spu: avoid NULL pSpuIrq
[pcsx_rearmed.git] / plugins / gpu-gles / hud.c
CommitLineData
0cc470cd 1/***************************************************************************\r
2 menu.c - description\r
3 -------------------\r
4 begin : Sun Mar 08 2009\r
5 copyright : (C) 1999-2009 by Pete Bernert\r
6 web : www.pbernert.com \r
7\r
8 PCSX rearmed adjustments (c) notaz, 2012\r
9 ***************************************************************************/\r
10\r
11/***************************************************************************\r
12 * *\r
13 * This program is free software; you can redistribute it and/or modify *\r
14 * it under the terms of the GNU General Public License as published by *\r
15 * the Free Software Foundation; either version 2 of the License, or *\r
16 * (at your option) any later version. See also the license.txt file for *\r
17 * additional informations. *\r
18 * *\r
19 ***************************************************************************/\r
20\r
21#include "gpuStdafx.h"\r
22\r
23#define _IN_MENU\r
24\r
25#include "gpuExternals.h"\r
26\r
27////////////////////////////////////////////////////////////////////////\r
28// field with menu chars... like good old C64 time :)\r
29////////////////////////////////////////////////////////////////////////\r
30\r
31static const GLubyte texrasters[40][12]= {\r
32\r
33// 0,0 FPS\r
34{0x00,0x60,0x60,0x60,0x60,0x60,0x7e,0x60,0x60,0x60,0x60,0x7f},\r
35{0x00,0x18,0x18,0x18,0x18,0x18,0x1f,0x18,0x18,0x18,0x18,0x1f},\r
36{0x00,0x03,0x06,0x00,0x00,0x00,0xc3,0x66,0x66,0x66,0x66,0xc3},\r
37{0x00,0xf0,0x18,0x18,0x18,0x18,0xf0,0x00,0x00,0x00,0x18,0xf0},\r
38// 4,0 0\r
39{0x00,0x3c,0x66,0xc3,0xe3,0xf3,0xdb,0xcf,0xc7,0xc3,0x66,0x3c},\r
40// 5,0 1\r
41{0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18},\r
42// 6,0 2\r
43{0x00,0xff,0xc0,0xc0,0x60,0x30,0x18,0x0c,0x06,0x03,0xe7,0x7e},\r
44// 7,0 3\r
45\r
46{0x00,0x7e,0xe7,0x03,0x03,0x07,0x7e,0x07,0x03,0x03,0xe7,0x7e},\r
47// 0,1 4\r
48{0x00,0x0c,0x0c,0x0c,0x0c,0x0c,0xff,0xcc,0x6c,0x3c,0x1c,0x0c},\r
49// 1,1 5\r
50{0x00,0x7e,0xe7,0x03,0x03,0x07,0xfe,0xc0,0xc0,0xc0,0xc0,0xff},\r
51// 2,1 6\r
52{0x00,0x7e,0xe7,0xc3,0xc3,0xc7,0xfe,0xc0,0xc0,0xc0,0xe7,0x7e},\r
53// 3,1 7\r
54{0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x03,0x03,0x03,0xff},\r
55// 4,1 8\r
56{0x00,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e},\r
57// 5,1 9\r
58{0x00,0x7e,0xe7,0x03,0x03,0x03,0x7f,0xe7,0xc3,0xc3,0xe7,0x7e},\r
59// 6,1 smiley\r
60{0x00,0x3c,0x42,0x99,0xa5,0x81,0xa5,0x81,0x42,0x3c,0x00,0x00},\r
61// 7,1 sun\r
62{0x00,0x08,0x49,0x2a,0x1c,0x7f,0x1c,0x2a,0x49,0x08,0x00,0x00},\r
63\r
64// 0,2 fl + empty box\r
65{0xff,0x81,0x81,0x81,0xff,0x00,0x87,0x84,0x84,0xf4,0x84,0xf8},\r
66// 1,2 fs + grey box\r
67{0xff,0xab,0xd5,0xab,0xff,0x00,0x87,0x81,0x87,0xf4,0x87,0xf8},\r
68// 2,2 od + filled box\r
69{0xff,0xff,0xff,0xff,0xff,0x00,0x66,0x95,0x95,0x95,0x96,0x60},\r
