Added aspect ratio option to RICE GLES1.1
[mupen64plus-pandora.git] / source / rice_gles / src / OGLRender.cpp
CommitLineData
d07c171f 1/*
2Copyright (C) 2003 Rice1964
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12GNU General Public License for more details.
13
14You should have received a copy of the GNU General Public License
15along with this program; if not, write to the Free Software
16Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
17*/
18
19#include "osal_opengl.h"
20
21#if SDL_VIDEO_OPENGL
22#include "OGLExtensions.h"
23#elif SDL_VIDEO_OPENGL_ES2
24#include "OGLES2FragmentShaders.h"
25#endif
26#include "OGLDebug.h"
27#include "OGLRender.h"
28#include "OGLGraphicsContext.h"
29#include "OGLTexture.h"
30#include "TextureManager.h"
31
32#ifdef PAULSCODE
33//include "ae_bridge.h"
34//static int hardwareType = HARDWARE_TYPE_UNKNOWN;
35#endif
36
37// FIXME: Use OGL internal L/T and matrix stack
38// FIXME: Use OGL lookupAt function
39// FIXME: Use OGL DisplayList
40
41UVFlagMap OGLXUVFlagMaps[] =
42{
43 {TEXTURE_UV_FLAG_WRAP, GL_REPEAT},
44 {TEXTURE_UV_FLAG_MIRROR, GL_MIRRORED_REPEAT_ARB},
45 {TEXTURE_UV_FLAG_CLAMP, GL_CLAMP},
46};
47
48#if SDL_VIDEO_OPENGL_ES2
49 static GLuint disabledTextureID;
50#endif
51
52//===================================================================
53OGLRender::OGLRender()
54{
55 COGLGraphicsContext *pcontext = (COGLGraphicsContext *)(CGraphicsContext::g_pGraphicsContext);
56 m_bSupportFogCoordExt = pcontext->m_bSupportFogCoord;
57 m_bMultiTexture = pcontext->m_bSupportMultiTexture;
58#ifdef HAVE_GLES
59 m_bSupportClampToEdge = true;
60#else
61 m_bSupportClampToEdge = false;
62#endif
63 for( int i=0; i<8; i++ )
64 {
65 m_curBoundTex[i]=0;
66 m_texUnitEnabled[i]=FALSE;
67 }
68
69#if SDL_VIDEO_OPENGL
70/*#ifdef HAVE_GLES
71 m_bEnableMultiTexture = true;
72#else*/
73 m_bEnableMultiTexture = false;
74//#endif
75
76#elif SDL_VIDEO_OPENGL_ES2
77 m_bEnableMultiTexture = true;
78
79 //Create a texture as replacement for glEnable/Disable(GL_TEXTURE_2D)
80 unsigned int white[8*8];
81 for (int i=0; i<8*8; i++) {
82 //white[i].r = white[i].g = white[i].b = 0;
83 //white[i].a = 0;
84 white[i] = 0;
85 }
86 glGenTextures(1,&disabledTextureID);
87 OPENGL_CHECK_ERRORS;
88 glBindTexture(GL_TEXTURE_2D, disabledTextureID);
89 OPENGL_CHECK_ERRORS;
90 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
91 OPENGL_CHECK_ERRORS;
92 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, white);
93 OPENGL_CHECK_ERRORS;
94#endif
95}
96
97OGLRender::~OGLRender()
98{
99 ClearDeviceObjects();
100}
101
102bool OGLRender::InitDeviceObjects()
103{
104 // enable Z-buffer by default
105 ZBufferEnable(true);
106 return true;
107}
108
109bool OGLRender::ClearDeviceObjects()
110{
111 return true;
112}
113
114void OGLRender::Initialize(void)
115{
116 glMatrixMode(GL_MODELVIEW);
117 OPENGL_CHECK_ERRORS;
118 glLoadIdentity();
119 OPENGL_CHECK_ERRORS;
120
121 glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
122 OPENGL_CHECK_ERRORS;
123
124#if SDL_VIDEO_OPENGL
125 COGLGraphicsContext *pcontext = (COGLGraphicsContext *)(CGraphicsContext::g_pGraphicsContext);
126#ifndef HAVE_GLES
127 if( pcontext->IsExtensionSupported("GL_IBM_texture_mirrored_repeat") )
128 {
129 OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_MIRRORED_REPEAT_IBM;
130 }
131 else if( pcontext->IsExtensionSupported("ARB_texture_mirrored_repeat") )
132#endif
133 {
134 OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_MIRRORED_REPEAT_ARB;
135 }
136#ifndef HAVE_GLES
137 else
138 {
139 OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_REPEAT;
140 }
141 if( pcontext->IsExtensionSupported("GL_ARB_texture_border_clamp") || pcontext->IsExtensionSupported("GL_EXT_texture_edge_clamp") )
142#endif
143 {
144 m_bSupportClampToEdge = true;
145 OGLXUVFlagMaps[TEXTURE_UV_FLAG_CLAMP].realFlag = GL_CLAMP_TO_EDGE;
146 }
147#ifndef HAVE_GLES
148 else
149 {
150 m_bSupportClampToEdge = false;
151 OGLXUVFlagMaps[TEXTURE_UV_FLAG_CLAMP].realFlag = GL_CLAMP;
152 }
153#endif
154 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
155 OPENGL_CHECK_ERRORS;
156 glEnableClientState( GL_VERTEX_ARRAY );
157 OPENGL_CHECK_ERRORS;
158
159 if( m_bMultiTexture )
160 {
161 pglClientActiveTextureARB( GL_TEXTURE0_ARB );
162 OPENGL_CHECK_ERRORS;
163 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
164 OPENGL_CHECK_ERRORS;
165 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
166 OPENGL_CHECK_ERRORS;
167
168 pglClientActiveTextureARB( GL_TEXTURE1_ARB );
169 OPENGL_CHECK_ERRORS;
170 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
171 OPENGL_CHECK_ERRORS;
172 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
173 OPENGL_CHECK_ERRORS;
174 }
175 else
176 {
177 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
178 OPENGL_CHECK_ERRORS;
179 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
180 OPENGL_CHECK_ERRORS;
181 }
182#ifndef HAVE_GLES
183 if (m_bSupportFogCoordExt)
184 {
185 pglFogCoordPointerEXT( GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][4]) );
186 OPENGL_CHECK_ERRORS;
187 glEnableClientState( GL_FOG_COORDINATE_ARRAY_EXT );
188 OPENGL_CHECK_ERRORS;
189 glFogi( GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT );
190 OPENGL_CHECK_ERRORS;
191 glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Mode
192 OPENGL_CHECK_ERRORS;
193 glFogf(GL_FOG_DENSITY, 1.0f); // How Dense Will The Fog Be
194 OPENGL_CHECK_ERRORS;
195 glHint(GL_FOG_HINT, GL_FASTEST); // Fog Hint Value
196 OPENGL_CHECK_ERRORS;
197 glFogi( GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT );
198 OPENGL_CHECK_ERRORS;
199 glFogf( GL_FOG_START, 0.0f );
200 OPENGL_CHECK_ERRORS;
201 glFogf( GL_FOG_END, 1.0f );
202 OPENGL_CHECK_ERRORS;
203 }
204#endif
205 //glColorPointer( 1, GL_UNSIGNED_BYTE, sizeof(TLITVERTEX), &g_vtxBuffer[0].r);
206 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
207 OPENGL_CHECK_ERRORS;
208 glEnableClientState( GL_COLOR_ARRAY );
209 OPENGL_CHECK_ERRORS;
210#ifndef HAVE_GLES
211 if( pcontext->IsExtensionSupported("GL_NV_depth_clamp") )
212 {
213 glEnable(GL_DEPTH_CLAMP_NV);
