ce879073 |
1 | /***************************************************************************\r |
2 | draw.c - description\r |
3 | -------------------\r |
4 | begin : Sun Mar 08 2009\r |
5 | copyright : (C) 1999-2009 by Pete Bernert\r |
6 | web : www.pbernert.com \r |
7 | ***************************************************************************/\r |
8 | \r |
9 | /***************************************************************************\r |
10 | * *\r |
11 | * This program is free software; you can redistribute it and/or modify *\r |
12 | * it under the terms of the GNU General Public License as published by *\r |
13 | * the Free Software Foundation; either version 2 of the License, or *\r |
14 | * (at your option) any later version. See also the license.txt file for *\r |
15 | * additional informations. *\r |
16 | * *\r |
17 | ***************************************************************************/\r |
18 | \r |
19 | //*************************************************************************// \r |
20 | // History of changes:\r |
21 | //\r |
22 | // 2009/03/08 - Pete \r |
23 | // - generic cleanup for the Peops release\r |
24 | //\r |
25 | //*************************************************************************// \r |
26 | \r |
27 | \r |
28 | #define _IN_DRAW\r |
29 | \r |
30 | #ifdef _WINDOWS\r |
31 | #include "stdafx.h"\r |
32 | #include <stdio.h>\r |
33 | #include <stdlib.h>\r |
34 | #include <math.h>\r |
35 | #include "externals.h"\r |
36 | #include "gpu.h"\r |
37 | #include "draw.h"\r |
38 | #include "prim.h"\r |
39 | #include "texture.h"\r |
40 | #else\r |
41 | #include "gpuExternals.h"\r |
42 | #include "GPUPlugin.h"\r |
43 | #include "gpuDraw.h"\r |
44 | #include "gpuPrim.h"\r |
45 | #include "gpuTexture.h"\r |
46 | #include "gpuStdafx.h"\r |
47 | \r |
48 | #include <stdio.h>\r |
49 | #include <stdlib.h>\r |
50 | #include <math.h>\r |
51 | #endif\r |
52 | //#include "menu.h"\r |
53 | \r |
54 | ////////////////////////////////////////////////////////////////////////////////////\r |
55 | // defines\r |
56 | \r |
57 | #define SIGNBIT 0x800\r |
58 | #define S_MASK 0xf000\r |
59 | #define L_MASK 0xfffff000\r |
60 | \r |
61 | // ownscale: some ogl drivers have buggy texture matrix funcs, so it\r |
62 | // is safer to calc sow/tow ourselves\r |
63 | \r |
64 | #ifdef OWNSCALE\r |
65 | \r |
66 | ///////////////////////////////////////////////////////////////\r |
67 | \r |
68 | #define ST_FACSPRITE 255.99f\r |
69 | #define ST_BFFACSPRITE 0.5f/256.0f\r |
70 | #define ST_BFFACSPRITESORT 0.333f/256.0f\r |
71 | \r |
72 | #define ST_OFFSET 0.5f/256.0f;\r |
73 | \r |
74 | #define ST_FAC 255.99f\r |
75 | #define ST_BFFAC 0.5f/256.0f\r |
76 | #define ST_BFFACSORT 0.333f/256.0f\r |
77 | \r |
78 | #define ST_FACTRI 255.99f\r |
79 | #define ST_BFFACTRI 0.5f/256.0f\r |
80 | #define ST_BFFACTRISORT 0.333f/256.0f\r |
81 | \r |
82 | #define ST_FACVRAMX 255.0f\r |
83 | #define ST_FACVRAM 256.0f\r |
84 | \r |
85 | ///////////////////////////////////////////////////////////////\r |
86 | \r |
87 | #else\r |
88 | \r |
89 | #define ST_BFFACSPRITE 0.5f\r |
90 | #define ST_BFFACSPRITESORT 0.333f\r |
91 | \r |
92 | #define ST_BFFAC 0.5f\r |
93 | #define ST_BFFACSORT 0.333f\r |
94 | \r |
95 | #define ST_BFFACTRI 0.5f\r |
96 | #define ST_BFFACTRISORT 0.333f\r |
97 | \r |
98 | #define ST_OFFSET 0.5f;\r |
99 | \r |
100 | #endif\r |
101 | \r |
102 | ////////////////////////////////////////////////////////////////////////////////////\r |
103 | // draw globals\r |
104 | \r |
105 | #ifdef _WINDOWS\r |
106 | HDC dcGlobal=NULL;\r |
107 | HWND hWWindow;\r |
108 | #else\r |
109 | void glBlendEquationEXT(GLenum mode);\r |
110 | void glColorTableEXT(GLenum target, GLenum internalFormat, GLsizei width, GLenum format,GLenum type, const GLvoid *data);\r |
111 | #endif\r |
112 | \r |
113 | // draw globals; most will be initialized again later (by config or checks) \r |
114 | \r |
115 | BOOL bIsFirstFrame=TRUE;\r |
116 | \r |
117 | // resolution/ratio vars\r |
118 | \r |
119 | int iResX;\r |
120 | int iResY;\r |
121 | BOOL bKeepRatio=FALSE;\r |
122 | RECT rRatioRect;\r |
123 | \r |
124 | // psx mask related vars\r |
125 | \r |
126 | BOOL bCheckMask=FALSE;\r |
127 | int iUseMask=0;\r |
128 | int iSetMask=0;\r |
129 | unsigned short sSetMask=0;\r |
130 | unsigned long lSetMask=0;\r |
131 | \r |
132 | // drawing/coord vars\r |
133 | \r |
134 | OGLVertex vertex[4];\r |
135 | GLubyte gl_ux[8];\r |
136 | GLubyte gl_vy[8];\r |
137 | short sprtY,sprtX,sprtH,sprtW;\r |
138 | \r |
139 | // drawing options\r |
140 | \r |
141 | BOOL bOpaquePass;\r |
142 | BOOL bAdvancedBlend;\r |
143 | \r |
144 | // OGL extension support\r |
145 | \r |
146 | \r |
147 | // gfx card buffer infos\r |
148 | \r |
149 | int iDepthFunc=0;\r |
150 | int iZBufferDepth=0;\r |
151 | GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT;\r |
152 | \r |
153 | ////////////////////////////////////////////////////////////////////////\r |
154 | ////////////////////////////////////////////////////////////////////////\r |
155 | ////////////////////////////////////////////////////////////////////////\r |
156 | \r |
157 | ////////////////////////////////////////////////////////////////////////\r |
158 | // Set OGL pixel format\r |
159 | ////////////////////////////////////////////////////////////////////////\r |
160 | \r |
161 | #ifdef _WINDOWS\r |
162 | BOOL bSetupPixelFormat(HDC hDC)\r |
163 | {\r |
164 | int pixelformat;\r |
165 | static PIXELFORMATDESCRIPTOR pfd = \r |
166 | {\r |
167 | sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd\r |
168 | 1, // version number\r |
169 | PFD_DRAW_TO_WINDOW | // support window\r |
170 | PFD_SUPPORT_OPENGL | // support OpenGL\r |
171 | PFD_DOUBLEBUFFER, // double buffered\r |
