+++ /dev/null
-/***************************************************************************\r
- draw.c - description\r
- -------------------\r
- begin : Sun Mar 08 2009\r
- copyright : (C) 1999-2009 by Pete Bernert\r
- web : www.pbernert.com \r
- ***************************************************************************/\r
-\r
-/***************************************************************************\r
- * *\r
- * This program is free software; you can redistribute it and/or modify *\r
- * it under the terms of the GNU General Public License as published by *\r
- * the Free Software Foundation; either version 2 of the License, or *\r
- * (at your option) any later version. See also the license.txt file for *\r
- * additional informations. *\r
- * *\r
- ***************************************************************************/\r
-\r
-#include "stdafx.h"\r
-\r
-#define _IN_DRAW\r
-\r
-#include "externals.h"\r
-#include "gpu.h"\r
-#include "draw.h"\r
-#include "prim.h"\r
-#include "texture.h"\r
-#include "menu.h"\r
-\r
-////////////////////////////////////////////////////////////////////////////////////\r
-// defines\r
-\r
-#define SIGNBIT 0x800\r
-#define S_MASK 0xf000\r
-#define L_MASK 0xfffff000\r
-\r
-// ownscale: some ogl drivers have buggy texture matrix funcs, so it\r
-// is safer to calc sow/tow ourselves\r
-\r
-#ifdef OWNSCALE\r
-\r
-#define ST_FACSPRITE 255.99f\r
-#define ST_BFFACSPRITE 0.5f/256.0f\r
-#define ST_BFFACSPRITESORT 0.333f/256.0f\r
-\r
-#define ST_OFFSET 0.5f/256.0f;\r
-\r
-#define ST_FAC 255.99f\r
-#define ST_BFFAC 0.5f/256.0f\r
-#define ST_BFFACSORT 0.333f/256.0f\r
-\r
-#define ST_FACTRI 255.99f\r
-#define ST_BFFACTRI 0.5f/256.0f\r
-#define ST_BFFACTRISORT 0.333f/256.0f\r
-\r
-#define ST_FACVRAMX 255.0f\r
-#define ST_FACVRAM 256.0f\r
-\r
-///////////////////////////////////////////////////////////////\r
-\r
-#else\r
-\r
-#define ST_BFFACSPRITE 0.5f\r
-#define ST_BFFACSPRITESORT 0.333f\r
-\r
-#define ST_BFFAC 0.5f\r
-#define ST_BFFACSORT 0.333f\r
-\r
-#define ST_BFFACTRI 0.5f\r
-#define ST_BFFACTRISORT 0.333f\r
-\r
-#define ST_OFFSET 0.5f;\r
- \r
-#endif\r
-\r
-////////////////////////////////////////////////////////////////////////////////////\r
-// draw globals; most will be initialized again later (by config or checks) \r
-\r
-BOOL bIsFirstFrame=TRUE;\r
-\r
-// resolution/ratio vars\r
-\r
-int iResX;\r
-int iResY;\r
-BOOL bKeepRatio=FALSE;\r
-RECT rRatioRect;\r
-\r
-// psx mask related vars\r
-\r
-BOOL bCheckMask=FALSE;\r
-int iUseMask=0;\r
-int iSetMask=0;\r
-unsigned short sSetMask=0;\r
-uint32_t lSetMask=0;\r
-\r
-// drawing/coord vars\r
-\r
-OGLVertex vertex[4];\r
-GLubyte gl_ux[8];\r
-GLubyte gl_vy[8];\r
-short sprtY,sprtX,sprtH,sprtW;\r
-\r
-// drawing options\r
-\r
-BOOL bOpaquePass;\r
-BOOL bAdvancedBlend;\r
-BOOL bUseLines;\r
-BOOL bUseAntiAlias;\r
-int iTexQuality;\r
-int iUsePalTextures=1;\r
-BOOL bSnapShot=FALSE;\r
-BOOL bSmallAlpha=FALSE;\r
-int iShowFPS=0;\r
-\r
-// OGL extension support\r