214 OPENGL_CHECK_ERRORS;
215 }
216#endif
217#elif SDL_VIDEO_OPENGL_ES2
218 OGLXUVFlagMaps[TEXTURE_UV_FLAG_MIRROR].realFlag = GL_MIRRORED_REPEAT;
219 m_bSupportClampToEdge = true;
220 OGLXUVFlagMaps[TEXTURE_UV_FLAG_CLAMP].realFlag = GL_CLAMP_TO_EDGE;
221#endif
222
223#ifdef PAULSCODE
224// hardwareType = Android_JNI_GetHardwareType();
225#endif
226}
227//===================================================================
228TextureFilterMap OglTexFilterMap[2]=
229{
230 {FILTER_POINT, GL_NEAREST},
231 {FILTER_LINEAR, GL_LINEAR},
232};
233
234void OGLRender::ApplyTextureFilter()
235{
236 static uint32 minflag=0xFFFF, magflag=0xFFFF;
237 static uint32 mtex;
238
239 if( m_texUnitEnabled[0] )
240 {
241 if( mtex != m_curBoundTex[0] )
242 {
243 mtex = m_curBoundTex[0];
244 minflag = m_dwMinFilter;
245 magflag = m_dwMagFilter;
246 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, OglTexFilterMap[m_dwMinFilter].realFilter);
247 OPENGL_CHECK_ERRORS;
248 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, OglTexFilterMap[m_dwMagFilter].realFilter);
249 OPENGL_CHECK_ERRORS;
250 }
251 else
252 {
253 if( minflag != (unsigned int)m_dwMinFilter )
254 {
255 minflag = m_dwMinFilter;
256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, OglTexFilterMap[m_dwMinFilter].realFilter);
257 OPENGL_CHECK_ERRORS;
258 }
259 if( magflag != (unsigned int)m_dwMagFilter )
260 {
261 magflag = m_dwMagFilter;
262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, OglTexFilterMap[m_dwMagFilter].realFilter);
263 OPENGL_CHECK_ERRORS;
264 }
265 }
266 }
267}
268
269void OGLRender::SetShadeMode(RenderShadeMode mode)
270{
271#if SDL_VIDEO_OPENGL
272 if( mode == SHADE_SMOOTH )
273 glShadeModel(GL_SMOOTH);
274 else
275 glShadeModel(GL_FLAT);
276 OPENGL_CHECK_ERRORS;
277#endif
278}
279
280void OGLRender::ZBufferEnable(BOOL bZBuffer)
281{
282 gRSP.bZBufferEnabled = bZBuffer;
283 if( g_curRomInfo.bForceDepthBuffer )
284 bZBuffer = TRUE;
285 if( bZBuffer )
286 {
287 glDepthMask(GL_TRUE);
288 OPENGL_CHECK_ERRORS;
289 //glEnable(GL_DEPTH_TEST);
290 glDepthFunc( GL_LEQUAL );
291 OPENGL_CHECK_ERRORS;
292 }
293 else
294 {
295 glDepthMask(GL_FALSE);
296 OPENGL_CHECK_ERRORS;
297 //glDisable(GL_DEPTH_TEST);
298 glDepthFunc( GL_ALWAYS );
299 OPENGL_CHECK_ERRORS;
300 }
301}
302
303void OGLRender::ClearBuffer(bool cbuffer, bool zbuffer)
304{
305 uint32 flag=0;
306 if( cbuffer ) flag |= GL_COLOR_BUFFER_BIT;
307 if( zbuffer ) flag |= GL_DEPTH_BUFFER_BIT;
308 float depth = ((gRDP.originalFillColor&0xFFFF)>>2)/(float)0x3FFF;
309 glClearDepth(depth);
310 OPENGL_CHECK_ERRORS;
311 glClear(flag);
312 OPENGL_CHECK_ERRORS;
313}
314
315void OGLRender::ClearZBuffer(float depth)
316{
317 uint32 flag=GL_DEPTH_BUFFER_BIT;
318 glClearDepth(depth);
319 OPENGL_CHECK_ERRORS;
320 glClear(flag);
321 OPENGL_CHECK_ERRORS;
322}
323
324void OGLRender::SetZCompare(BOOL bZCompare)
325{
326 if( g_curRomInfo.bForceDepthBuffer )
327 bZCompare = TRUE;
328
329 gRSP.bZBufferEnabled = bZCompare;
330 if( bZCompare == TRUE )
331 {
332 //glEnable(GL_DEPTH_TEST);
333 glDepthFunc( GL_LEQUAL );
334 OPENGL_CHECK_ERRORS;
335 }
336 else
337 {
338 //glDisable(GL_DEPTH_TEST);
339 glDepthFunc( GL_ALWAYS );
340 OPENGL_CHECK_ERRORS;
341 }
342}
343
344void OGLRender::SetZUpdate(BOOL bZUpdate)
345{
346 if( g_curRomInfo.bForceDepthBuffer )
347 bZUpdate = TRUE;
348
349 if( bZUpdate )
350 {
351 //glEnable(GL_DEPTH_TEST);
352 glDepthMask(GL_TRUE);
353 OPENGL_CHECK_ERRORS;
354 }
355 else
356 {
357 glDepthMask(GL_FALSE);
358 OPENGL_CHECK_ERRORS;
359 }
360}
361
362void OGLRender::ApplyZBias(int bias)
363{
364 float f1 = bias > 0 ? -3.0f : 0.0f; // z offset = -3.0 * max(abs(dz/dx),abs(dz/dy)) per pixel delta z slope
365 float f2 = bias > 0 ? -3.0f : 0.0f; // z offset += -3.0 * 1 bit
366
367#ifdef PAULSCODE
368// Android_JNI_GetPolygonOffset(hardwareType, bias, &f1, &f2);
369// glPolygonOffset(0.2f, 0.2f);
370#endif
371
372 if (bias > 0)
373 {
374 glEnable(GL_POLYGON_OFFSET_FILL); // enable z offsets
375 OPENGL_CHECK_ERRORS;
376 }
377 else
378 {
379 glDisable(GL_POLYGON_OFFSET_FILL); // disable z offsets
380 OPENGL_CHECK_ERRORS;
381 }
382 glPolygonOffset(f1, f2); // set bias functions
383 OPENGL_CHECK_ERRORS;
384}
385
386void OGLRender::SetZBias(int bias)
387{
388#if defined(DEBUGGER)
389 if( pauseAtNext == true )
390 DebuggerAppendMsg("Set zbias = %d", bias);
391#endif
392 // set member variable and apply the setting in opengl
393 m_dwZBias = bias;
394 ApplyZBias(bias);
395}
396
397void OGLRender::SetAlphaRef(uint32 dwAlpha)
398{
399 if (m_dwAlpha != dwAlpha)
400 {
401 m_dwAlpha = dwAlpha;
402#if SDL_VIDEO_OPENGL
403 glAlphaFunc(GL_GEQUAL, (float)dwAlpha);
404 OPENGL_CHECK_ERRORS;
405#endif
406 }
407}
408
409void OGLRender::ForceAlphaRef(uint32 dwAlpha)
410{
411#if SDL_VIDEO_OPENGL
412 float ref = dwAlpha/255.0f;
413 glAlphaFunc(GL_GEQUAL, ref);
414 OPENGL_CHECK_ERRORS;
415#elif SDL_VIDEO_OPENGL_ES2
416 m_dwAlpha = dwAlpha;
417#endif
418}
419
420void OGLRender::SetFillMode(FillMode mode)
421{
422#if SDL_VIDEO_OPENGL
423#ifndef HAVE_GLES
424 if( mode == RICE_FILLMODE_WINFRAME )
425 {
426 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
427 OPENGL_CHECK_ERRORS;
428 }
429 else
430 {
431 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
432 OPENGL_CHECK_ERRORS;
433 }
434#endif
435#endif
436}
437
438void OGLRender::SetCullMode(bool bCullFront, bool bCullBack)
439{
440 CRender::SetCullMode(bCullFront, bCullBack);
441 if( bCullFront && bCullBack )
442 {
443 glCullFace(GL_FRONT_AND_BACK);
444 OPENGL_CHECK_ERRORS;
445 glEnable(GL_CULL_FACE);
446 OPENGL_CHECK_ERRORS;
447 }
448 else if( bCullFront )
449 {
450 glCullFace(GL_FRONT);
451 OPENGL_CHECK_ERRORS;
452 glEnable(GL_CULL_FACE);
453 OPENGL_CHECK_ERRORS;
454 }
455 else if( bCullBack )
456 {
457 glCullFace(GL_BACK);
458 OPENGL_CHECK_ERRORS;
459 glEnable(GL_CULL_FACE);
460 OPENGL_CHECK_ERRORS;
461 }
462 else
463 {
464 glDisable(GL_CULL_FACE);
465 OPENGL_CHECK_ERRORS;
466 }
467}
468
469bool OGLRender::SetCurrentTexture(int tile, CTexture *handler,uint32 dwTileWidth, uint32 dwTileHeight, TxtrCacheEntry *pTextureEntry)
470{