172 | PFD_TYPE_RGBA, // RGBA type\r |
173 | 16, // 16-bit color depth (adjusted later)\r |
174 | 0, 0, 0, 0, 0, 0, // color bits ignored\r |
175 | 0, // no alpha buffer\r |
176 | 0, // shift bit ignored\r |
177 | 0, // no accumulation buffer\r |
178 | 0, 0, 0, 0, // accum bits ignored\r |
179 | 0, // z-buffer \r |
180 | 0,\r |
181 | 0, // no auxiliary buffer\r |
182 | PFD_MAIN_PLANE, // main layer\r |
183 | 0, // reserved\r |
184 | 0, 0, 0 // layer masks ignored\r |
185 | };\r |
186 | \r |
187 | pfd.cColorBits=iColDepth; // set user color depth\r |
188 | pfd.cDepthBits=iZBufferDepth; // set user zbuffer (by psx mask)\r |
189 | \r |
190 | if((pixelformat=ChoosePixelFormat(hDC,&pfd))==0) \r |
191 | {\r |
192 | MessageBox(NULL,"ChoosePixelFormat failed","Error",MB_OK);\r |
193 | return FALSE;\r |
194 | }\r |
195 | \r |
196 | if(SetPixelFormat(hDC,pixelformat, &pfd)==FALSE)\r |
197 | {\r |
198 | MessageBox(NULL,"SetPixelFormat failed","Error",MB_OK);\r |
199 | return FALSE;\r |
200 | }\r |
201 | \r |
202 | return TRUE;\r |
203 | }\r |
204 | #endif\r |
205 | \r |
206 | ////////////////////////////////////////////////////////////////////////\r |
207 | // Get extension infos (f.e. pal textures / packed pixels)\r |
208 | ////////////////////////////////////////////////////////////////////////\r |
209 | \r |
210 | void GetExtInfos(void) \r |
211 | {\r |
212 | BOOL bPacked=FALSE; // default: no packed pixel support\r |
213 | \r |
214 | if(strstr((s8 *)glGetString(GL_EXTENSIONS), // packed pixels available?\r |
215 | "GL_EXT_packed_pixels")) \r |
216 | bPacked=TRUE; // -> ok\r |
217 | \r |
218 | \r |
219 | #ifdef _WINDOWS\r |
220 | iClampType=GL_CLAMP;\r |
221 | #else\r |
222 | iClampType=GL_CLAMP_TO_EDGE;\r |
223 | #endif\r |
224 | }\r |
225 | \r |
226 | ////////////////////////////////////////////////////////////////////////\r |
227 | // Setup some stuff depending on user settings or in-game toggle\r |
228 | ////////////////////////////////////////////////////////////////////////\r |
229 | \r |
230 | void SetExtGLFuncs(void)\r |
231 | {\r |
232 | //----------------------------------------------------//\r |
233 | \r |
234 | SetFixes(); // update fix infos\r |
235 | \r |
236 | //----------------------------------------------------//\r |
237 | \r |
238 | {\r |
239 | if(bAdvancedBlend) bUseMultiPass=TRUE; // -> pseudo-advanced with 2 passes\r |
240 | else bUseMultiPass=FALSE; // -> or simple 'bright color' mode\r |
241 | // bGLBlend=FALSE; // -> no ext blending!\r |
242 | \r |
243 | glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); \r |
244 | }\r |
245 | \r |
246 | if(bOpaquePass) // opaque mode?\r |
247 | {\r |
248 | if(dwActFixes&32) \r |
249 | {\r |
250 | TCF[0]=CP8RGBA_0;\r |
251 | PalTexturedColourFn=CP8RGBA; // -> init col func\r |
252 | }\r |
253 | else\r |
254 | {\r |
255 | TCF[0]=XP8RGBA_0;\r |
256 | PalTexturedColourFn=XP8RGBA; // -> init col func\r |
257 | }\r |
258 | \r |
259 | TCF[1]=XP8RGBA_1;\r |
260 | glAlphaFuncx(GL_GREATER,0.49f);\r |
261 | }\r |
262 | else // no opaque mode?\r |
263 | {\r |
264 | TCF[0]=TCF[1]=P8RGBA;\r |
265 | PalTexturedColourFn=P8RGBA; // -> init col func\r |
266 | glAlphaFuncx(GL_NOTEQUAL,0); // --> set alpha func\r |
267 | }\r |
268 | \r |
269 | //----------------------------------------------------//\r |
270 | \r |
271 | LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr\r |
272 | \r |
273 | bBlendEnable=FALSE; // init blending: off\r |
274 | glDisable(GL_BLEND);\r |
275 | \r |
276 | SetScanTrans(); // init scan lines (if wanted)\r |
277 | }\r |
278 | \r |
279 | ////////////////////////////////////////////////////////////////////////\r |
280 | // setup scan lines\r |
281 | ////////////////////////////////////////////////////////////////////////\r |
282 | \r |
283 | #define R_TSP 0x00,0x45,0x00,0xff\r |
284 | #define G_TSP 0x00,0x00,0x45,0xff\r |
285 | #define B_TSP 0x45,0x00,0x00,0xff\r |
286 | #define O_TSP 0x45,0x45,0x45,0xff\r |
287 | #define N_TSP 0x00,0x00,0x00,0xff\r |
288 | \r |
289 | GLuint gTexScanName=0;\r |
290 | \r |
291 | GLubyte texscan[4][16]= \r |
292 | {\r |
293 | {R_TSP, G_TSP, B_TSP, N_TSP},\r |
294 | {O_TSP, N_TSP, O_TSP, N_TSP},\r |
295 | {B_TSP, N_TSP, R_TSP, G_TSP},\r |
296 | {O_TSP, N_TSP, O_TSP, N_TSP}\r |
297 | };\r |
298 | \r |
299 | void CreateScanLines(void)\r |
300 | {\r |
301 | }\r |
302 | \r |
303 | ////////////////////////////////////////////////////////////////////////\r |
304 | // Initialize OGL\r |
305 | ////////////////////////////////////////////////////////////////////////\r |
306 | \r |
307 | #ifdef _WINDOWS \r |
308 | HGLRC GLCONTEXT=NULL;\r |
309 | #endif\r |
310 | \r |
311 | #ifdef MAEMO_CHANGES\r |
312 | bool TestEGLError(const char* pszLocation)\r |
313 | {\r |
314 | /*\r |
315 | eglGetError returns the last error that has happened using egl,\r |
316 | not the status of the last called function. The user has to\r |
317 | check after every single egl call or at least once every frame.\r |
318 | */\r |
319 | EGLint iErr = eglGetError();\r |
320 | if (iErr != EGL_SUCCESS)\r |
321 | {\r |
322 | printf("%s failed (%d).\n", pszLocation, iErr);\r |
323 | return false;\r |
324 | }\r |
325 | \r |
326 | return true;\r |
327 | }\r |
328 | \r |
329 | void maemoGLinit(){\r |
330 | iResX= 800;\r |
331 | iResY =480;\r |
332 | \r |
333 | \r |
334 | printf ("maemo GL init\n");\r |
335 | long int winxid=GDK_WINDOW_XID(GTK_WIDGET(windowG)->window);\r |
336 | printf ("%d\n",winxid);\r |
337 | \r |
338 | EGLContext context = 0;\r |
339 | EGLConfig eglConfig = 0;\r |
340 | EGLContext eglContext = 0;\r |
341 | display = eglGetDisplay( EGL_DEFAULT_DISPLAY );\r |
342 | \r |
343 | if( eglInitialize( display, NULL, NULL ) == EGL_FALSE )\r |
344 | { \r |
345 | printf( "EGL Initialize failed!\n" );\r |