-\r
-int iForceVSync=-1;\r
-int iUseExts=0;\r
-BOOL bGLExt;\r
-BOOL bGLFastMovie=FALSE;\r
-BOOL bGLSoft;\r
-BOOL bGLBlend;\r
-PFNGLBLENDEQU glBlendEquationEXTEx=NULL;\r
-PFNGLCOLORTABLEEXT glColorTableEXTEx=NULL;\r
-\r
-// gfx card buffer infos\r
-\r
-int iDepthFunc=0;\r
-int iZBufferDepth=0;\r
-GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT;\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Get extension infos (f.e. pal textures / packed pixels)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void GetExtInfos(void) \r
-{\r
- BOOL bPacked=FALSE; // default: no packed pixel support\r
-\r
- bGLExt=FALSE; // default: no extensions\r
- bGLFastMovie=FALSE;\r
-\r
- if(strstr((char *)glGetString(GL_EXTENSIONS), // packed pixels available?\r
- "GL_EXT_packed_pixels")) \r
- bPacked=TRUE; // -> ok\r
-\r
- if(bPacked && bUse15bitMdec) // packed available and 15bit mdec wanted?\r
- bGLFastMovie=TRUE; // -> ok\r
-\r
- if(bPacked && (iTexQuality==1 || iTexQuality==2)) // packed available and 16 bit texture format?\r
- {\r
- bGLFastMovie=TRUE; // -> ok\r
- bGLExt=TRUE;\r
- }\r
-\r
- if(iUseExts && // extension support wanted?\r
- (strstr((char *)glGetString(GL_EXTENSIONS),\r
- "GL_EXT_texture_edge_clamp") ||\r
- strstr((char *)glGetString(GL_EXTENSIONS), // -> check clamp support, if yes: use it\r
- "GL_SGIS_texture_edge_clamp")))\r
- iClampType=GL_TO_EDGE_CLAMP;\r
- else iClampType=GL_CLAMP;\r
-\r
- glColorTableEXTEx=(PFNGLCOLORTABLEEXT)NULL; // init ogl palette func pointer\r
-\r
-#ifndef __sun\r
- if(iGPUHeight!=1024 && // no pal textures in ZN mode (height=1024)! \r
- strstr((char *)glGetString(GL_EXTENSIONS), // otherwise: check ogl support\r
- "GL_EXT_paletted_texture"))\r
- {\r
- iUsePalTextures=1; // -> wow, supported, get func pointer\r
-\r
- glColorTableEXTEx=(PFNGLCOLORTABLEEXT)glXGetProcAddress("glColorTableEXT");\r
-\r
- if(glColorTableEXTEx==NULL) iUsePalTextures=0; // -> ha, cheater... no func, no support\r
- }\r
- else iUsePalTextures=0;\r
-#else\r
- iUsePalTextures=0;\r
-#endif\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Setup some stuff depending on user settings or in-game toggle\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void SetExtGLFuncs(void)\r
-{\r
- //----------------------------------------------------//\r
-\r
- SetFixes(); // update fix infos\r
-\r
- //----------------------------------------------------//\r
-\r
- if(iUseExts && !(dwActFixes&1024) && // extensions wanted? and not turned off by game fix?\r
- strstr((char *)glGetString(GL_EXTENSIONS), // and blend_subtract available?\r
- "GL_EXT_blend_subtract"))\r
- { // -> get ogl blend function pointer\r
- glBlendEquationEXTEx=(PFNGLBLENDEQU)glXGetProcAddress("glBlendEquationEXT"); \r
- }\r
- else // no subtract blending?\r
- {\r
- if(glBlendEquationEXTEx) // -> change to additive blending (if subract was active)\r
- glBlendEquationEXTEx(FUNC_ADD_EXT);\r
- glBlendEquationEXTEx=(PFNGLBLENDEQU)NULL; // -> no more blend function pointer\r