471 RenderTexture &texture = g_textures[tile];
472 texture.pTextureEntry = pTextureEntry;
473
474 if( handler!= NULL && texture.m_lpsTexturePtr != handler->GetTexture() )
475 {
476 texture.m_pCTexture = handler;
477 texture.m_lpsTexturePtr = handler->GetTexture();
478
479 texture.m_dwTileWidth = dwTileWidth;
480 texture.m_dwTileHeight = dwTileHeight;
481
482 if( handler->m_bIsEnhancedTexture )
483 {
484 texture.m_fTexWidth = (float)pTextureEntry->pTexture->m_dwCreatedTextureWidth;
485 texture.m_fTexHeight = (float)pTextureEntry->pTexture->m_dwCreatedTextureHeight;
486 }
487 else
488 {
489 texture.m_fTexWidth = (float)handler->m_dwCreatedTextureWidth;
490 texture.m_fTexHeight = (float)handler->m_dwCreatedTextureHeight;
491 }
492 }
493
494 return true;
495}
496
497bool OGLRender::SetCurrentTexture(int tile, TxtrCacheEntry *pEntry)
498{
499 if (pEntry != NULL && pEntry->pTexture != NULL)
500 {
501 SetCurrentTexture( tile, pEntry->pTexture, pEntry->ti.WidthToCreate, pEntry->ti.HeightToCreate, pEntry);
502 return true;
503 }
504 else
505 {
506 SetCurrentTexture( tile, NULL, 64, 64, NULL );
507 return false;
508 }
509 return true;
510}
511
512void OGLRender::SetAddressUAllStages(uint32 dwTile, TextureUVFlag dwFlag)
513{
514 SetTextureUFlag(dwFlag, dwTile);
515}
516
517void OGLRender::SetAddressVAllStages(uint32 dwTile, TextureUVFlag dwFlag)
518{
519 SetTextureVFlag(dwFlag, dwTile);
520}
521
522void OGLRender::SetTexWrapS(int unitno,GLuint flag)
523{
524 static GLuint mflag;
525 static GLuint mtex;
526#ifdef DEBUGGER
527 if( unitno != 0 )
528 {
529 DebuggerAppendMsg("Check me, unitno != 0 in base ogl");
530 }
531#endif
532 if( m_curBoundTex[0] != mtex || mflag != flag )
533 {
534 mtex = m_curBoundTex[0];
535 mflag = flag;
536 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, flag);
537 OPENGL_CHECK_ERRORS;
538 }
539}
540void OGLRender::SetTexWrapT(int unitno,GLuint flag)
541{
542 static GLuint mflag;
543 static GLuint mtex;
544 if( m_curBoundTex[0] != mtex || mflag != flag )
545 {
546 mtex = m_curBoundTex[0];
547 mflag = flag;
548 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, flag);
549 OPENGL_CHECK_ERRORS;
550 }
551}
552
553void OGLRender::SetTextureUFlag(TextureUVFlag dwFlag, uint32 dwTile)
554{
555 TileUFlags[dwTile] = dwFlag;
556 if( dwTile == gRSP.curTile ) // For basic OGL, only support the 1st texel
557 {
558 COGLTexture* pTexture = g_textures[gRSP.curTile].m_pCOGLTexture;
559 if( pTexture )
560 {
561 EnableTexUnit(0,TRUE);
562 BindTexture(pTexture->m_dwTextureName, 0);
563 }
564 SetTexWrapS(0, OGLXUVFlagMaps[dwFlag].realFlag);
565 }
566}
567void OGLRender::SetTextureVFlag(TextureUVFlag dwFlag, uint32 dwTile)
568{
569 TileVFlags[dwTile] = dwFlag;
570 if( dwTile == gRSP.curTile ) // For basic OGL, only support the 1st texel
571 {
572 COGLTexture* pTexture = g_textures[gRSP.curTile].m_pCOGLTexture;
573 if( pTexture )
574 {
575 EnableTexUnit(0,TRUE);
576 BindTexture(pTexture->m_dwTextureName, 0);
577 }
578 SetTexWrapT(0, OGLXUVFlagMaps[dwFlag].realFlag);
579 }
580}
581
582// Basic render drawing functions
583
584bool OGLRender::RenderTexRect()
585{
586 glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
587 OPENGL_CHECK_ERRORS;
588
589 GLboolean cullface = glIsEnabled(GL_CULL_FACE);
590 glDisable(GL_CULL_FACE);
591 OPENGL_CHECK_ERRORS;
592
593 float depth = -(g_texRectTVtx[3].z*2-1);
594
595#if SDL_VIDEO_OPENGL
596#ifdef HAVE_GLES
597 GLfloat colour[] = {
598 g_texRectTVtx[3].r, g_texRectTVtx[3].g, g_texRectTVtx[3].b, g_texRectTVtx[3].a,
599 g_texRectTVtx[2].r, g_texRectTVtx[2].g, g_texRectTVtx[2].b, g_texRectTVtx[2].a,
600 g_texRectTVtx[1].r, g_texRectTVtx[1].g, g_texRectTVtx[1].b, g_texRectTVtx[1].a,
601 g_texRectTVtx[0].r, g_texRectTVtx[0].g, g_texRectTVtx[0].b, g_texRectTVtx[0].a
602 };
603
604 GLfloat tex[] = {
605 g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
606 g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
607 g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
608 g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v
609 };
610 GLfloat tex2[] = {
611 g_texRectTVtx[3].tcord[1].u,g_texRectTVtx[3].tcord[1].v,
612 g_texRectTVtx[2].tcord[1].u,g_texRectTVtx[2].tcord[1].v,
613 g_texRectTVtx[1].tcord[1].u,g_texRectTVtx[1].tcord[1].v,
614 g_texRectTVtx[0].tcord[1].u,g_texRectTVtx[0].tcord[1].v
615 };
616
617 GLfloat vertices[] = {
618 g_texRectTVtx[3].x, g_texRectTVtx[3].y, depth, 1,
619 g_texRectTVtx[2].x, g_texRectTVtx[2].y, depth, 1,
620 g_texRectTVtx[1].x, g_texRectTVtx[1].y, depth, 1,
621 g_texRectTVtx[0].x, g_texRectTVtx[0].y, depth, 1
622 };
623
624 if( m_bMultiTexture )
625 {
626 glClientActiveTexture( GL_TEXTURE1 );
627 //if (m_texUnitEnabled[1])
628 glTexCoordPointer(2, GL_FLOAT, 0, &tex2);
629 /*else
630 glDisableClientState(GL_TEXTURE_COORD_ARRAY);*/
631 glClientActiveTexture( GL_TEXTURE0 );
632 }
633 //if (m_texUnitEnabled[0])
634 glTexCoordPointer(2, GL_FLOAT, 0, &tex);
635 /*else
636 glDisableClientState(GL_TEXTURE_COORD_ARRAY);*/
637
638 glColorPointer(4, GL_FLOAT,0, &colour );
639 glVertexPointer(4,GL_FLOAT, 0, &vertices);
640 glTexCoordPointer(2, GL_FLOAT, 0, &tex);
641 OPENGL_CHECK_ERRORS;
642 glDrawArrays(GL_TRIANGLE_FAN,0,4);
643 OPENGL_CHECK_ERRORS;
644
645 //Restore old pointers
646 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
647
648 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
649// if (m_texUnitEnabled[0])
650 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
651/* else
652 glEnableClientState(GL_TEXTURE_COORD_ARRAY);*/
653 if( m_bMultiTexture )
654 {
655 glClientActiveTexture( GL_TEXTURE1 );
656// if (m_texUnitEnabled[1])
657 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
658/* else
659 glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
660 }
661#else
662
663 glBegin(GL_TRIANGLE_FAN);
664
665 glColor4f(g_texRectTVtx[3].r, g_texRectTVtx[3].g, g_texRectTVtx[3].b, g_texRectTVtx[3].a);
666 TexCoord(g_texRectTVtx[3]);
667 glVertex3f(g_texRectTVtx[3].x, g_texRectTVtx[3].y, depth);
668
669 glColor4f(g_texRectTVtx[2].r, g_texRectTVtx[2].g, g_texRectTVtx[2].b, g_texRectTVtx[2].a);