346 | \r |
347 | }\r |
348 | \r |
349 | const EGLint attributeList[] = { \r |
350 | EGL_SURFACE_TYPE, EGL_WINDOW_BIT, \r |
351 | /*EGL_BUFFER_SIZE, 32, */\r |
352 | EGL_NONE \r |
353 | };\r |
354 | \r |
355 | EGLint pi32ConfigAttribs[5];\r |
356 | pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;\r |
357 | pi32ConfigAttribs[1] = EGL_WINDOW_BIT;\r |
358 | pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;\r |
359 | pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT; \r |
360 | pi32ConfigAttribs[4] = EGL_NONE;\r |
361 | \r |
362 | EGLint pi32ContextAttribs[3];\r |
363 | pi32ContextAttribs[0] = EGL_CONTEXT_CLIENT_VERSION;\r |
364 | pi32ContextAttribs[1] = 2;\r |
365 | pi32ContextAttribs[2] = EGL_NONE;\r |
366 | \r |
367 | int iConfigs;\r |
368 | if (!eglChooseConfig(display, attributeList, &eglConfig, 1, &iConfigs) || (iConfigs != 1))\r |
369 | {\r |
370 | printf("Error: eglChooseConfig() failed.\n");\r |
371 | }\r |
372 | printf ("%d\n",iConfigs);\r |
373 | surface = eglCreateWindowSurface(display, eglConfig, (void*)winxid, NULL);\r |
374 | printf ("%d\n",surface);\r |
375 | if (!TestEGLError("eglCreateWindowSurface"))\r |
376 | {\r |
377 | printf ("eglCreateWindowSurface fail");\r |
378 | }\r |
379 | \r |
380 | //context = eglCreateContext(display, eglConfig, NULL, pi32ContextAttribs);\r |
381 | context =eglCreateContext( display, eglConfig,\r |
382 | EGL_NO_CONTEXT, NULL \r |
383 | );\r |
384 | printf ("%d\n",context);\r |
385 | if (!TestEGLError("eglCreateContext"))\r |
386 | {\r |
387 | printf("error eglCreateContext");\r |
388 | }\r |
389 | \r |
390 | eglMakeCurrent(display, surface, surface, context);\r |
391 | \r |
392 | if (!TestEGLError("eglMakeCurrent"))\r |
393 | {\r |
394 | printf("error eglMakeCurrent");\r |
395 | }\r |
396 | }\r |
397 | #endif\r |
398 | \r |
399 | int GLinitialize() \r |
400 | {\r |
401 | //----------------------------------------------------// \r |
402 | #ifdef _WINDOWS\r |
403 | HGLRC objectRC;\r |
404 | // init\r |
405 | dcGlobal = GetDC(hWWindow); // FIRST: dc/rc stuff\r |
406 | objectRC = wglCreateContext(dcGlobal); \r |
407 | GLCONTEXT=objectRC;\r |
408 | wglMakeCurrent(dcGlobal, objectRC);\r |
409 | // CheckWGLExtensions(dcGlobal);\r |
410 | if(bWindowMode) ReleaseDC(hWWindow,dcGlobal); // win mode: release dc again\r |
411 | #endif\r |
412 | #ifdef MAEMO_CHANGES\r |
413 | maemoGLinit();\r |
414 | #endif\r |
415 | //----------------------------------------------------// \r |
416 | \r |
417 | glViewport(rRatioRect.left, // init viewport by ratio rect\r |
418 | iResY-(rRatioRect.top+rRatioRect.bottom),\r |
419 | rRatioRect.right, \r |
420 | rRatioRect.bottom); \r |
421 | \r |
422 | glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)\r |
423 | glEnable(GL_SCISSOR_TEST); \r |
424 | \r |
425 | #ifndef OWNSCALE\r |
426 | glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"\r |
427 | glLoadIdentity();\r |
428 | glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack\r |
429 | #endif \r |
430 | \r |
431 | glMatrixMode(GL_PROJECTION); // init projection with psx resolution\r |
432 | glLoadIdentity();\r |
433 | glOrtho(0,PSXDisplay.DisplayMode.x,\r |
434 | PSXDisplay.DisplayMode.y, 0, -1, 1);\r |
435 | \r |
436 | if(iZBufferDepth) // zbuffer?\r |
437 | {\r |
438 | uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;\r |
439 | glEnable(GL_DEPTH_TEST); \r |
440 | glDepthFunc(GL_ALWAYS);\r |
441 | iDepthFunc=1;\r |
442 | }\r |
443 | else // no zbuffer?\r |
444 | {\r |
445 | uiBufferBits=GL_COLOR_BUFFER_BIT;\r |
446 | glDisable(GL_DEPTH_TEST);\r |
447 | }\r |
448 | \r |
449 | glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear\r |
450 | glClear(uiBufferBits);\r |
451 | \r |
452 | GetExtInfos(); // get ext infos\r |
453 | SetExtGLFuncs(); // init all kind of stuff (tex function pointers)\r |
454 | \r |
455 | glEnable(GL_ALPHA_TEST); // wanna alpha test\r |
456 | \r |
457 | {\r |
458 | glDisable(GL_LINE_SMOOTH);\r |
459 | glDisable(GL_POINT_SMOOTH);\r |
460 | }\r |
461 | \r |
462 | ubGloAlpha=127; // init some drawing vars\r |
463 | ubGloColAlpha=127;\r |
464 | TWin.UScaleFactor = 1;\r |
465 | TWin.VScaleFactor = 1;\r |
466 | bDrawMultiPass=FALSE;\r |
467 | bTexEnabled=FALSE;\r |
468 | bUsingTWin=FALSE;\r |
469 | \r |
470 | if(bDrawDither) glEnable(GL_DITHER); // dither mode\r |
471 | else glDisable(GL_DITHER); \r |
472 | \r |
473 | glDisable(GL_FOG); // turn all (currently) unused modes off\r |
474 | glDisable(GL_LIGHTING); \r |
475 | glDisable(GL_STENCIL_TEST); \r |
476 | glDisable(GL_TEXTURE_2D);\r |
477 | glDisable(GL_CULL_FACE);\r |
478 | \r |
479 | glFlush(); // we are done...\r |
480 | glFinish(); \r |
481 | \r |
482 | CreateScanLines(); // setup scanline stuff (if wanted)\r |
483 | \r |
484 | CheckTextureMemory(); // check available tex memory\r |
485 | \r |
486 | if(bKeepRatio) SetAspectRatio(); // set ratio\r |
487 | \r |
488 | \r |
489 | bIsFirstFrame = FALSE; // we have survived the first frame :)\r |
490 | \r |
491 | return 0;\r |
492 | }\r |
493 | \r |
494 | ////////////////////////////////////////////////////////////////////////\r |
495 | // clean up OGL stuff\r |
496 | ////////////////////////////////////////////////////////////////////////\r |
497 | \r |
498 | void GLcleanup() \r |
499 | { \r |
500 | CleanupTextureStore(); // bye textures\r |
501 | \r |
502 | #ifdef _WINDOWS \r |
503 | wglMakeCurrent(NULL, NULL); // bye context\r |
504 | if(GLCONTEXT) wglDeleteContext(GLCONTEXT);\r |
505 | if(!bWindowMode && dcGlobal) \r |
506 | ReleaseDC(hWWindow,dcGlobal);\r |
507 | #endif\r |
508 | }\r |
509 | \r |
510 | ////////////////////////////////////////////////////////////////////////\r |
511 | ////////////////////////////////////////////////////////////////////////\r |