- }\r
-\r
- //----------------------------------------------------//\r
-\r
- if(iUseExts && bAdvancedBlend && // advanced blending wanted ?\r
- strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail?\r
- "GL_EXT_texture_env_combine"))\r
- {\r
- bUseMultiPass=FALSE;bGLBlend=TRUE; // -> no need for 2 passes, perfect\r
-\r
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT); \r
- glTexEnvf(GL_TEXTURE_ENV, COMBINE_RGB_EXT, GL_MODULATE); \r
- glTexEnvf(GL_TEXTURE_ENV, COMBINE_ALPHA_EXT, GL_MODULATE); \r
- glTexEnvf(GL_TEXTURE_ENV, RGB_SCALE_EXT, 2.0f); \r
- }\r
- else // no advanced blending wanted/available:\r
- {\r
- if(bAdvancedBlend) bUseMultiPass=TRUE; // -> pseudo-advanced with 2 passes\r
- else bUseMultiPass=FALSE; // -> or simple 'bright color' mode\r
- bGLBlend=FALSE; // -> no ext blending!\r
-\r
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); \r
- }\r
-\r
- //----------------------------------------------------//\r
- // init standard tex quality 0-2, and big alpha mode 3\r
-\r
- if(!(dwActFixes&0x4000) && iFilterType && iTexQuality>=3) \r
- bSmallAlpha=TRUE; \r
- else bSmallAlpha=FALSE;\r
-\r
- if(bOpaquePass) // opaque mode?\r
- {\r
- if(dwActFixes&32) \r
- {\r
- TCF[0]=CP8RGBA_0;\r
- PalTexturedColourFn=CP8RGBA; // -> init col func\r
- }\r
- else\r
- {\r
- TCF[0]=XP8RGBA_0;\r
- PalTexturedColourFn=XP8RGBA; // -> init col func\r
- }\r
-\r
- TCF[1]=XP8RGBA_1;\r
- glAlphaFunc(GL_GREATER,0.49f);\r
- }\r
- else // no opaque mode?\r
- {\r
- TCF[0]=TCF[1]=P8RGBA;\r
- PalTexturedColourFn=P8RGBA; // -> init col func\r
- glAlphaFunc(GL_NOTEQUAL,0); // --> set alpha func\r
- }\r
-\r
- //----------------------------------------------------//\r
-\r
- LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr\r
-\r
- giWantedFMT=GL_RGBA; // init ogl tex format\r
-\r
- switch(iTexQuality) // -> quality:\r
- {\r
- //--------------------------------------------------// \r
- case 0: // -> don't care\r
- giWantedRGBA=4;\r
- giWantedTYPE=GL_UNSIGNED_BYTE;\r
- break;\r
- //--------------------------------------------------// \r
- case 1: // -> R4G4B4A4\r
- if(bGLExt)\r
- {\r
- giWantedRGBA=GL_RGBA4;\r
- giWantedTYPE=GL_UNSIGNED_SHORT_4_4_4_4_EXT;\r
- LoadSubTexFn=LoadPackedSubTexturePageSort;\r
- if(bOpaquePass) \r
- {\r
- if(dwActFixes&32) PTCF[0]=CP4RGBA_0;\r
- else PTCF[0]=XP4RGBA_0;\r
- PTCF[1]=XP4RGBA_1;\r
- }\r
- else \r
- {\r
- PTCF[0]=PTCF[1]=P4RGBA;\r
- }\r
- }\r
- else\r
- {\r
- giWantedRGBA=GL_RGBA4;\r
- giWantedTYPE=GL_UNSIGNED_BYTE;\r
- }\r
- break;\r
- //--------------------------------------------------// \r
- case 2: // -> R5B5G5A1\r
- if(bGLExt)\r
- {\r
- giWantedRGBA=GL_RGB5_A1;\r
- giWantedTYPE=GL_UNSIGNED_SHORT_5_5_5_1_EXT;\r
- LoadSubTexFn=LoadPackedSubTexturePageSort;\r
- if(bOpaquePass) \r
- {\r
- if(dwActFixes&32) PTCF[0]=CP5RGBA_0;\r
- else PTCF[0]=XP5RGBA_0;\r
- PTCF[1]=XP5RGBA_1;\r
- }\r
- else \r
- {\r
- PTCF[0]=PTCF[1]=P5RGBA;\r
- }\r
- }\r
- else\r
- {\r
- giWantedRGBA=GL_RGB5_A1;giWantedTYPE=GL_UNSIGNED_BYTE;\r