670 TexCoord(g_texRectTVtx[2]);
671 glVertex3f(g_texRectTVtx[2].x, g_texRectTVtx[2].y, depth);
672
673 glColor4f(g_texRectTVtx[1].r, g_texRectTVtx[1].g, g_texRectTVtx[1].b, g_texRectTVtx[1].a);
674 TexCoord(g_texRectTVtx[1]);
675 glVertex3f(g_texRectTVtx[1].x, g_texRectTVtx[1].y, depth);
676
677 glColor4f(g_texRectTVtx[0].r, g_texRectTVtx[0].g, g_texRectTVtx[0].b, g_texRectTVtx[0].a);
678 TexCoord(g_texRectTVtx[0]);
679 glVertex3f(g_texRectTVtx[0].x, g_texRectTVtx[0].y, depth);
680
681 glEnd();
682#endif
683 OPENGL_CHECK_ERRORS;
684
685#elif SDL_VIDEO_OPENGL_ES2
686 GLfloat colour[] = {
687 g_texRectTVtx[3].r, g_texRectTVtx[3].g, g_texRectTVtx[3].b, g_texRectTVtx[3].a,
688 g_texRectTVtx[2].r, g_texRectTVtx[2].g, g_texRectTVtx[2].b, g_texRectTVtx[2].a,
689 g_texRectTVtx[1].r, g_texRectTVtx[1].g, g_texRectTVtx[1].b, g_texRectTVtx[1].a,
690 g_texRectTVtx[0].r, g_texRectTVtx[0].g, g_texRectTVtx[0].b, g_texRectTVtx[0].a
691 };
692
693 GLfloat tex[] = {
694 g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
695 g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
696 g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
697 g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v
698 };
699
700 float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
701
702 GLfloat vertices[] = {
703 -inv + g_texRectTVtx[3].x / w, inv - g_texRectTVtx[3].y / h, depth, 1,
704 -inv + g_texRectTVtx[2].x / w, inv - g_texRectTVtx[2].y / h, depth, 1,
705 -inv + g_texRectTVtx[1].x / w, inv - g_texRectTVtx[1].y / h, depth, 1,
706 -inv + g_texRectTVtx[0].x / w, inv - g_texRectTVtx[0].y / h, depth, 1
707 };
708
709 glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_TRUE, 0, &colour );
710 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
711 glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, 0, &tex);
712 OPENGL_CHECK_ERRORS;
713 glDrawArrays(GL_TRIANGLE_FAN,0,4);
714 OPENGL_CHECK_ERRORS;
715
716 //Restore old pointers
717 glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
718 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
719 glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
720#endif
721
722 if( cullface ) glEnable(GL_CULL_FACE);
723 OPENGL_CHECK_ERRORS;
724
725 return true;
726}
727
728bool OGLRender::RenderFillRect(uint32 dwColor, float depth)
729{
730 float a = (dwColor>>24)/255.0f;
731 float r = ((dwColor>>16)&0xFF)/255.0f;
732 float g = ((dwColor>>8)&0xFF)/255.0f;
733 float b = (dwColor&0xFF)/255.0f;
734 glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
735 OPENGL_CHECK_ERRORS;
736
737 GLboolean cullface = glIsEnabled(GL_CULL_FACE);
738 glDisable(GL_CULL_FACE);
739 OPENGL_CHECK_ERRORS;
740
741#if SDL_VIDEO_OPENGL
742#ifdef HAVE_GLES
743 GLfloat colour[] = {
744 r,g,b,a,
745 r,g,b,a,
746 r,g,b,a,
747 r,g,b,a};
748
749 GLfloat vertices[] = {
750 m_fillRectVtx[0].x, m_fillRectVtx[1].y, depth, 1,
751 m_fillRectVtx[1].x, m_fillRectVtx[1].y, depth, 1,
752 m_fillRectVtx[1].x, m_fillRectVtx[0].y, depth, 1,
753 m_fillRectVtx[0].x, m_fillRectVtx[0].y, depth, 1
754 };
755
756 glColorPointer(4, GL_FLOAT, 0, &colour );
757 glVertexPointer(4,GL_FLOAT, 0,&vertices);
758 if( m_bMultiTexture ) {
759 if (m_texUnitEnabled[1])
760 {
761 glClientActiveTexture( GL_TEXTURE1 );
762 glActiveTexture( GL_TEXTURE1 );
763 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
764 glDisable(GL_TEXTURE_2D);
765 }
766 }
767 if (m_texUnitEnabled[0]) {
768 glClientActiveTexture( GL_TEXTURE0 );
769 glActiveTexture( GL_TEXTURE0 );
770 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
771 glDisable(GL_TEXTURE_2D);
772 }
773 OPENGL_CHECK_ERRORS;
774 glColor4f(r,g,b,a);
775 glDrawArrays(GL_TRIANGLE_FAN,0,4);
776 OPENGL_CHECK_ERRORS;
777 //Restore old pointers
778 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
779 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
780 if (m_texUnitEnabled[0]) {
781 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
782 glEnable(GL_TEXTURE_2D);
783 }
784 if( m_bMultiTexture ) {
785 glClientActiveTexture( GL_TEXTURE1 );
786 glActiveTexture( GL_TEXTURE1 );
787 if (m_texUnitEnabled[1])
788 {
789 glEnable(GL_TEXTURE_2D);
790 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
791 }
792 glActiveTexture( GL_TEXTURE0 );
793 }
794#else
795
796 glBegin(GL_TRIANGLE_FAN);
797 glColor4f(r,g,b,a);
798 glVertex4f(m_fillRectVtx[0].x, m_fillRectVtx[1].y, depth, 1);
799 glVertex4f(m_fillRectVtx[1].x, m_fillRectVtx[1].y, depth, 1);
800 glVertex4f(m_fillRectVtx[1].x, m_fillRectVtx[0].y, depth, 1);
801 glVertex4f(m_fillRectVtx[0].x, m_fillRectVtx[0].y, depth, 1);
802 glEnd();
803 OPENGL_CHECK_ERRORS;
804#endif
805#elif SDL_VIDEO_OPENGL_ES2
806
807 GLfloat colour[] = {
808 r,g,b,a,
809 r,g,b,a,
810 r,g,b,a,
811 r,g,b,a};
812
813 float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
814
815 GLfloat vertices[] = {
816 -inv + m_fillRectVtx[0].x / w, inv - m_fillRectVtx[1].y / h, depth, 1,
817 -inv + m_fillRectVtx[1].x / w, inv - m_fillRectVtx[1].y / h, depth, 1,
818 -inv + m_fillRectVtx[1].x / w, inv - m_fillRectVtx[0].y / h, depth, 1,
819 -inv + m_fillRectVtx[0].x / w, inv - m_fillRectVtx[0].y / h, depth, 1
820 };
821
822 glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
823 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
824 glDisableVertexAttribArray(VS_TEXCOORD0);
825 OPENGL_CHECK_ERRORS;
826 glDrawArrays(GL_TRIANGLE_FAN,0,4);
827 OPENGL_CHECK_ERRORS;
828
829 //Restore old pointers
830 glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
831 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
832 glEnableVertexAttribArray(VS_TEXCOORD0);
833
834#endif
835
836 if( cullface ) glEnable(GL_CULL_FACE);
837 OPENGL_CHECK_ERRORS;
838
839 return true;
840}
841
842bool OGLRender::RenderLine3D()
843{
844#if SDL_VIDEO_OPENGL
845 ApplyZBias(0); // disable z offsets
846
847#ifdef HAVE_GLES
848 GLfloat colour[] = {
849 m_line3DVtx[1].r,m_line3DVtx[1].g,m_line3DVtx[1].b,m_line3DVtx[1].a,
850 m_line3DVtx[1].r,m_line3DVtx[1].g,m_line3DVtx[1].b,m_line3DVtx[1].a,
851 m_line3DVtx[0].r,m_line3DVtx[0].g,m_line3DVtx[0].b,m_line3DVtx[0].a,