70// 3,2 fi + half grey box\r
71{0xff,0xa1,0xd1,0xa1,0xff,0x00,0x82,0x82,0x82,0xe2,0x82,0xf8},\r
72// 4,2 di + half filled box\r
73{0xff,0xf1,0xf1,0xf1,0xff,0x00,0xe2,0x92,0x92,0x92,0x92,0xe0},\r
74// 5,2 am + grey box\r
75{0xff,0xab,0xd5,0xab,0xff,0x00,0x95,0x95,0x95,0xf7,0x95,0x60},\r
76// 6,2 ab + filled box\r
77{0xff,0xff,0xff,0xff,0xff,0x00,0x97,0x95,0x96,0xf5,0x96,0x60},\r
78// 7,2 fa\r
79{0x00,0x00,0x00,0x00,0x00,0x00,0x85,0x85,0x87,0xf5,0x82,0xf8},\r
80\r
81// 0,3 fb\r
82{0xff,0x8b,0x85,0x8b,0xff,0x00,0x82,0x82,0x82,0xe2,0x87,0xf8},\r
83// 1,3 gf\r
84{0xff,0x8f,0x8f,0x8f,0xff,0x00,0x74,0x94,0x96,0xb4,0x87,0x70},\r
85// 2,3 D\r
86{0xff,0x00,0xfc,0xc6,0xc3,0xc3,0xc3,0xc3,0xc6,0xfc,0x00,0xff}, \r
87// 3,3 G\r
88{0xff,0x00,0x3e,0x63,0xc3,0xc7,0xc0,0xc0,0x63,0x3e,0x00,0xff},\r
89// 4,3\r
90{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
91// 5,3\r
92{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
93// 6,3 tex pal smiley\r
94{0x00,0x3c,0x7e,0xe7,0xdb,0xff,0xdb,0xff,0x7e,0x3c,0x00,0x00},\r
95// 7,3\r
96{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
97\r
98// 0,4 subtract blending (moon)\r
99{0x00,0x06,0x1c,0x38,0x78,0x78,0x78,0x38,0x1c,0x06,0x00,0x00},\r
100// 1,4 blurring\r
101{0x00,0x7e,0x93,0xa5,0x93,0xc9,0x93,0xa5,0x93,0x7e,0x00,0x00},\r
102// 2,4 (M)\r
103{0xff,0x00,0xc3,0xc3,0xc3,0xdb,0xff,0xe7,0xc3,0x81,0x00,0xff},\r
104// 3,4 (A)\r
105{0xff,0x00,0xc3,0xc3,0xff,0xc3,0xc3,0x66,0x3c,0x18,0x00,0xff},\r
106// 4,4 blank\r
107{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
108// 5,4\r
109{0x00,0xfe,0xc5,0x62,0x35,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00},\r
110// 6,4 <-\r
111{0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x7f,0xff,0x7f,0x30,0x10},\r
112// 7,4 .\r
113{0x00,0x38,0x38,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
114};\r
115\r
116////////////////////////////////////////////////////////////////////////\r
117// create lists/stuff for fonts \r
118// (as a matter of fact: no more display list used, just a texture)\r
119////////////////////////////////////////////////////////////////////////\r
120\r
121GLuint gTexFontName=0;\r
122\r
123void MakeDisplayLists(void) // MAKE FONT \r
124{\r
125 GLubyte TexBytes[64][64][3]; // we use a 64x64 texture\r
126 int x,y,i,j,n=0; GLubyte col,IB;\r
127\r
128 glPixelStorei(GL_UNPACK_ALIGNMENT,1);\r
129 \r
130 memset(TexBytes,0,64*64*3);\r
131\r
132 for(y=0;y<5;y++) // create texture out of raster infos\r
133 {\r
134 for(x=0;x<8;x++,n++)\r
135 {\r
136 for(i=0;i<12;i++)\r
137 {\r
138 IB=texrasters[n][i];\r
139 for(j=0;j<8;j++)\r
140 {\r
141 if(IB&(1<<(7-j))) col=255; else col=0;\r
142 TexBytes[y*12+i][x*8+j][0]=col;\r
143 TexBytes[y*12+i][x*8+j][1]=col;\r
144 TexBytes[y*12+i][x*8+j][2]=col;\r
145 }\r
146 }\r
147 }\r
148 }\r
149\r
150 glGenTextures(1, &gTexFontName); // set tex params for font texture\r