- }\r
- break;\r
- //--------------------------------------------------// \r
- case 3: // -> R8G8B8A8\r
- giWantedRGBA=GL_RGBA8;\r
- giWantedTYPE=GL_UNSIGNED_BYTE;\r
-\r
- if(bSmallAlpha)\r
- {\r
- if(bOpaquePass) // opaque mode?\r
- {\r
- if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}\r
- else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}\r
- TCF[1]=XP8RGBAEx_1;\r
- }\r
- }\r
-\r
- break;\r
- //--------------------------------------------------// \r
- case 4: // -> R8G8B8A8\r
- giWantedRGBA = GL_RGBA8;\r
- giWantedTYPE = GL_UNSIGNED_BYTE;\r
-\r
- if(strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail?\r
- "GL_EXT_bgra"))\r
- {\r
- giWantedFMT = GL_BGRA_EXT;\r
-\r
- if(bOpaquePass) // opaque mode?\r
- {\r
- if(bSmallAlpha)\r
- {\r
- if(dwActFixes&32) {TCF[0]=CP8BGRAEx_0;PalTexturedColourFn=CP8RGBAEx;}\r
- else {TCF[0]=XP8BGRAEx_0;PalTexturedColourFn=XP8RGBAEx;}\r
- TCF[1]=XP8BGRAEx_1;\r
- }\r
- else\r
- {\r
- if(dwActFixes&32) {TCF[0]=CP8BGRA_0;PalTexturedColourFn=CP8RGBA;}\r
- else {TCF[0]=XP8BGRA_0;PalTexturedColourFn=XP8RGBA;}\r
- TCF[1]=XP8BGRA_1;\r
- }\r
- }\r
- else // no opaque mode?\r
- {\r
- TCF[0]=TCF[1]=P8BGRA; // -> init col func\r
- }\r
- }\r
- else\r
- {\r
- iTexQuality=3;\r
- if(bSmallAlpha)\r
- {\r
- if(bOpaquePass) // opaque mode?\r
- {\r
- if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}\r
- else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}\r
- TCF[1]=XP8RGBAEx_1;\r
- }\r
- }\r
- }\r
-\r
- break;\r
- //--------------------------------------------------// \r
- }\r
-\r
- bBlendEnable=FALSE; // init blending: off\r
- glDisable(GL_BLEND);\r
-\r
- SetScanTrans(); // init scan lines (if wanted)\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// setup scan lines\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-#define R_TSP 0x00,0x45,0x00,0xff\r
-#define G_TSP 0x00,0x00,0x45,0xff\r
-#define B_TSP 0x45,0x00,0x00,0xff\r
-#define O_TSP 0x45,0x45,0x45,0xff\r
-#define N_TSP 0x00,0x00,0x00,0xff\r
-\r
-GLuint gTexScanName=0;\r
-\r
-GLubyte texscan[4][16]= \r
-{\r
-{R_TSP, G_TSP, B_TSP, N_TSP},\r
-{O_TSP, N_TSP, O_TSP, N_TSP},\r
-{B_TSP, N_TSP, R_TSP, G_TSP},\r
-{O_TSP, N_TSP, O_TSP, N_TSP}\r
-};\r
-\r
-void CreateScanLines(void)\r
-{\r
- if(iUseScanLines)\r
- {\r
- int y;\r
- if(iScanBlend<0) // special scan mask mode\r
- {\r
- glGenTextures(1, &gTexScanName);\r
- glBindTexture(GL_TEXTURE_2D, gTexScanName);\r
-\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\r
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 4, 4, 0,GL_RGBA, GL_UNSIGNED_BYTE, texscan);\r
- }\r
- else // otherwise simple lines in a display list\r
- {\r
- uiScanLine=glGenLists(1);\r
- glNewList(uiScanLine,GL_COMPILE);\r
-\r
- for(y=0;y<iResY;y+=2)\r
- {\r
- glBegin(GL_QUADS);\r
- glVertex2f(0,y);\r
- glVertex2f(iResX,y);\r
- glVertex2f(iResX,y+1);\r
- glVertex2f(0,y+1);\r
- glEnd();\r
- }\r
- glEndList();\r
- }\r
- }\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Initialize OGL\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-int GLinitialize() \r