852 m_line3DVtx[0].r,m_line3DVtx[0].g,m_line3DVtx[0].b,m_line3DVtx[0].a};
853
854 GLfloat vertices[] = {
855 m_line3DVector[3].x, m_line3DVector[3].y, -m_line3DVtx[1].z, 1,
856 m_line3DVector[2].x, m_line3DVector[2].y, -m_line3DVtx[0].z, 1,
857 m_line3DVector[1].x, m_line3DVector[1].y, -m_line3DVtx[1].z, 1,
858 m_line3DVector[0].x, m_line3DVector[0].y, -m_line3DVtx[0].z, 1
859 };
860
861 glColorPointer(4, GL_FLOAT, 0, &colour );
862 glVertexPointer(4,GL_FLOAT, 0,&vertices);
863 if( m_bMultiTexture )
864 {
865 glClientActiveTexture( GL_TEXTURE1 );
866 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
867 glClientActiveTexture( GL_TEXTURE0 );
868 }
869 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
870 OPENGL_CHECK_ERRORS;
871 glDrawArrays(GL_TRIANGLE_FAN,0,4);
872 OPENGL_CHECK_ERRORS;
873 //Restore old pointers
874 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
875 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
876 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
877 if( m_bMultiTexture )
878 {
879 glClientActiveTexture( GL_TEXTURE1 );
880 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
881 }
882#else
883 glBegin(GL_TRIANGLE_FAN);
884
885 glColor4f(m_line3DVtx[1].r, m_line3DVtx[1].g, m_line3DVtx[1].b, m_line3DVtx[1].a);
886 glVertex3f(m_line3DVector[3].x, m_line3DVector[3].y, -m_line3DVtx[1].z);
887 glVertex3f(m_line3DVector[2].x, m_line3DVector[2].y, -m_line3DVtx[0].z);
888
889 glColor4ub(m_line3DVtx[0].r, m_line3DVtx[0].g, m_line3DVtx[0].b, m_line3DVtx[0].a);
890 glVertex3f(m_line3DVector[1].x, m_line3DVector[1].y, -m_line3DVtx[1].z);
891 glVertex3f(m_line3DVector[0].x, m_line3DVector[0].y, -m_line3DVtx[0].z);
892
893 glEnd();
894#endif
895 OPENGL_CHECK_ERRORS;
896
897 ApplyZBias(m_dwZBias); // set Z offset back to previous value
898#endif
899
900 return true;
901}
902
903extern FiddledVtx * g_pVtxBase;
904
905// This is so weired that I can not do vertex transform by myself. I have to use
906// OpenGL internal transform
907bool OGLRender::RenderFlushTris()
908{
909 if( !m_bSupportFogCoordExt )
910 SetFogFlagForNegativeW();
911 else
912 {
913 if( !gRDP.bFogEnableInBlender && gRSP.bFogEnabled )
914 {
915 TurnFogOnOff(false);
916 }
917 }
918
919 ApplyZBias(m_dwZBias); // set the bias factors
920
921 glViewportWrapper(windowSetting.vpLeftW, windowSetting.uDisplayHeight-windowSetting.vpTopW-windowSetting.vpHeightW+windowSetting.statusBarHeightToUse, windowSetting.vpWidthW, windowSetting.vpHeightW, false);
922 OPENGL_CHECK_ERRORS;
923
924// if (options.bOGLVertexClipper == FALSE )
925 {
926 glDrawElements( GL_TRIANGLES, gRSP.numVertices, GL_UNSIGNED_SHORT, g_vtxIndex );
927 OPENGL_CHECK_ERRORS;
928 }
929/* else
930 {
931 //ClipVertexesOpenGL();
932 // Redo the index
933 // Set the array
934 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5Clipped[0][0]) );
935 glEnableClientState( GL_VERTEX_ARRAY );
936
937 pglClientActiveTextureARB( GL_TEXTURE0_ARB );
938 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_clippedVtxBuffer[0].tcord[0].u) );
939 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
940
941 pglClientActiveTextureARB( GL_TEXTURE1_ARB );
942 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_clippedVtxBuffer[0].tcord[1].u) );
943 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
944
945 glDrawElements( GL_TRIANGLES, gRSP.numVertices, GL_UNSIGNED_SHORT, g_vtxIndex );
946
947 // Reset the array
948 pglClientActiveTextureARB( GL_TEXTURE0_ARB );
949 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
950 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
951
952 pglClientActiveTextureARB( GL_TEXTURE1_ARB );
953 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
954 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
955
956 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
957 glEnableClientState( GL_VERTEX_ARRAY );
958 }
959*/
960
961 if( !m_bSupportFogCoordExt )
962 RestoreFogFlag();
963 else
964 {
965 if( !gRDP.bFogEnableInBlender && gRSP.bFogEnabled )
966 {
967 TurnFogOnOff(true);
968 }
969 }
970 return true;
971}
972
973void 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)
974{
975 if( status.bVIOriginIsUpdated == true && currentRomOptions.screenUpdateSetting==SCREEN_UPDATE_AT_1ST_PRIMITIVE )
976 {
977 status.bVIOriginIsUpdated=false;
978 CGraphicsContext::Get()->UpdateFrame();
979 DEBUGGER_PAUSE_AND_DUMP_NO_UPDATE(NEXT_SET_CIMG,{DebuggerAppendMsg("Screen Update at 1st Simple2DTexture");});
980 }
981
982 StartDrawSimple2DTexture(x0, y0, x1, y1, u0, v0, u1, v1, dif, spe, z, rhw);
983
984 GLboolean cullface = glIsEnabled(GL_CULL_FACE);
985 glDisable(GL_CULL_FACE);
986 OPENGL_CHECK_ERRORS;
987
988 glViewportWrapper(0, windowSetting.statusBarHeightToUse, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight);
989 OPENGL_CHECK_ERRORS;
990
991 float a = (g_texRectTVtx[0].dcDiffuse >>24)/255.0f;
992 float r = ((g_texRectTVtx[0].dcDiffuse>>16)&0xFF)/255.0f;
993 float g = ((g_texRectTVtx[0].dcDiffuse>>8)&0xFF)/255.0f;
994 float b = (g_texRectTVtx[0].dcDiffuse&0xFF)/255.0f;
995
996#if SDL_VIDEO_OPENGL
997
998#ifdef HAVE_GLES
999 GLfloat colour[] = {
1000 r,g,b,a,
1001 r,g,b,a,
1002 r,g,b,a,
1003 r,g,b,a,
1004 r,g,b,a,
1005 r,g,b,a};
1006
1007 GLfloat tex[] = {
1008 g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
1009 g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
1010 g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
1011 g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
1012 g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
1013 g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v
1014 };
1015
1016 GLfloat vertices[] = {
1017 g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z, 1,
1018 g_texRectTVtx[1].x, g_texRectTVtx[1].y, -g_texRectTVtx[1].z, 1,
1019 g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z, 1,
1020 g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z, 1,
1021 g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z, 1,
1022 g_texRectTVtx[3].x, g_texRectTVtx[3].y, -g_texRectTVtx[3].z, 1
1023 };
1024
1025 glColorPointer(4, GL_FLOAT, 0, &colour );