512 | ////////////////////////////////////////////////////////////////////////\r |
513 | \r |
514 | ////////////////////////////////////////////////////////////////////////\r |
515 | ////////////////////////////////////////////////////////////////////////\r |
516 | ////////////////////////////////////////////////////////////////////////\r |
517 | \r |
518 | ////////////////////////////////////////////////////////////////////////\r |
519 | // Offset stuff\r |
520 | ////////////////////////////////////////////////////////////////////////\r |
521 | \r |
522 | // please note: it is hardly do-able in a hw/accel plugin to get the \r |
523 | // real psx polygon coord mapping right... the following\r |
524 | // works not to bad with many games, though\r |
525 | \r |
526 | __inline BOOL CheckCoord4()\r |
527 | {\r |
528 | if(lx0<0)\r |
529 | {\r |
530 | if(((lx1-lx0)>CHKMAX_X) ||\r |
531 | ((lx2-lx0)>CHKMAX_X)) \r |
532 | {\r |
533 | if(lx3<0)\r |
534 | {\r |
535 | if((lx1-lx3)>CHKMAX_X) return TRUE;\r |
536 | if((lx2-lx3)>CHKMAX_X) return TRUE;\r |
537 | }\r |
538 | }\r |
539 | }\r |
540 | if(lx1<0)\r |
541 | {\r |
542 | if((lx0-lx1)>CHKMAX_X) return TRUE;\r |
543 | if((lx2-lx1)>CHKMAX_X) return TRUE;\r |
544 | if((lx3-lx1)>CHKMAX_X) return TRUE;\r |
545 | }\r |
546 | if(lx2<0)\r |
547 | {\r |
548 | if((lx0-lx2)>CHKMAX_X) return TRUE;\r |
549 | if((lx1-lx2)>CHKMAX_X) return TRUE;\r |
550 | if((lx3-lx2)>CHKMAX_X) return TRUE;\r |
551 | }\r |
552 | if(lx3<0)\r |
553 | {\r |
554 | if(((lx1-lx3)>CHKMAX_X) ||\r |
555 | ((lx2-lx3)>CHKMAX_X))\r |
556 | {\r |
557 | if(lx0<0)\r |
558 | {\r |
559 | if((lx1-lx0)>CHKMAX_X) return TRUE;\r |
560 | if((lx2-lx0)>CHKMAX_X) return TRUE;\r |
561 | }\r |
562 | }\r |
563 | }\r |
564 | \r |
565 | \r |
566 | if(ly0<0)\r |
567 | {\r |
568 | if((ly1-ly0)>CHKMAX_Y) return TRUE;\r |
569 | if((ly2-ly0)>CHKMAX_Y) return TRUE;\r |
570 | }\r |
571 | if(ly1<0)\r |
572 | {\r |
573 | if((ly0-ly1)>CHKMAX_Y) return TRUE;\r |
574 | if((ly2-ly1)>CHKMAX_Y) return TRUE;\r |
575 | if((ly3-ly1)>CHKMAX_Y) return TRUE;\r |
576 | }\r |
577 | if(ly2<0)\r |
578 | {\r |
579 | if((ly0-ly2)>CHKMAX_Y) return TRUE;\r |
580 | if((ly1-ly2)>CHKMAX_Y) return TRUE;\r |
581 | if((ly3-ly2)>CHKMAX_Y) return TRUE;\r |
582 | }\r |
583 | if(ly3<0)\r |
584 | {\r |
585 | if((ly1-ly3)>CHKMAX_Y) return TRUE;\r |
586 | if((ly2-ly3)>CHKMAX_Y) return TRUE;\r |
587 | }\r |
588 | \r |
589 | return FALSE;\r |
590 | }\r |
591 | \r |
592 | __inline BOOL CheckCoord3()\r |
593 | {\r |
594 | if(lx0<0)\r |
595 | {\r |
596 | if((lx1-lx0)>CHKMAX_X) return TRUE;\r |
597 | if((lx2-lx0)>CHKMAX_X) return TRUE;\r |
598 | }\r |
599 | if(lx1<0)\r |
600 | {\r |
601 | if((lx0-lx1)>CHKMAX_X) return TRUE;\r |
602 | if((lx2-lx1)>CHKMAX_X) return TRUE;\r |
603 | }\r |
604 | if(lx2<0)\r |
605 | {\r |
606 | if((lx0-lx2)>CHKMAX_X) return TRUE;\r |
607 | if((lx1-lx2)>CHKMAX_X) return TRUE;\r |
608 | }\r |
609 | if(ly0<0)\r |
610 | {\r |
611 | if((ly1-ly0)>CHKMAX_Y) return TRUE;\r |
612 | if((ly2-ly0)>CHKMAX_Y) return TRUE;\r |
613 | }\r |
614 | if(ly1<0)\r |
615 | {\r |
616 | if((ly0-ly1)>CHKMAX_Y) return TRUE;\r |
617 | if((ly2-ly1)>CHKMAX_Y) return TRUE;\r |
618 | }\r |
619 | if(ly2<0)\r |
620 | {\r |
621 | if((ly0-ly2)>CHKMAX_Y) return TRUE;\r |
622 | if((ly1-ly2)>CHKMAX_Y) return TRUE;\r |
623 | }\r |
624 | \r |
625 | return FALSE;\r |
626 | }\r |
627 | \r |
628 | \r |
629 | __inline BOOL CheckCoord2()\r |
630 | {\r |
631 | if(lx0<0)\r |
632 | {\r |
633 | if((lx1-lx0)>CHKMAX_X) return TRUE;\r |
634 | }\r |
635 | if(lx1<0)\r |
636 | {\r |
637 | if((lx0-lx1)>CHKMAX_X) return TRUE;\r |
638 | }\r |
639 | if(ly0<0)\r |
640 | {\r |
641 | if((ly1-ly0)>CHKMAX_Y) return TRUE;\r |
642 | }\r |
643 | if(ly1<0)\r |
644 | {\r |
645 | if((ly0-ly1)>CHKMAX_Y) return TRUE;\r |
646 | }\r |
647 | \r |
648 | return FALSE;\r |
649 | }\r |
650 | \r |
651 | // Pete's way: a very easy (and hopefully fast) approach for lines\r |
652 | // without sqrt... using a small float -> short cast trick :)\r |
653 | \r |
654 | #define VERTEX_OFFX 0.2f\r |
655 | #define VERTEX_OFFY 0.2f\r |
656 | \r |
657 | BOOL offsetline(void) \r |
658 | {\r |
659 | short x0,x1,y0,y1,dx,dy;float px,py;\r |
660 | \r |
661 | if(bDisplayNotSet)\r |
662 | SetOGLDisplaySettings(1);\r |
663 | \r |
664 | if(!(dwActFixes&16))\r |
665 | {\r |
666 | lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r |
667 | lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r |
668 | ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r |
669 | ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r |
670 | \r |
671 | if(CheckCoord2()) return TRUE;\r |
672 | }\r |
673 | \r |
674 | x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;\r |
675 | x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;\r |
676 | y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;\r |
677 | y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;\r |
678 | \r |
679 | dx=x1-x0;\r |
680 | dy=y1-y0;\r |
681 | \r |
682 | if(dx>=0)\r |
683 | {\r |
684 | if(dy>=0)\r |
685 | {\r |
686 | px=0.5f;\r |
687 | if(dx>dy) py=-0.5f;\r |
688 | else if(dx<dy) py= 0.5f;\r |
689 | else py= 0.0f;\r |
690 | }\r |
691 | else\r |
692 | {\r |
693 | py=-0.5f;\r |
694 | dy=-dy;\r |
695 | if(dx>dy) px= 0.5f;\r |
696 | else if(dx<dy) px=-0.5f;\r |
697 | else px= 0.0f;\r |
698 | }\r |
699 | }\r |
700 | else\r |
701 | {\r |
702 | if(dy>=0)\r |
703 | {\r |
704 | py=0.5f;\r |
705 | dx=-dx;\r |
706 | if(dx>dy) px=-0.5f;\r |
707 | else if(dx<dy) px= 0.5f;\r |
708 | else px= 0.0f;\r |
709 | }\r |
710 | else\r |
711 | {\r |
712 | px=-0.5f;\r |
713 | if(dx>dy) py=-0.5f;\r |
714 | else if(dx<dy) py= 0.5f;\r |
715 | else py= 0.0f;\r |
716 | }\r |
717 | } \r |
718 | \r |
719 | vertex[0].x=(short)((float)x0-px);\r |
