGL_CHECK_ERRORS;
+ glDrawArrays(GL_TRIANGLES,0,6);
+ OPENGL_CHECK_ERRORS;
+
+ //Restore old pointers
+ glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
+ glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
+
+#endif
+
+ if( cullface ) glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::DrawSimpleRect(int nX0, int nY0, int nX1, int nY1, uint32 dwColor, float depth, float rhw)
+{
+ StartDrawSimpleRect(nX0, nY0, nX1, nY1, dwColor, depth, rhw);
+
+ GLboolean cullface = glIsEnabled(GL_CULL_FACE);
+ glDisable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+
+ float a = (dwColor>>24)/255.0f;
+ float r = ((dwColor>>16)&0xFF)/255.0f;
+ float g = ((dwColor>>8)&0xFF)/255.0f;
+ float b = (dwColor&0xFF)/255.0f;
+
+#if SDL_VIDEO_OPENGL
+
+#ifdef HAVE_GLES
+ GLfloat colour[] = {
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a};
+
+ GLfloat vertices[] = {
+ m_simpleRectVtx[1].x, m_simpleRectVtx[0].y, -depth, 1,
+ m_simpleRectVtx[1].x, m_simpleRectVtx[1].y, -depth, 1,
+ m_simpleRectVtx[0].x, m_simpleRectVtx[1].y, -depth, 1,
+ m_simpleRectVtx[0].x, m_simpleRectVtx[0].y, -depth, 1
+ };
+
+ glColorPointer(4, GL_FLOAT, 0, &colour );
+ glVertexPointer(4,GL_FLOAT, 0,&vertices);
+ if( m_bMultiTexture )
+ {
+ glClientActiveTexture( GL_TEXTURE1 );
+ if (m_texUnitEnabled[1]) {
+ glActiveTexture( GL_TEXTURE1 );
+ glDisable(GL_TEXTURE_2D);
+ }
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexture( GL_TEXTURE0 );
+ }
+ if (m_texUnitEnabled[0]) {
+ glActiveTexture( GL_TEXTURE0 );
+ glDisable(GL_TEXTURE_2D);
+ }
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ OPENGL_CHECK_ERRORS;
+ glColor4f(r,g,b,a);
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+ //Restore old pointers
+ glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
+ if (m_texUnitEnabled[0]) {
+ glEnable(GL_TEXTURE_2D);
+ }
+ if( m_bMultiTexture )
+ {
+ if (m_texUnitEnabled[1]) {
+ glActiveTexture( GL_TEXTURE1 );
+ glEnable(GL_TEXTURE_2D);
+ }
+ glClientActiveTexture( GL_TEXTURE1 );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+ }
+#else
+ glBegin(GL_TRIANGLE_FAN);
+
+ glColor4f(r,g,b,a);
+ glVertex3f(m_simpleRectVtx[1].x, m_simpleRectVtx[0].y, -depth);
+ glVertex3f(m_simpleRectVtx[1].x, m_simpleRectVtx[1].y, -depth);
+ glVertex3f(m_simpleRectVtx[0].x, m_simpleRectVtx[1].y, -depth);
+ glVertex3f(m_simpleRectVtx[0].x, m_simpleRectVtx[0].y, -depth);
+
+ glEnd();
+#endif
+ OPENGL_CHECK_ERRORS;
+
+#elif SDL_VIDEO_OPENGL_ES2
+
+ GLfloat colour[] = {
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a,
+ r,g,b,a};
+ float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
+
+ GLfloat vertices[] = {
+ -inv + m_simpleRectVtx[1].x / w, inv - m_simpleRectVtx[0].y / h, -depth, 1,
+ -inv + m_simpleRectVtx[1].x / w, inv - m_simpleRectVtx[1].y / h, -depth, 1,
+ -inv + m_simpleRectVtx[0].x / w, inv - m_simpleRectVtx[1].y / h, -depth, 1,
+ -inv + m_simpleRectVtx[0].x / w, inv - m_simpleRectVtx[0].y / h, -depth, 1
+ };
+
+ glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
+ glDisableVertexAttribArray(VS_TEXCOORD0);
+ OPENGL_CHECK_ERRORS;
+ glDrawArrays(GL_TRIANGLE_FAN,0,4);
+ OPENGL_CHECK_ERRORS;
+
+ //Restore old pointers
+ glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
+ glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
+ glEnableVertexAttribArray(VS_TEXCOORD0);
+
+#endif
+
+ if( cullface ) glEnable(GL_CULL_FACE);
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::InitCombinerBlenderForSimpleRectDraw(uint32 tile)
+{
+ //glEnable(GL_CULL_FACE);
+ EnableTexUnit(0,FALSE);
+ OPENGL_CHECK_ERRORS;
+ glEnable(GL_BLEND);
+ OPENGL_CHECK_ERRORS;
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ OPENGL_CHECK_ERRORS;
+ //glEnable(GL_ALPHA_TEST);
+}
+
+COLOR OGLRender::PostProcessDiffuseColor(COLOR curDiffuseColor)
+{
+ uint32 color = curDiffuseColor;
+ uint32 colorflag = m_pColorCombiner->m_pDecodedMux->m_dwShadeColorChannelFlag;
+ uint32 alphaflag = m_pColorCombiner->m_pDecodedMux->m_dwShadeAlphaChannelFlag;
+ if( colorflag+alphaflag != MUX_0 )
+ {
+ if( (colorflag & 0xFFFFFF00) == 0 && (alphaflag & 0xFFFFFF00) == 0 )
+ {
+ color = (m_pColorCombiner->GetConstFactor(colorflag, alphaflag, curDiffuseColor));
+ }
+ else
+ color = (CalculateConstFactor(colorflag, alphaflag, curDiffuseColor));
+ }
+
+ //return (color<<8)|(color>>24);
+ return color;
+}
+
+COLOR OGLRender::PostProcessSpecularColor()
+{
+ return 0;
+}
+
+void OGLRender::SetViewportRender()
+{
+ glViewportWrapper(windowSetting.vpLeftW, windowSetting.uDisplayHeight-windowSetting.vpTopW-windowSetting.vpHeightW+windowSetting.statusBarHeightToUse, windowSetting.vpWidthW, windowSetting.vpHeightW);
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::RenderReset()
+{
+ CRender::RenderReset();
+
+ glMatrixMode(GL_PROJECTION);
+ OPENGL_CHECK_ERRORS;
+ glLoadIdentity();
+ OPENGL_CHECK_ERRORS;
+ glOrtho(0, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight, 0, -1, 1);
+ OPENGL_CHECK_ERRORS;
+
+ // position viewer
+ glMatrixMode(GL_MODELVIEW);
+ OPENGL_CHECK_ERRORS;
+ glLoadIdentity();
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::SetAlphaTestEnable(BOOL bAlphaTestEnable)
+{
+#ifdef DEBUGGER
+ if( bAlphaTestEnable && debuggerEnableAlphaTest )
+#else
+ if( bAlphaTestEnable )
+#endif
+#if SDL_VIDEO_OPENGL
+ glEnable(GL_ALPHA_TEST);
+ else
+ glDisable(GL_ALPHA_TEST);
+#elif SDL_VIDEO_OPENGL_ES2
+ {
+ COGL_FragmentProgramCombiner* frag = (COGL_FragmentProgramCombiner*)m_pColorCombiner;
+ frag->m_AlphaRef = m_dwAlpha / 255.0f;
+ }
+ else
+ {
+ COGL_FragmentProgramCombiner* frag = (COGL_FragmentProgramCombiner*)m_pColorCombiner;
+ frag->m_AlphaRef = 0.0f;
+ }
+#endif
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::BindTexture(GLuint texture, int unitno)
+{
+#ifdef DEBUGGER
+ if( unitno != 0 )
+ {
+ DebuggerAppendMsg("Check me, base ogl bind texture, unit no != 0");
+ }
+#endif
+ if( m_curBoundTex[0] != texture )
+ {
+ glBindTexture(GL_TEXTURE_2D,texture);
+ OPENGL_CHECK_ERRORS;
+ m_curBoundTex[0] = texture;
+ }
+}
+
+void OGLRender::DisBindTexture(GLuint texture, int unitno)
+{
+ //EnableTexUnit(0,FALSE);
+ //glBindTexture(GL_TEXTURE_2D, 0); //Not to bind any texture
+}
+
+void OGLRender::EnableTexUnit(int unitno, BOOL flag)
+{
+#ifdef DEBUGGER
+ if( unitno != 0 )
+ {
+ DebuggerAppendMsg("Check me, in the base ogl render, unitno!=0");
+ }
+#endif
+ if( m_texUnitEnabled[0] != flag ) //strange, why 0 and not unitno?