1026 glVertexPointer(4,GL_FLOAT, 0,&vertices);
1027 if( m_bMultiTexture )
1028 {
1029 glClientActiveTexture( GL_TEXTURE1 );
1030// if (m_texUnitEnabled[1])
1031 glTexCoordPointer(2, GL_FLOAT, 0, &tex);
1032/* else
1033 glDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
1034 glClientActiveTexture( GL_TEXTURE0 );
1035 }
1036// if (m_texUnitEnabled[0])
1037 glTexCoordPointer(2, GL_FLOAT, 0, &tex);
1038/* else
1039 glDisableClientState( GL_TEXTURE_COORD_ARRAY );*/
1040 glDrawArrays(GL_TRIANGLES,0,6);
1041 //Restore old pointers
1042 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
1043 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u) );
1044// if (m_texUnitEnabled[1])
1045 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
1046/* else
1047 glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
1048 if( m_bMultiTexture )
1049 {
1050 glClientActiveTexture( GL_TEXTURE1 );
1051// if (m_texUnitEnabled[1])
1052 glTexCoordPointer( 2, GL_FLOAT, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[1].u) );
1053/* else
1054 glEnableClientState( GL_TEXTURE_COORD_ARRAY );*/
1055 }
1056#else
1057 glBegin(GL_TRIANGLES);
1058
1059 glColor4f(r,g,b,a);
1060
1061 OGLRender::TexCoord(g_texRectTVtx[0]);
1062 glVertex3f(g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z);
1063
1064 OGLRender::TexCoord(g_texRectTVtx[1]);
1065 glVertex3f(g_texRectTVtx[1].x, g_texRectTVtx[1].y, -g_texRectTVtx[1].z);
1066
1067 OGLRender::TexCoord(g_texRectTVtx[2]);
1068 glVertex3f(g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z);
1069
1070 OGLRender::TexCoord(g_texRectTVtx[0]);
1071 glVertex3f(g_texRectTVtx[0].x, g_texRectTVtx[0].y, -g_texRectTVtx[0].z);
1072
1073 OGLRender::TexCoord(g_texRectTVtx[2]);
1074 glVertex3f(g_texRectTVtx[2].x, g_texRectTVtx[2].y, -g_texRectTVtx[2].z);
1075
1076 OGLRender::TexCoord(g_texRectTVtx[3]);
1077 glVertex3f(g_texRectTVtx[3].x, g_texRectTVtx[3].y, -g_texRectTVtx[3].z);
1078 glEnd();
1079#endif
1080 OPENGL_CHECK_ERRORS;
1081
1082#elif SDL_VIDEO_OPENGL_ES2
1083
1084 GLfloat colour[] = {
1085 r,g,b,a,
1086 r,g,b,a,
1087 r,g,b,a,
1088 r,g,b,a,
1089 r,g,b,a,
1090 r,g,b,a
1091 };
1092
1093 GLfloat tex[] = {
1094 g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
1095 g_texRectTVtx[1].tcord[0].u,g_texRectTVtx[1].tcord[0].v,
1096 g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
1097
1098 g_texRectTVtx[0].tcord[0].u,g_texRectTVtx[0].tcord[0].v,
1099 g_texRectTVtx[2].tcord[0].u,g_texRectTVtx[2].tcord[0].v,
1100 g_texRectTVtx[3].tcord[0].u,g_texRectTVtx[3].tcord[0].v,
1101 };
1102
1103 float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
1104
1105 GLfloat vertices[] = {
1106 -inv + g_texRectTVtx[0].x/ w, inv - g_texRectTVtx[0].y/ h, -g_texRectTVtx[0].z,1,
1107 -inv + g_texRectTVtx[1].x/ w, inv - g_texRectTVtx[1].y/ h, -g_texRectTVtx[1].z,1,
1108 -inv + g_texRectTVtx[2].x/ w, inv - g_texRectTVtx[2].y/ h, -g_texRectTVtx[2].z,1,
1109
1110 -inv + g_texRectTVtx[0].x/ w, inv - g_texRectTVtx[0].y/ h, -g_texRectTVtx[0].z,1,
1111 -inv + g_texRectTVtx[2].x/ w, inv - g_texRectTVtx[2].y/ h, -g_texRectTVtx[2].z,1,
1112 -inv + g_texRectTVtx[3].x/ w, inv - g_texRectTVtx[3].y/ h, -g_texRectTVtx[3].z,1
1113 };
1114
1115 glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
1116 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
1117 glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, 0, &tex);
1118 OPENGL_CHECK_ERRORS;
1119 glDrawArrays(GL_TRIANGLES,0,6);
1120 OPENGL_CHECK_ERRORS;
1121
1122 //Restore old pointers
1123 glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
1124 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
1125 glVertexAttribPointer(VS_TEXCOORD0,2,GL_FLOAT,GL_FALSE, sizeof( TLITVERTEX ), &(g_vtxBuffer[0].tcord[0].u));
1126
1127#endif
1128
1129 if( cullface ) glEnable(GL_CULL_FACE);
1130 OPENGL_CHECK_ERRORS;
1131}
1132
1133void OGLRender::DrawSimpleRect(int nX0, int nY0, int nX1, int nY1, uint32 dwColor, float depth, float rhw)
1134{
1135 StartDrawSimpleRect(nX0, nY0, nX1, nY1, dwColor, depth, rhw);
1136
1137 GLboolean cullface = glIsEnabled(GL_CULL_FACE);
1138 glDisable(GL_CULL_FACE);
1139 OPENGL_CHECK_ERRORS;
1140
1141 float a = (dwColor>>24)/255.0f;
1142 float r = ((dwColor>>16)&0xFF)/255.0f;
1143 float g = ((dwColor>>8)&0xFF)/255.0f;
1144 float b = (dwColor&0xFF)/255.0f;
1145
1146#if SDL_VIDEO_OPENGL
1147
1148#ifdef HAVE_GLES
1149 GLfloat colour[] = {
1150 r,g,b,a,
1151 r,g,b,a,
1152 r,g,b,a,
1153 r,g,b,a};
1154
1155 GLfloat vertices[] = {
1156 m_simpleRectVtx[1].x, m_simpleRectVtx[0].y, -depth, 1,
1157 m_simpleRectVtx[1].x, m_simpleRectVtx[1].y, -depth, 1,
1158 m_simpleRectVtx[0].x, m_simpleRectVtx[1].y, -depth, 1,
1159 m_simpleRectVtx[0].x, m_simpleRectVtx[0].y, -depth, 1
1160 };
1161
1162 glColorPointer(4, GL_FLOAT, 0, &colour );
1163 glVertexPointer(4,GL_FLOAT, 0,&vertices);
1164 if( m_bMultiTexture )
1165 {
1166 glClientActiveTexture( GL_TEXTURE1 );
1167 if (m_texUnitEnabled[1]) {
1168 glActiveTexture( GL_TEXTURE1 );
1169 glDisable(GL_TEXTURE_2D);
1170 }
1171 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1172 glClientActiveTexture( GL_TEXTURE0 );
1173 }
1174 if (m_texUnitEnabled[0]) {
1175 glActiveTexture( GL_TEXTURE0 );
1176 glDisable(GL_TEXTURE_2D);
1177 }
1178 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1179 OPENGL_CHECK_ERRORS;
1180 glColor4f(r,g,b,a);
1181 glDrawArrays(GL_TRIANGLE_FAN,0,4);
1182 OPENGL_CHECK_ERRORS;
1183 //Restore old pointers
1184 glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
1185 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
1186 glVertexPointer( 4, GL_FLOAT, sizeof(float)*5, &(g_vtxProjected5[0][0]) );
1187 if (m_texUnitEnabled[0]) {
1188 glEnable(GL_TEXTURE_2D);
1189 }
1190 if( m_bMultiTexture )
1191 {
1192 if (m_texUnitEnabled[1]) {
1193 glActiveTexture( GL_TEXTURE1 );
1194 glEnable(GL_TEXTURE_2D);
1195 }
1196 glClientActiveTexture( GL_TEXTURE1 );
1197 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
1198 }
1199#else
1200 glBegin(GL_TRIANGLE_FAN);
1201
1202 glColor4f(r,g,b,a);
1203 glVertex3f(m_simpleRectVtx[1].x, m_simpleRectVtx[0].y, -depth);