720 | vertex[3].x=(short)((float)x0+py);\r |
721 | \r |
722 | vertex[0].y=(short)((float)y0-py);\r |
723 | vertex[3].y=(short)((float)y0-px);\r |
724 | \r |
725 | vertex[1].x=(short)((float)x1-py);\r |
726 | vertex[2].x=(short)((float)x1+px);\r |
727 | \r |
728 | vertex[1].y=(short)((float)y1+px);\r |
729 | vertex[2].y=(short)((float)y1+py);\r |
730 | \r |
731 | if(vertex[0].x==vertex[3].x && // ortho rect? done\r |
732 | vertex[1].x==vertex[2].x &&\r |
733 | vertex[0].y==vertex[1].y &&\r |
734 | vertex[2].y==vertex[3].y) return FALSE;\r |
735 | if(vertex[0].x==vertex[1].x &&\r |
736 | vertex[2].x==vertex[3].x &&\r |
737 | vertex[0].y==vertex[3].y &&\r |
738 | vertex[1].y==vertex[2].y) return FALSE;\r |
739 | \r |
740 | vertex[0].x-=VERTEX_OFFX; // otherwise a small offset\r |
741 | vertex[0].y-=VERTEX_OFFY; // to get better accuracy\r |
742 | vertex[1].x-=VERTEX_OFFX;\r |
743 | vertex[1].y-=VERTEX_OFFY;\r |
744 | vertex[2].x-=VERTEX_OFFX;\r |
745 | vertex[2].y-=VERTEX_OFFY;\r |
746 | vertex[3].x-=VERTEX_OFFX;\r |
747 | vertex[3].y-=VERTEX_OFFY;\r |
748 | \r |
749 | return FALSE;\r |
750 | }\r |
751 | \r |
752 | ///////////////////////////////////////////////////////// \r |
753 | \r |
754 | BOOL offset2(void)\r |
755 | {\r |
756 | if(bDisplayNotSet)\r |
757 | SetOGLDisplaySettings(1);\r |
758 | \r |
759 | if(!(dwActFixes&16))\r |
760 | {\r |
761 | lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r |
762 | lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r |
763 | ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r |
764 | ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r |
765 | \r |
766 | if(CheckCoord2()) return TRUE;\r |
767 | }\r |
768 | \r |
769 | vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r |
770 | vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r |
771 | vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r |
772 | vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r |
773 | \r |
774 | return FALSE;\r |
775 | }\r |
776 | \r |
777 | ///////////////////////////////////////////////////////// \r |
778 | \r |
779 | BOOL offset3(void)\r |
780 | {\r |
781 | if(bDisplayNotSet)\r |
782 | SetOGLDisplaySettings(1);\r |
783 | \r |
784 | if(!(dwActFixes&16))\r |
785 | {\r |
786 | lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r |
787 | lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r |
788 | lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);\r |
789 | ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r |
790 | ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r |
791 | ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);\r |
792 | \r |
793 | if(CheckCoord3()) return TRUE;\r |
794 | }\r |
795 | \r |
796 | vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r |
797 | vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r |
798 | vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r |
799 | vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r |
800 | vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r |
801 | vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r |
802 | \r |
803 | return FALSE;\r |
804 | }\r |
805 | \r |
806 | ///////////////////////////////////////////////////////// \r |
807 | \r |
808 | BOOL offset4(void)\r |
809 | {\r |
810 | if(bDisplayNotSet)\r |
811 | SetOGLDisplaySettings(1);\r |
812 | \r |
813 | if(!(dwActFixes&16))\r |
814 | {\r |
815 | lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r |
816 | lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r |
817 | lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);\r |
818 | lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);\r |
819 | ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r |
820 | ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r |
821 | ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);\r |
822 | ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);\r |
823 | \r |
824 | if(CheckCoord4()) return TRUE;\r |
825 | }\r |
826 | \r |
827 | vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r |
828 | vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r |
829 | vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r |
830 | vertex[3].x=lx3+PSXDisplay.CumulOffset.x;\r |
831 | vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r |
832 | vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r |
833 | vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r |
834 | vertex[3].y=ly3+PSXDisplay.CumulOffset.y;\r |
835 | \r |
836 | return FALSE;\r |
837 | }\r |
838 | \r |
839 | ///////////////////////////////////////////////////////// \r |
840 | \r |
841 | void offsetST(void)\r |
842 | {\r |
843 | if(bDisplayNotSet)\r |
844 | SetOGLDisplaySettings(1);\r |
845 | \r |
846 | if(!(dwActFixes&16))\r |
847 | {\r |
848 | lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r |
849 | ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r |
850 | \r |
851 | if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)\r |
852 | lx0+=2048;\r |
853 | \r |
854 | if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)\r |
855 | ly0+=2048;\r |
856 | }\r |
857 | \r |
858 | ly1 = ly0;\r |
859 | ly2 = ly3 = ly0+sprtH;\r |
860 | lx3 = lx0;\r |
861 | lx1 = lx2 = lx0+sprtW;\r |
862 | \r |
863 | vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r |
864 | vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r |
865 | vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r |
866 | vertex[3].x=lx3+PSXDisplay.CumulOffset.x;\r |
867 | vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r |
868 | vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r |
869 | vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r |
870 | vertex[3].y=ly3+PSXDisplay.CumulOffset.y;\r |
871 | }\r |
872 | \r |