+ {
+ m_texUnitEnabled[0] = flag;
+#if SDL_VIDEO_OPENGL
+ if( flag == TRUE ) {
+// pglActiveTexture(GL_TEXTURE0_ARB + unitno);
+ glEnable(GL_TEXTURE_2D);
+ } else {
+// pglActiveTexture(GL_TEXTURE0_ARB + unitno);
+ glDisable(GL_TEXTURE_2D);
+ }
+/* if (m_bMultiTexture)
+ pglActiveTexture(GL_TEXTURE1_ARB);*/
+#elif SDL_VIDEO_OPENGL_ES2
+ if(flag)
+ {
+ pglActiveTexture(GL_TEXTURE0_ARB + unitno);
+ OPENGL_CHECK_ERRORS;
+ glBindTexture(GL_TEXTURE_2D,m_curBoundTex[unitno]);
+ }
+ else
+ {
+ pglActiveTexture(GL_TEXTURE0_ARB + unitno);
+ OPENGL_CHECK_ERRORS;
+ glEnable(GL_BLEND); //Need blend for transparent disabled texture
+ glBindTexture(GL_TEXTURE_2D,disabledTextureID);
+ }
+#endif
+ OPENGL_CHECK_ERRORS;
+ }
+}
+
+void OGLRender::TexCoord2f(float u, float v)
+{
+#ifdef HAVE_GLES
+ printf("*SEB* TexCoord2f(%f, %f)\n", u, v);
+#else
+ glTexCoord2f(u, v);
+#endif
+}
+
+void OGLRender::TexCoord(TLITVERTEX &vtxInfo)
+{
+#ifdef HAVE_GLES
+ printf("*SEB* TexCoord(%f, %f)\n", vtxInfo.tcord[0].u, vtxInfo.tcord[0].v);
+#else
+ glTexCoord2f(vtxInfo.tcord[0].u, vtxInfo.tcord[0].v);
+#endif
+}
+
+void OGLRender::UpdateScissor()
+{
+ if( options.bEnableHacks && g_CI.dwWidth == 0x200 && gRDP.scissor.right == 0x200 && g_CI.dwWidth>(*g_GraphicsInfo.VI_WIDTH_REG & 0xFFF) )
+ {
+ // Hack for RE2
+ uint32 width = *g_GraphicsInfo.VI_WIDTH_REG & 0xFFF;
+ uint32 height = (gRDP.scissor.right*gRDP.scissor.bottom)/width;
+ glEnable(GL_SCISSOR_TEST);
+ OPENGL_CHECK_ERRORS;
+ glScissor(0, int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
+ int(width*windowSetting.fMultX), int(height*windowSetting.fMultY) );
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ UpdateScissorWithClipRatio();
+ }
+}
+
+void OGLRender::ApplyRDPScissor(bool force)
+{
+ if( !force && status.curScissor == RDP_SCISSOR ) return;
+
+ if( options.bEnableHacks && g_CI.dwWidth == 0x200 && gRDP.scissor.right == 0x200 && g_CI.dwWidth>(*g_GraphicsInfo.VI_WIDTH_REG & 0xFFF) )
+ {
+ // Hack for RE2
+ uint32 width = *g_GraphicsInfo.VI_WIDTH_REG & 0xFFF;
+ uint32 height = (gRDP.scissor.right*gRDP.scissor.bottom)/width;
+ glEnable(GL_SCISSOR_TEST);
+ OPENGL_CHECK_ERRORS;
+ glScissor(0, int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
+ int(width*windowSetting.fMultX), int(height*windowSetting.fMultY) );
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glScissor(int(gRDP.scissor.left*windowSetting.fMultX), int((windowSetting.uViHeight-gRDP.scissor.bottom)*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
+ int((gRDP.scissor.right-gRDP.scissor.left)*windowSetting.fMultX), int((gRDP.scissor.bottom-gRDP.scissor.top)*windowSetting.fMultY ));
+ OPENGL_CHECK_ERRORS;
+ }
+
+ status.curScissor = RDP_SCISSOR;
+}
+
+void OGLRender::ApplyScissorWithClipRatio(bool force)
+{
+ if( !force && status.curScissor == RSP_SCISSOR ) return;
+
+ glEnable(GL_SCISSOR_TEST);
+ OPENGL_CHECK_ERRORS;
+ glScissor(windowSetting.clipping.left, int((windowSetting.uViHeight-gRSP.real_clip_scissor_bottom)*windowSetting.fMultY)+windowSetting.statusBarHeightToUse,
+ windowSetting.clipping.width, windowSetting.clipping.height);
+ OPENGL_CHECK_ERRORS;
+
+ status.curScissor = RSP_SCISSOR;