1204 glVertex3f(m_simpleRectVtx[1].x, m_simpleRectVtx[1].y, -depth);
1205 glVertex3f(m_simpleRectVtx[0].x, m_simpleRectVtx[1].y, -depth);
1206 glVertex3f(m_simpleRectVtx[0].x, m_simpleRectVtx[0].y, -depth);
1207
1208 glEnd();
1209#endif
1210 OPENGL_CHECK_ERRORS;
1211
1212#elif SDL_VIDEO_OPENGL_ES2
1213
1214 GLfloat colour[] = {
1215 r,g,b,a,
1216 r,g,b,a,
1217 r,g,b,a,
1218 r,g,b,a};
1219 float w = windowSetting.uDisplayWidth / 2.0f, h = windowSetting.uDisplayHeight / 2.0f, inv = 1.0f;
1220
1221 GLfloat vertices[] = {
1222 -inv + m_simpleRectVtx[1].x / w, inv - m_simpleRectVtx[0].y / h, -depth, 1,
1223 -inv + m_simpleRectVtx[1].x / w, inv - m_simpleRectVtx[1].y / h, -depth, 1,
1224 -inv + m_simpleRectVtx[0].x / w, inv - m_simpleRectVtx[1].y / h, -depth, 1,
1225 -inv + m_simpleRectVtx[0].x / w, inv - m_simpleRectVtx[0].y / h, -depth, 1
1226 };
1227
1228 glVertexAttribPointer(VS_COLOR, 4, GL_FLOAT,GL_FALSE, 0, &colour );
1229 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,0,&vertices);
1230 glDisableVertexAttribArray(VS_TEXCOORD0);
1231 OPENGL_CHECK_ERRORS;
1232 glDrawArrays(GL_TRIANGLE_FAN,0,4);
1233 OPENGL_CHECK_ERRORS;
1234
1235 //Restore old pointers
1236 glVertexAttribPointer(VS_COLOR, 4, GL_UNSIGNED_BYTE,GL_TRUE, sizeof(uint8)*4, &(g_oglVtxColors[0][0]) );
1237 glVertexAttribPointer(VS_POSITION,4,GL_FLOAT,GL_FALSE,sizeof(float)*5,&(g_vtxProjected5[0][0]));
1238 glEnableVertexAttribArray(VS_TEXCOORD0);
1239
1240#endif
1241
1242 if( cullface ) glEnable(GL_CULL_FACE);
1243 OPENGL_CHECK_ERRORS;
1244}
1245
1246void OGLRender::InitCombinerBlenderForSimpleRectDraw(uint32 tile)
1247{
1248 //glEnable(GL_CULL_FACE);
1249 EnableTexUnit(0,FALSE);
1250 OPENGL_CHECK_ERRORS;
1251 glEnable(GL_BLEND);
1252 OPENGL_CHECK_ERRORS;
1253 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1254 OPENGL_CHECK_ERRORS;
1255 //glEnable(GL_ALPHA_TEST);
1256}
1257
1258COLOR OGLRender::PostProcessDiffuseColor(COLOR curDiffuseColor)
1259{
1260 uint32 color = curDiffuseColor;
1261 uint32 colorflag = m_pColorCombiner->m_pDecodedMux->m_dwShadeColorChannelFlag;
1262 uint32 alphaflag = m_pColorCombiner->m_pDecodedMux->m_dwShadeAlphaChannelFlag;
1263 if( colorflag+alphaflag != MUX_0 )
1264 {
1265 if( (colorflag & 0xFFFFFF00) == 0 && (alphaflag & 0xFFFFFF00) == 0 )
1266 {
1267 color = (m_pColorCombiner->GetConstFactor(colorflag, alphaflag, curDiffuseColor));
1268 }
1269 else
1270 color = (CalculateConstFactor(colorflag, alphaflag, curDiffuseColor));
1271 }
1272
1273 //return (color<<8)|(color>>24);
1274 return color;
1275}
1276
1277COLOR OGLRender::PostProcessSpecularColor()
1278{
1279 return 0;
1280}
1281
1282void OGLRender::SetViewportRender()
1283{
1284 glViewportWrapper(windowSetting.vpLeftW, windowSetting.uDisplayHeight-windowSetting.vpTopW-windowSetting.vpHeightW+windowSetting.statusBarHeightToUse, windowSetting.vpWidthW, windowSetting.vpHeightW);
1285 OPENGL_CHECK_ERRORS;
1286}
1287
1288void OGLRender::RenderReset()
1289{
1290 CRender::RenderReset();
1291
1292 glMatrixMode(GL_PROJECTION);
1293 OPENGL_CHECK_ERRORS;
1294 glLoadIdentity();
1295 OPENGL_CHECK_ERRORS;
1296 glOrtho(0, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight, 0, -1, 1);
1297 OPENGL_CHECK_ERRORS;
1298
1299 // position viewer
1300 glMatrixMode(GL_MODELVIEW);
1301 OPENGL_CHECK_ERRORS;
1302 glLoadIdentity();
1303 OPENGL_CHECK_ERRORS;
1304}
1305
1306void OGLRender::SetAlphaTestEnable(BOOL bAlphaTestEnable)
1307{
1308#ifdef DEBUGGER
1309 if( bAlphaTestEnable && debuggerEnableAlphaTest )
1310#else
1311 if( bAlphaTestEnable )
1312#endif
1313#if SDL_VIDEO_OPENGL
1314 glEnable(GL_ALPHA_TEST);
1315 else
1316 glDisable(GL_ALPHA_TEST);
1317#elif SDL_VIDEO_OPENGL_ES2
1318 {
1319 COGL_FragmentProgramCombiner* frag = (COGL_FragmentProgramCombiner*)m_pColorCombiner;
1320 frag->m_AlphaRef = m_dwAlpha / 255.0f;
1321 }
1322 else
1323 {
1324 COGL_FragmentProgramCombiner* frag = (COGL_FragmentProgramCombiner*)m_pColorCombiner;
1325 frag->m_AlphaRef = 0.0f;
1326 }
1327#endif
1328 OPENGL_CHECK_ERRORS;
1329}
1330
1331void OGLRender::BindTexture(GLuint texture, int unitno)
1332{
1333#ifdef DEBUGGER
1334 if( unitno != 0 )
1335 {
1336 DebuggerAppendMsg("Check me, base ogl bind texture, unit no != 0");
1337 }
1338#endif
1339 if( m_curBoundTex[0] != texture )
1340 {
1341 glBindTexture(GL_TEXTURE_2D,texture);
1342 OPENGL_CHECK_ERRORS;
1343 m_curBoundTex[0] = texture;
1344 }
1345}
1346
1347void OGLRender::DisBindTexture(GLuint texture, int unitno)
1348{
1349 //EnableTexUnit(0,FALSE);
1350 //glBindTexture(GL_TEXTURE_2D, 0); //Not to bind any texture
1351}
1352
1353void OGLRender::EnableTexUnit(int unitno, BOOL flag)
1354{
1355#ifdef DEBUGGER
1356 if( unitno != 0 )
1357 {
1358 DebuggerAppendMsg("Check me, in the base ogl render, unitno!=0");
1359 }
1360#endif
1361 if( m_texUnitEnabled[0] != flag ) //strange, why 0 and not unitno?
1362 {
1363 m_texUnitEnabled[0] = flag;
1364#if SDL_VIDEO_OPENGL
1365 if( flag == TRUE ) {
1366// pglActiveTexture(GL_TEXTURE0_ARB + unitno);
1367 glEnable(GL_TEXTURE_2D);
1368 } else {
1369// pglActiveTexture(GL_TEXTURE0_ARB + unitno);
1370 glDisable(GL_TEXTURE_2D);
1371 }
1372/* if (m_bMultiTexture)
1373 pglActiveTexture(GL_TEXTURE1_ARB);*/
1374#elif SDL_VIDEO_OPENGL_ES2
1375 if(flag)
1376 {
1377 pglActiveTexture(GL_TEXTURE0_ARB + unitno);
1378 OPENGL_CHECK_ERRORS;
1379 glBindTexture(GL_TEXTURE_2D,m_curBoundTex[unitno]);
1380 }
1381 else
1382 {
1383 pglActiveTexture(GL_TEXTURE0_ARB + unitno);
1384 OPENGL_CHECK_ERRORS;
1385 glEnable(GL_BLEND); //Need blend for transparent disabled texture
1386 glBindTexture(GL_TEXTURE_2D,disabledTextureID);
1387 }
1388#endif
1389 OPENGL_CHECK_ERRORS;
1390 }
1391}
1392
1393void OGLRender::TexCoord2f(float u, float v)
1394{
1395#ifdef HAVE_GLES
1396 printf("*SEB* TexCoord2f(%f, %f)\n", u, v);
1397#else
1398 glTexCoord2f(u, v);
1399#endif
1400}
1401
1402void OGLRender::TexCoord(TLITVERTEX &vtxInfo)
1403{
1404#ifdef HAVE_GLES
1405 printf("*SEB* TexCoord(%f, %f)\n", vtxInfo.tcord[0].u, vtxInfo.tcord[0].v);
1406#else
1407 glTexCoord2f(vtxInfo.tcord[0].u, vtxInfo.tcord[0].v);
1408#endif
1409}
1410