151 glBindTexture(GL_TEXTURE_2D, gTexFontName);\r
152 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);\r
153 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);\r
154 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
155 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\r
156 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 64, 64, 0, GL_RGB,\r
157 GL_UNSIGNED_BYTE,TexBytes);\r
158 glError();\r
159}\r
160\r
161////////////////////////////////////////////////////////////////////////\r
162// kill existing font stuff\r
163////////////////////////////////////////////////////////////////////////\r
164\r
165void KillDisplayLists(void)\r
166{\r
167#ifdef _WINDOWS\r
168 if(hGFont) DeleteObject(hGFont); // windows: kill info font\r
169 hGFont=NULL;\r
170#endif\r
171\r
172 if(gTexFontName) // del font/info textures\r
173 {glDeleteTextures(1,&gTexFontName);gTexFontName=0;}\r
174}\r
175\r
176////////////////////////////////////////////////////////////////////////\r
177// display text/infos in gpu menu\r
178////////////////////////////////////////////////////////////////////////\r
179\r
180#define TEXCHAR_VERTEX(t0,t1,v0,v1,v2) \\r
181 *pta++ = t0; *pta++ = t1; *pva++ = v0; *pva++ = v1; *pva++ = v2\r
182\r
183#ifdef OWNSCALE\r
184#define DRAWTEXCHAR \\r
185 pta = text_tex_array, pva = text_vertex_array; \\r
186 TEXCHAR_VERTEX(fX1/256.0f,fY2/256.0f,fXS1,fYS2,1.0f); \\r
187 TEXCHAR_VERTEX(fX1/256.0f,fY1/256.0f,fXS1,fYS1,1.0f); \\r
188 TEXCHAR_VERTEX(fX2/256.0f,fY1/256.0f,fXS2,fYS1,1.0f); \\r
189 TEXCHAR_VERTEX(fX2/256.0f,fY2/256.0f,fXS2,fYS2,1.0f); \\r
190 glDrawArrays(GL_TRIANGLE_FAN,0,4)\r
191\r
192#else\r
193#define DRAWTEXCHAR glTexCoord2f(fX1,fY2);glVertex3f(fXS1,fYS2,1.0f);glTexCoord2f(fX1,fY1);glVertex3f(fXS1,fYS1,1.0f);glTexCoord2f(fX2,fY1);glVertex3f(fXS2,fYS1,1.0f);glTexCoord2f(fX2,fY2);glVertex3f(fXS2,fYS2,1.0f);\r
194#endif\r
195\r
196static GLfloat text_tex_array[2*4];\r
197static GLfloat text_vertex_array[3*4];\r
198\r
199void DisplayText(const char *ltext, int right_aligned)\r
200{\r
201 int iX,iY,i;\r
202 GLfloat fX1,fY1,fX2,fY2,fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC,fYD;\r
203 GLfloat *pta, *pva;\r
204\r
205 glDisable(GL_SCISSOR_TEST); // disable unwanted ogl states\r
206 glDisable(GL_ALPHA_TEST);\r
207 if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
208 if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
209 if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
210\r
211 gTexName=gTexFontName;\r
212 glBindTexture(GL_TEXTURE_2D,gTexFontName); // now set font texture\r
213\r
214 fYD=fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY; // some pre-calculations\r
215 fYS1=(GLfloat)PSXDisplay.DisplayMode.y-1.0f*fYSC;\r
216 fYS2=(GLfloat)PSXDisplay.DisplayMode.y-13.0f*fYSC;\r
217 fYSC*=13.0f;\r
218 fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