873 | ///////////////////////////////////////////////////////// \r |
874 | \r |
875 | void offsetScreenUpload(long Position)\r |
876 | {\r |
877 | if(bDisplayNotSet)\r |
878 | SetOGLDisplaySettings(1);\r |
879 | \r |
880 | if(Position==-1)\r |
881 | {\r |
882 | long lmdx,lmdy;\r |
883 | \r |
884 | lmdx=xrUploadArea.x0;\r |
885 | lmdy=xrUploadArea.y0;\r |
886 | \r |
887 | lx0-=lmdx;\r |
888 | ly0-=lmdy;\r |
889 | lx1-=lmdx;\r |
890 | ly1-=lmdy;\r |
891 | lx2-=lmdx;\r |
892 | ly2-=lmdy;\r |
893 | lx3-=lmdx;\r |
894 | ly3-=lmdy;\r |
895 | }\r |
896 | else\r |
897 | if(Position)\r |
898 | {\r |
899 | lx0-=PSXDisplay.DisplayPosition.x;\r |
900 | ly0-=PSXDisplay.DisplayPosition.y;\r |
901 | lx1-=PSXDisplay.DisplayPosition.x;\r |
902 | ly1-=PSXDisplay.DisplayPosition.y;\r |
903 | lx2-=PSXDisplay.DisplayPosition.x;\r |
904 | ly2-=PSXDisplay.DisplayPosition.y;\r |
905 | lx3-=PSXDisplay.DisplayPosition.x;\r |
906 | ly3-=PSXDisplay.DisplayPosition.y;\r |
907 | }\r |
908 | else\r |
909 | {\r |
910 | lx0-=PreviousPSXDisplay.DisplayPosition.x;\r |
911 | ly0-=PreviousPSXDisplay.DisplayPosition.y;\r |
912 | lx1-=PreviousPSXDisplay.DisplayPosition.x;\r |
913 | ly1-=PreviousPSXDisplay.DisplayPosition.y;\r |
914 | lx2-=PreviousPSXDisplay.DisplayPosition.x;\r |
915 | ly2-=PreviousPSXDisplay.DisplayPosition.y;\r |
916 | lx3-=PreviousPSXDisplay.DisplayPosition.x;\r |
917 | ly3-=PreviousPSXDisplay.DisplayPosition.y;\r |
918 | }\r |
919 | \r |
920 | vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;\r |
921 | vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;\r |
922 | vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;\r |
923 | vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;\r |
924 | vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;\r |
925 | vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;\r |
926 | vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;\r |
927 | vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;\r |
928 | \r |
929 | if(iUseMask)\r |
930 | {\r |
931 | vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r |
932 | gl_z+=0.00004f;\r |
933 | }\r |
934 | }\r |
935 | \r |
936 | ///////////////////////////////////////////////////////// \r |
937 | \r |
938 | void offsetBlk(void)\r |
939 | {\r |
940 | if(bDisplayNotSet)\r |
941 | SetOGLDisplaySettings(1);\r |
942 | \r |
943 | vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r |
944 | vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r |
945 | vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r |
946 | vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r |
947 | vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r |
948 | vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r |
949 | vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r |
950 | vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r |
951 | \r |
952 | if(iUseMask)\r |
953 | {\r |
954 | vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r |
955 | gl_z+=0.00004f;\r |
956 | }\r |
957 | }\r |
958 | \r |
959 | ////////////////////////////////////////////////////////////////////////\r |
960 | // texture sow/tow calculations\r |
961 | ////////////////////////////////////////////////////////////////////////\r |
962 | \r |
963 | void assignTextureVRAMWrite(void)\r |
964 | {\r |
965 | #ifdef OWNSCALE\r |
966 | \r |
967 | vertex[0].sow=0.5f/ ST_FACVRAMX;\r |
968 | vertex[0].tow=0.5f/ ST_FACVRAM;\r |
969 | \r |
970 | vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;\r |
971 | vertex[1].tow=0.5f/ ST_FACVRAM;\r |
972 | \r |
973 | vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;\r |
974 | vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;\r |
975 | \r |
976 | vertex[3].sow=0.5f/ ST_FACVRAMX;\r |
977 | vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;\r |
978 | \r |
979 | #else\r |
980 | \r |
981 | if(gl_ux[1]==255)\r |
982 | {\r |
983 | vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;\r |
984 | vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;\r |
985 | vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;\r |
986 | vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;\r |
987 | }\r |
988 | else\r |
989 | {\r |
990 | vertex[0].sow=gl_ux[0];\r |
991 | vertex[1].sow=gl_ux[1];\r |
992 | vertex[2].sow=gl_ux[2];\r |
993 | vertex[3].sow=gl_ux[3];\r |
994 | }\r |
995 | \r |
996 | vertex[0].tow=gl_vy[0];\r |
997 | vertex[1].tow=gl_vy[1];\r |
998 | vertex[2].tow=gl_vy[2];\r |
999 | vertex[3].tow=gl_vy[3];\r |
1000 | \r |
1001 | #endif\r |
1002 | }\r |
1003 | \r |
1004 | GLuint gLastTex=0;\r |
1005 | GLuint gLastFMode=(GLuint)-1;\r |
1006 | \r |
1007 | ///////////////////////////////////////////////////////// \r |
1008 | \r |
1009 | void assignTextureSprite(void)\r |
1010 | {\r |
1011 | if(bUsingTWin)\r |
1012 | {\r |
1013 | vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r |
1014 | vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;\r |
1015 | vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r |
1016 | vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;\r |
1017 | gLastTex=gTexName;\r |
1018 | }\r |
1019 | else\r |
1020 | {\r |
1021 | #ifdef OWNSCALE\r |
1022 | \r |
1023 | vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE;\r |
1024 | vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE;\r |
1025 | vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE;\r |
1026 | vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE;\r |
1027 | \r |
1028 | #else\r |
1029 | \r |
1030 | vertex[0].sow=vertex[3].sow=gl_ux[0];\r |
1031 | vertex[1].sow=vertex[2].sow=sSprite_ux2;\r |
1032 | vertex[0].tow=vertex[1].tow=gl_vy[0];\r |
1033 | vertex[2].tow=vertex[3].tow=sSprite_vy2;\r |
1034 | \r |
1035 | #endif\r |
1036 | \r |
1037 | if(iFilterType>2) \r |