+}
+
+void OGLRender::SetFogMinMax(float fMin, float fMax)
+{
+#if SDL_VIDEO_OPENGL
+ glFogf(GL_FOG_START, gRSPfFogMin); // Fog Start Depth
+ OPENGL_CHECK_ERRORS;
+ glFogf(GL_FOG_END, gRSPfFogMax); // Fog End Depth
+ OPENGL_CHECK_ERRORS;
+#elif SDL_VIDEO_OPENGL_ES2
+ ((COGL_FragmentProgramCombiner*)m_pColorCombiner)->UpdateFog(gRSP.bFogEnabled);
+ OPENGL_CHECK_ERRORS;
+#endif
+}
+
+void OGLRender::TurnFogOnOff(bool flag)
+{
+#if SDL_VIDEO_OPENGL
+ if( flag )
+ glEnable(GL_FOG);
+ else
+ glDisable(GL_FOG);
+ OPENGL_CHECK_ERRORS;
+#elif SDL_VIDEO_OPENGL_ES2
+ ((COGL_FragmentProgramCombiner*)m_pColorCombiner)->UpdateFog(flag);
+ OPENGL_CHECK_ERRORS;
+#endif
+}
+
+void OGLRender::SetFogEnable(bool bEnable)
+{
+ DEBUGGER_IF_DUMP( (gRSP.bFogEnabled != (bEnable==TRUE) && logFog ), TRACE1("Set Fog %s", bEnable? "enable":"disable"));
+
+ gRSP.bFogEnabled = bEnable&&(options.fogMethod == 1);
+
+ // If force fog
+ if(options.fogMethod == 2)
+ {
+ gRSP.bFogEnabled = true;
+ }
+
+#if SDL_VIDEO_OPENGL
+ if( gRSP.bFogEnabled )
+ {
+ //TRACE2("Enable fog, min=%f, max=%f",gRSPfFogMin,gRSPfFogMax );
+ glFogfv(GL_FOG_COLOR, gRDP.fvFogColor); // Set Fog Color
+ OPENGL_CHECK_ERRORS;
+ glFogf(GL_FOG_START, gRSPfFogMin); // Fog Start Depth
+ OPENGL_CHECK_ERRORS;
+ glFogf(GL_FOG_END, gRSPfFogMax); // Fog End Depth
+ OPENGL_CHECK_ERRORS;
+ glEnable(GL_FOG);
+ OPENGL_CHECK_ERRORS;
+ }
+ else
+ {
+ glDisable(GL_FOG);
+ OPENGL_CHECK_ERRORS;
+ }
+#elif SDL_VIDEO_OPENGL_ES2
+ ((COGL_FragmentProgramCombiner*)m_pColorCombiner)->UpdateFog(gRSP.bFogEnabled);
+ OPENGL_CHECK_ERRORS;
+#endif
+}
+
+void OGLRender::SetFogColor(uint32 r, uint32 g, uint32 b, uint32 a)
+{
+ gRDP.fogColor = COLOR_RGBA(r, g, b, a);
+ gRDP.fvFogColor[0] = r/255.0f; //r
+ gRDP.fvFogColor[1] = g/255.0f; //g
+ gRDP.fvFogColor[2] = b/255.0f; //b
+ gRDP.fvFogColor[3] = a/255.0f; //a
+#if SDL_VIDEO_OPENGL
+ glFogfv(GL_FOG_COLOR, gRDP.fvFogColor); // Set Fog Color
+#endif
+ OPENGL_CHECK_ERRORS;
+}
+
+void OGLRender::DisableMultiTexture()
+{
+ pglActiveTexture(GL_TEXTURE1_ARB);
+ OPENGL_CHECK_ERRORS;
+ EnableTexUnit(1,FALSE);
+ pglActiveTexture(GL_TEXTURE0_ARB);
+ OPENGL_CHECK_ERRORS;
+ EnableTexUnit(0,FALSE);
+ pglActiveTexture(GL_TEXTURE0_ARB);
+ OPENGL_CHECK_ERRORS;
+ EnableTexUnit(0,TRUE);
+}
+
+void OGLRender::EndRendering(void)
+{
+#if SDL_VIDEO_OPENGL
+ glFlush();
+ OPENGL_CHECK_ERRORS;
+#endif
+ if( CRender::gRenderReferenceCount > 0 )
+ CRender::gRenderReferenceCount--;
+}
+
+void OGLRender::glViewportWrapper(GLint x, GLint y, GLsizei width, GLsizei height, bool flag)
+{
+ static GLint mx=0,my=0;
+ static GLsizei m_width=0, m_height=0;
+ static bool mflag=true;
+
+ if( x!=mx || y!=my || width!=m_width || height!=m_height || mflag!=flag)
+ {
+ mx=x;
+ my=y;
+ m_width=width;
+ m_height=height;
+ mflag=flag;
+ glMatrixMode(GL_PROJECTION);
+ OPENGL_CHECK_ERRORS;
+ glLoadIdentity();
+ OPENGL_CHECK_ERRORS;
+ if( flag ) glOrtho(0, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight, 0, -1, 1);
+ OPENGL_CHECK_ERRORS;
+ glViewport(x,y,width,height);
+//printf("glViewport(%i, %i, %i, %i)\n", x, y, width, height);
+ OPENGL_CHECK_ERRORS;
+ }
+}