219 fXSC= 8.0f*fXS;fXS*=10.0f;\r
220 fXS1=0.0f;\r
221 fXS2=50.0f*fXS; // 3 is one option\r
222\r
223 vertex[0].c.lcol=0xffffffff; // set menu text color\r
224 SETCOL(vertex[0]); \r
225\r
226 //glBegin(GL_QUADS);\r
227 glEnableClientState(GL_VERTEX_ARRAY);\r
228 glEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
229 glDisableClientState(GL_COLOR_ARRAY);\r
230 glVertexPointer(3,GL_FLOAT,0,text_vertex_array);\r
231 glTexCoordPointer(2,GL_FLOAT,0,text_tex_array);\r
232 glError();\r
233\r
234 if(right_aligned)\r
235 fYSC=fXS1=(GLfloat)PSXDisplay.DisplayMode.x-strlen(ltext)*8.0f;\r
236 else\r
237 fYSC=fXS1=1.0f*fXS; // start pos of numbers\r
238\r
239 i=0;do // paint fps numbers\r
240 {\r
241 iX=4;iY=4;\r
242 if(ltext[i]>='0' && ltext[i]<='3')\r
243 {iX=4+ltext[i]-'0';iY=0;}\r
244 else\r
245 if(ltext[i]>='4' && ltext[i]<='9')\r
246 {iX=ltext[i]-'4';iY=1;}\r
247 else\r
248 if(ltext[i]=='.')\r
249 {iX=7;iY=4;}\r
250 else\r
251 if(ltext[i]==0) break;\r
252\r
253 fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
254 fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
255 fXS1+=fXS;\r
256 fXS2=fXS1+fXSC;\r
257\r
258 DRAWTEXCHAR;\r
259\r
260 i++;\r
261 }\r
262 while(i);\r
263\r
264 //glEnd();\r
265 glDisableClientState(GL_VERTEX_ARRAY);\r
266 glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
267 CSTEXTURE = CSVERTEX = CSCOLOR = 0;\r
268\r
269 glEnable(GL_ALPHA_TEST); // repair needed states\r
270 glEnable(GL_SCISSOR_TEST); \r
271 glError();\r
272}\r
273 \r
274////////////////////////////////////////////////////////////////////////\r
275\r
276void HideText(void)\r
277{\r
278 GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC;\r
279\r
280 glDisable(GL_SCISSOR_TEST); // turn off unneeded ogl states\r
281 glDisable(GL_ALPHA_TEST);\r
282 if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
283 if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
284 if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}\r
285\r
286 fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
287 fYS1=12.0f*fYSC;fYSC*=13.0f;\r
288 fYS2=0.0f;\r
289 fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
290 fXSC= 8.0f*fXS;fXS*=10.0f;\r
291 fXS1=0.0f;\r
292 fXS2=50.0f*fXS; \r
293\r
294 vertex[0].c.lcol=0xff000000; // black color\r
295 SETCOL(vertex[0]); \r
296\r
297 //glBegin(GL_QUADS); // make one quad\r
298\r
299 {\r
300 GLfloat vertex_array[3*4] = {\r
301 fXS1,fYS2,0.99996f,\r
302 fXS1,fYSC,0.99996f,\r
303 fXS2,fYSC,0.99996f,\r
304 fXS2,fYS2,0.99996f,\r
305 };\r
306 glDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
307 glEnableClientState(GL_VERTEX_ARRAY);\r
308 glVertexPointer(3,GL_FLOAT,0,vertex_array);\r
309\r
310 glDrawArrays(GL_TRIANGLE_STRIP,0,4);\r
311 glDisableClientState(GL_VERTEX_ARRAY);\r
312 }\r
313\r
314 //glEnd();\r
315 glEnable(GL_ALPHA_TEST); // enable needed ogl states\r
316 glEnable(GL_SCISSOR_TEST); \r
317}\r
318\r