1038 | {\r |
1039 | if(gLastTex!=gTexName || gLastFMode!=0)\r |
1040 | {\r |
1041 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r |
1042 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r |
1043 | gLastTex=gTexName;gLastFMode=0;\r |
1044 | }\r |
1045 | }\r |
1046 | }\r |
1047 | \r |
1048 | if(usMirror & 0x1000) \r |
1049 | {\r |
1050 | vertex[0].sow=vertex[1].sow;\r |
1051 | vertex[1].sow=vertex[2].sow=vertex[3].sow;\r |
1052 | vertex[3].sow=vertex[0].sow;\r |
1053 | }\r |
1054 | \r |
1055 | if(usMirror & 0x2000) \r |
1056 | {\r |
1057 | vertex[0].tow=vertex[3].tow;\r |
1058 | vertex[2].tow=vertex[3].tow=vertex[1].tow;\r |
1059 | vertex[1].tow=vertex[0].tow;\r |
1060 | }\r |
1061 | \r |
1062 | }\r |
1063 | \r |
1064 | ///////////////////////////////////////////////////////// \r |
1065 | \r |
1066 | void assignTexture3(void)\r |
1067 | {\r |
1068 | if(bUsingTWin)\r |
1069 | {\r |
1070 | vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r |
1071 | vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r |
1072 | vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;\r |
1073 | vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;\r |
1074 | vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;\r |
1075 | vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;\r |
1076 | gLastTex=gTexName;\r |
1077 | }\r |
1078 | else\r |
1079 | {\r |
1080 | #ifdef OWNSCALE\r |
1081 | vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;\r |
1082 | vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;\r |
1083 | vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;\r |
1084 | \r |
1085 | vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;\r |
1086 | vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;\r |
1087 | vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;\r |
1088 | #else\r |
1089 | vertex[0].sow=gl_ux[0];\r |
1090 | vertex[0].tow=gl_vy[0];\r |
1091 | vertex[1].sow=gl_ux[1];\r |
1092 | vertex[1].tow=gl_vy[1];\r |
1093 | vertex[2].sow=gl_ux[2];\r |
1094 | vertex[2].tow=gl_vy[2];\r |
1095 | #endif\r |
1096 | \r |
1097 | if(iFilterType>2) \r |
1098 | {\r |
1099 | if(gLastTex!=gTexName || gLastFMode!=1)\r |
1100 | {\r |
1101 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r |
1102 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r |
1103 | gLastTex=gTexName;gLastFMode=1;\r |
1104 | }\r |
1105 | }\r |
1106 | \r |
1107 | if(iFilterType) \r |
1108 | {\r |
1109 | float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;\r |
1110 | for(i=0;i<3;i++)\r |
1111 | {\r |
1112 | if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r |
1113 | if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r |
1114 | if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r |
1115 | if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r |
1116 | }\r |
1117 | \r |
1118 | for(i=0;i<3;i++)\r |
1119 | {\r |
1120 | if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;\r |
1121 | if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;\r |
1122 | if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;\r |
1123 | if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;\r |
1124 | }\r |
1125 | }\r |
1126 | }\r |
1127 | }\r |
1128 | \r |
1129 | ///////////////////////////////////////////////////////// \r |
1130 | \r |
1131 | void assignTexture4(void)\r |
1132 | {\r |
1133 | if(bUsingTWin)\r |
1134 | {\r |
1135 | vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r |
1136 | vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r |
1137 | vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;\r |
1138 | vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;\r |
1139 | vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;\r |
1140 | vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;\r |
1141 | vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;\r |
1142 | vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;\r |
1143 | gLastTex=gTexName;\r |
1144 | }\r |
1145 | else\r |
1146 | {\r |
1147 | #ifdef OWNSCALE\r |
1148 | vertex[0].sow=(float)gl_ux[0] / ST_FAC;\r |
1149 | vertex[0].tow=(float)gl_vy[0] / ST_FAC;\r |
1150 | vertex[1].sow=(float)gl_ux[1] / ST_FAC;\r |
1151 | vertex[1].tow=(float)gl_vy[1] / ST_FAC;\r |
1152 | vertex[2].sow=(float)gl_ux[2] / ST_FAC;\r |
1153 | vertex[2].tow=(float)gl_vy[2] / ST_FAC;\r |
1154 | vertex[3].sow=(float)gl_ux[3] / ST_FAC;\r |
1155 | vertex[3].tow=(float)gl_vy[3] / ST_FAC;\r |
1156 | #else\r |
1157 | vertex[0].sow=gl_ux[0];\r |
1158 | vertex[0].tow=gl_vy[0];\r |
1159 | vertex[1].sow=gl_ux[1];\r |
1160 | vertex[1].tow=gl_vy[1];\r |
1161 | vertex[2].sow=gl_ux[2];\r |
1162 | vertex[2].tow=gl_vy[2];\r |
1163 | vertex[3].sow=gl_ux[3];\r |
1164 | vertex[3].tow=gl_vy[3];\r |
1165 | #endif\r |
1166 | \r |
1167 | if(iFilterType>2) \r |
1168 | {\r |
1169 | if(gLastTex!=gTexName || gLastFMode!=1)\r |
1170 | {\r |
1171 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r |
1172 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r |
1173 | gLastTex=gTexName;gLastFMode=1;\r |
1174 | }\r |
1175 | }\r |
1176 | \r |
1177 | if(iFilterType) \r |
1178 | {\r |
1179 | float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;\r |
1180 | for(i=0;i<4;i++)\r |
1181 | {\r |
1182 | if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r |
1183 | if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r |
1184 | if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r |
1185 | if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r |
1186 | }\r |
1187 | \r |
1188 | for(i=0;i<4;i++)\r |
1189 | {\r |
1190 | if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;\r |
1191 | if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;\r |
1192 | if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;\r |