1411void OGLRender::UpdateScissor()
1412{
1413 if( options.bEnableHacks && g_CI.dwWidth == 0x200 && gRDP.scissor.right == 0x200 && g_CI.dwWidth>(*g_GraphicsInfo.VI_WIDTH_REG & 0xFFF) )
1414 {
1415 // Hack for RE2
1416 uint32 width = *g_GraphicsInfo.VI_WIDTH_REG & 0xFFF;
1417 uint32 height = (gRDP.scissor.right*gRDP.scissor.bottom)/width;
1418 glEnable(GL_SCISSOR_TEST);
1419 OPENGL_CHECK_ERRORS;
e18935a7 1420 glScissor(windowSetting.uDisplayX, windowSetting.uDisplayY+int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
d07c171f 1421 int(width*windowSetting.fMultX), int(height*windowSetting.fMultY) );
1422 OPENGL_CHECK_ERRORS;
1423 }
1424 else
1425 {
1426 UpdateScissorWithClipRatio();
1427 }
1428}
1429
1430void OGLRender::ApplyRDPScissor(bool force)
1431{
1432 if( !force && status.curScissor == RDP_SCISSOR ) return;
1433
1434 if( options.bEnableHacks && g_CI.dwWidth == 0x200 && gRDP.scissor.right == 0x200 && g_CI.dwWidth>(*g_GraphicsInfo.VI_WIDTH_REG & 0xFFF) )
1435 {
1436 // Hack for RE2
1437 uint32 width = *g_GraphicsInfo.VI_WIDTH_REG & 0xFFF;
1438 uint32 height = (gRDP.scissor.right*gRDP.scissor.bottom)/width;
1439 glEnable(GL_SCISSOR_TEST);
1440 OPENGL_CHECK_ERRORS;
e18935a7 1441 glScissor(windowSetting.uDisplayX, windowSetting.uDisplayY+int(height*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
d07c171f 1442 int(width*windowSetting.fMultX), int(height*windowSetting.fMultY) );
1443 OPENGL_CHECK_ERRORS;
1444 }
1445 else
1446 {
e18935a7 1447 glScissor(windowSetting.uDisplayX+int(gRDP.scissor.left*windowSetting.fMultX), windowSetting.uDisplayY+int((windowSetting.uViHeight-gRDP.scissor.bottom)*windowSetting.fMultY+windowSetting.statusBarHeightToUse),
d07c171f 1448 int((gRDP.scissor.right-gRDP.scissor.left)*windowSetting.fMultX), int((gRDP.scissor.bottom-gRDP.scissor.top)*windowSetting.fMultY ));
1449 OPENGL_CHECK_ERRORS;
1450 }
1451
1452 status.curScissor = RDP_SCISSOR;
1453}
1454
1455void OGLRender::ApplyScissorWithClipRatio(bool force)
1456{
1457 if( !force && status.curScissor == RSP_SCISSOR ) return;
1458
1459 glEnable(GL_SCISSOR_TEST);
1460 OPENGL_CHECK_ERRORS;
e18935a7 1461 glScissor(windowSetting.uDisplayX+windowSetting.clipping.left, windowSetting.uDisplayY+int((windowSetting.uViHeight-gRSP.real_clip_scissor_bottom)*windowSetting.fMultY)+windowSetting.statusBarHeightToUse,
d07c171f 1462 windowSetting.clipping.width, windowSetting.clipping.height);
1463 OPENGL_CHECK_ERRORS;
1464
1465 status.curScissor = RSP_SCISSOR;
1466}
1467
1468void OGLRender::SetFogMinMax(float fMin, float fMax)
1469{
1470#if SDL_VIDEO_OPENGL
1471 glFogf(GL_FOG_START, gRSPfFogMin); // Fog Start Depth
1472 OPENGL_CHECK_ERRORS;
1473 glFogf(GL_FOG_END, gRSPfFogMax); // Fog End Depth
1474 OPENGL_CHECK_ERRORS;
1475#elif SDL_VIDEO_OPENGL_ES2
1476 ((COGL_FragmentProgramCombiner*)m_pColorCombiner)->UpdateFog(gRSP.bFogEnabled);
1477 OPENGL_CHECK_ERRORS;
1478#endif
1479}
1480
1481void OGLRender::TurnFogOnOff(bool flag)
1482{
1483#if SDL_VIDEO_OPENGL
1484 if( flag )
1485 glEnable(GL_FOG);
1486 else
1487 glDisable(GL_FOG);
1488 OPENGL_CHECK_ERRORS;
1489#elif SDL_VIDEO_OPENGL_ES2
1490 ((COGL_FragmentProgramCombiner*)m_pColorCombiner)->UpdateFog(flag);
1491 OPENGL_CHECK_ERRORS;
1492#endif
1493}
1494
1495void OGLRender::SetFogEnable(bool bEnable)
1496{
1497 DEBUGGER_IF_DUMP( (gRSP.bFogEnabled != (bEnable==TRUE) && logFog ), TRACE1("Set Fog %s", bEnable? "enable":"disable"));
1498
1499 gRSP.bFogEnabled = bEnable&&(options.fogMethod == 1);
1500
1501 // If force fog
1502 if(options.fogMethod == 2)
1503 {
1504 gRSP.bFogEnabled = true;
1505 }
1506
1507#if SDL_VIDEO_OPENGL
1508 if( gRSP.bFogEnabled )
1509 {
1510 //TRACE2("Enable fog, min=%f, max=%f",gRSPfFogMin,gRSPfFogMax );
1511 glFogfv(GL_FOG_COLOR, gRDP.fvFogColor); // Set Fog Color
1512 OPENGL_CHECK_ERRORS;
1513 glFogf(GL_FOG_START, gRSPfFogMin); // Fog Start Depth
1514 OPENGL_CHECK_ERRORS;
1515 glFogf(GL_FOG_END, gRSPfFogMax); // Fog End Depth
1516 OPENGL_CHECK_ERRORS;
1517 glEnable(GL_FOG);
1518 OPENGL_CHECK_ERRORS;
1519 }
1520 else
1521 {
1522 glDisable(GL_FOG);
1523 OPENGL_CHECK_ERRORS;
1524 }
1525#elif SDL_VIDEO_OPENGL_ES2
1526 ((COGL_FragmentProgramCombiner*)m_pColorCombiner)->UpdateFog(gRSP.bFogEnabled);
1527 OPENGL_CHECK_ERRORS;
1528#endif
1529}
1530
1531void OGLRender::SetFogColor(uint32 r, uint32 g, uint32 b, uint32 a)
1532{
1533 gRDP.fogColor = COLOR_RGBA(r, g, b, a);
1534 gRDP.fvFogColor[0] = r/255.0f; //r
1535 gRDP.fvFogColor[1] = g/255.0f; //g
1536 gRDP.fvFogColor[2] = b/255.0f; //b
1537 gRDP.fvFogColor[3] = a/255.0f; //a
1538#if SDL_VIDEO_OPENGL
1539 glFogfv(GL_FOG_COLOR, gRDP.fvFogColor); // Set Fog Color
1540#endif
1541 OPENGL_CHECK_ERRORS;
1542}
1543
1544void OGLRender::DisableMultiTexture()
1545{
1546 pglActiveTexture(GL_TEXTURE1_ARB);
1547 OPENGL_CHECK_ERRORS;
1548 EnableTexUnit(1,FALSE);
1549 pglActiveTexture(GL_TEXTURE0_ARB);
1550 OPENGL_CHECK_ERRORS;
1551 EnableTexUnit(0,FALSE);
1552 pglActiveTexture(GL_TEXTURE0_ARB);
1553 OPENGL_CHECK_ERRORS;
1554 EnableTexUnit(0,TRUE);
1555}
1556
1557void OGLRender::EndRendering(void)
1558{
1559#if SDL_VIDEO_OPENGL
1560 glFlush();
1561 OPENGL_CHECK_ERRORS;
1562#endif
1563 if( CRender::gRenderReferenceCount > 0 )
1564 CRender::gRenderReferenceCount--;
1565}
1566
1567void OGLRender::glViewportWrapper(GLint x, GLint y, GLsizei width, GLsizei height, bool flag)
1568{
1569 static GLint mx=0,my=0;
1570 static GLsizei m_width=0, m_height=0;
1571 static bool mflag=true;
ac4f8e43 1572
e18935a7 1573 x+=windowSetting.uDisplayX;
1574 y+=windowSetting.uDisplayY;
d07c171f 1575
1576 if( x!=mx || y!=my || width!=m_width || height!=m_height || mflag!=flag)
1577 {
1578 mx=x;
1579 my=y;
1580 m_width=width;
1581 m_height=height;
1582 mflag=flag;
1583 glMatrixMode(GL_PROJECTION);
1584 OPENGL_CHECK_ERRORS;
1585 glLoadIdentity();
1586 OPENGL_CHECK_ERRORS;
1587 if( flag ) glOrtho(0, windowSetting.uDisplayWidth, windowSetting.uDisplayHeight, 0, -1, 1);
1588 OPENGL_CHECK_ERRORS;
1589 glViewport(x,y,width,height);
1590//printf("glViewport(%i, %i, %i, %i)\n", x, y, width, height);
1591 OPENGL_CHECK_ERRORS;
1592 }
1593}