1193 | if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;\r |
1194 | }\r |
1195 | }\r |
1196 | }\r |
1197 | }\r |
1198 | \r |
1199 | ////////////////////////////////////////////////////////////////////////\r |
1200 | ////////////////////////////////////////////////////////////////////////\r |
1201 | ////////////////////////////////////////////////////////////////////////\r |
1202 | \r |
1203 | ////////////////////////////////////////////////////////////////////////\r |
1204 | // render pos / buffers\r |
1205 | ////////////////////////////////////////////////////////////////////////\r |
1206 | \r |
1207 | #ifndef _WINDOWS\r |
1208 | #define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)\r |
1209 | #endif\r |
1210 | \r |
1211 | ////////////////////////////////////////////////////////////////////////\r |
1212 | // SetDisplaySettings: "simply" calcs the new drawing area and updates\r |
1213 | // the ogl clipping (scissor) \r |
1214 | \r |
1215 | BOOL bSetClip=FALSE;\r |
1216 | \r |
1217 | void SetOGLDisplaySettings(BOOL DisplaySet)\r |
1218 | {\r |
1219 | static RECT rprev={0,0,0,0};\r |
1220 | static RECT rC ={0,0,0,0};\r |
1221 | static int iOldX=0;\r |
1222 | static int iOldY=0;\r |
1223 | RECT r;float XS,YS;\r |
1224 | \r |
1225 | bDisplayNotSet = FALSE;\r |
1226 | \r |
1227 | //----------------------------------------------------// that's a whole screen upload\r |
1228 | if(!DisplaySet)\r |
1229 | {\r |
1230 | RECT rX;\r |
1231 | PSXDisplay.GDrawOffset.x=0;\r |
1232 | PSXDisplay.GDrawOffset.y=0;\r |
1233 | \r |
1234 | PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;\r |
1235 | PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;\r |
1236 | \r |
1237 | rprev.left=rprev.left+1;\r |
1238 | \r |
1239 | rX=rRatioRect;\r |
1240 | rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);\r |
1241 | \r |
1242 | if(bSetClip || !EqualRect(&rC,&rX))\r |
1243 | {\r |
1244 | rC=rX;\r |
1245 | glScissor(rC.left,rC.top,rC.right,rC.bottom);\r |
1246 | bSetClip=FALSE; \r |
1247 | }\r |
1248 | return;\r |
1249 | }\r |
1250 | //----------------------------------------------------// \r |
1251 | \r |
1252 | PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;\r |
1253 | PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;\r |
1254 | PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;\r |
1255 | PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;\r |
1256 | \r |
1257 | r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;\r |
1258 | r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;\r |
1259 | \r |
1260 | if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)\r |
1261 | {\r |
1262 | r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;\r |
1263 | r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;\r |
1264 | }\r |
1265 | \r |
1266 | r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;\r |
1267 | r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;\r |
1268 | \r |
1269 | if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)\r |
1270 | {\r |
1271 | r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;\r |
1272 | r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;\r |
1273 | }\r |
1274 | \r |
1275 | if(!bSetClip && EqualRect(&r,&rprev) &&\r |
1276 | iOldX == PSXDisplay.DisplayMode.x &&\r |
1277 | iOldY == PSXDisplay.DisplayMode.y)\r |
1278 | return;\r |
1279 | \r |
1280 | rprev = r;\r |
1281 | iOldX = PSXDisplay.DisplayMode.x;\r |
1282 | iOldY = PSXDisplay.DisplayMode.y;\r |
1283 | \r |
1284 | XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;\r |
1285 | YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;\r |
1286 | \r |
1287 | if(PreviousPSXDisplay.Range.x0)\r |
1288 | {\r |
1289 | short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;\r |
1290 | \r |
1291 | r.left+=PreviousPSXDisplay.Range.x0+1;\r |
1292 | \r |
1293 | r.right+=PreviousPSXDisplay.Range.x0;\r |
1294 | \r |
1295 | if(r.left>s) r.left=s;\r |
1296 | if(r.right>s) r.right=s;\r |
1297 | }\r |
1298 | \r |
1299 | if(PreviousPSXDisplay.Range.y0)\r |
1300 | {\r |
1301 | short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;\r |
1302 | \r |
1303 | r.top+=PreviousPSXDisplay.Range.y0+1;\r |
1304 | r.bottom+=PreviousPSXDisplay.Range.y0;\r |
1305 | \r |
1306 | if(r.top>s) r.top=s;\r |
1307 | if(r.bottom>s) r.bottom=s;\r |
1308 | }\r |
1309 | \r |
1310 | // Set the ClipArea variables to reflect the new screen,\r |
1311 | // offset from zero (since it is a new display buffer)\r |
1312 | r.left = (int)(((float)(r.left)) *XS);\r |
1313 | r.top = (int)(((float)(r.top)) *YS);\r |
1314 | r.right = (int)(((float)(r.right + 1))*XS);\r |
1315 | r.bottom = (int)(((float)(r.bottom + 1))*YS);\r |
1316 | \r |
1317 | // Limit clip area to the screen size\r |
1318 | if (r.left > iResX) r.left = iResX;\r |
1319 | if (r.left < 0) r.left = 0;\r |
1320 | if (r.top > iResY) r.top = iResY;\r |
1321 | if (r.top < 0) r.top = 0;\r |
1322 | if (r.right > iResX) r.right = iResX;\r |
1323 | if (r.right < 0) r.right = 0;\r |
1324 | if (r.bottom > iResY) r.bottom = iResY;\r |
1325 | if (r.bottom < 0) r.bottom = 0;\r |
1326 | \r |
1327 | r.right -=r.left;\r |
1328 | r.bottom-=r.top;\r |
1329 | r.top=iResY-(r.top+r.bottom);\r |
1330 | \r |
1331 | r.left+=rRatioRect.left;\r |
1332 | r.top -=rRatioRect.top;\r |
1333 | \r |
1334 | if(bSetClip || !EqualRect(&r,&rC))\r |
1335 | {\r |
1336 | glScissor(r.left,r.top,r.right,r.bottom);\r |
1337 | rC=r;\r |
1338 | bSetClip=FALSE;\r |
1339 | }\r |
1340 | }\r |
1341 | \r |
1342 | ////////////////////////////////////////////////////////////////////////\r |
1343 | ////////////////////////////////////////////////////////////////////////\r |
1344 | ////////////////////////////////////////////////////////////////////////\r |
1345 | \r |