-{\r
- glViewport(rRatioRect.left, // init viewport by ratio rect\r
- iResY-(rRatioRect.top+rRatioRect.bottom),\r
- rRatioRect.right, \r
- rRatioRect.bottom); \r
- \r
- glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)\r
- glEnable(GL_SCISSOR_TEST); \r
-\r
-#ifndef OWNSCALE\r
- glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"\r
- glLoadIdentity();\r
- glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack\r
-#endif \r
-\r
- glMatrixMode(GL_PROJECTION); // init projection with psx resolution\r
- glLoadIdentity();\r
- glOrtho(0,PSXDisplay.DisplayMode.x,\r
- PSXDisplay.DisplayMode.y, 0, -1, 1);\r
-\r
- if(iZBufferDepth) // zbuffer?\r
- {\r
- uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;\r
- glEnable(GL_DEPTH_TEST); \r
- glDepthFunc(GL_ALWAYS);\r
- iDepthFunc=1;\r
- }\r
- else // no zbuffer?\r
- {\r
- uiBufferBits=GL_COLOR_BUFFER_BIT;\r
- glDisable(GL_DEPTH_TEST);\r
- }\r
-\r
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear\r
- glClear(uiBufferBits);\r
-\r
- if(bUseLines) // funny lines \r
- {\r
- glPolygonMode(GL_FRONT, GL_LINE); \r
- glPolygonMode(GL_BACK, GL_LINE); \r
- }\r
- else // or the real filled thing\r
- {\r
- glPolygonMode(GL_FRONT, GL_FILL);\r
- glPolygonMode(GL_BACK, GL_FILL);\r
- }\r
-\r
- MakeDisplayLists(); // lists for menu/opaque\r
- GetExtInfos(); // get ext infos\r
- SetExtGLFuncs(); // init all kind of stuff (tex function pointers)\r
- \r
- glEnable(GL_ALPHA_TEST); // wanna alpha test\r
-\r
- if(!bUseAntiAlias) // no anti-alias (default)\r
- {\r
- glDisable(GL_LINE_SMOOTH);\r
- glDisable(GL_POLYGON_SMOOTH);\r
- glDisable(GL_POINT_SMOOTH);\r
- }\r
- else // wanna try it? glitches galore...\r
- { \r
- glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);\r
- glEnable(GL_LINE_SMOOTH);\r
- glEnable(GL_POLYGON_SMOOTH);\r
- glEnable(GL_POINT_SMOOTH);\r
- glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);\r
- glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);\r
- glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);\r
- }\r
-\r
- ubGloAlpha=127; // init some drawing vars\r
- ubGloColAlpha=127;\r
- TWin.UScaleFactor = 1;\r
- TWin.VScaleFactor = 1;\r
- bDrawMultiPass=FALSE;\r
- bTexEnabled=FALSE;\r
- bUsingTWin=FALSE;\r
- \r
- if(bDrawDither) glEnable(GL_DITHER); // dither mode\r
- else glDisable(GL_DITHER); \r
-\r
- glDisable(GL_FOG); // turn all (currently) unused modes off\r
- glDisable(GL_LIGHTING); \r
- glDisable(GL_LOGIC_OP);\r
- glDisable(GL_STENCIL_TEST); \r
- glDisable(GL_TEXTURE_1D);\r
- glDisable(GL_TEXTURE_2D);\r
- glDisable(GL_CULL_FACE);\r
-\r
- glPixelTransferi(GL_RED_SCALE, 1); // to be sure:\r
- glPixelTransferi(GL_RED_BIAS, 0); // init more OGL vals\r
- glPixelTransferi(GL_GREEN_SCALE, 1);\r
- glPixelTransferi(GL_GREEN_BIAS, 0);\r
- glPixelTransferi(GL_BLUE_SCALE, 1);\r
- glPixelTransferi(GL_BLUE_BIAS, 0);\r
- glPixelTransferi(GL_ALPHA_SCALE, 1);\r
- glPixelTransferi(GL_ALPHA_BIAS, 0); \r
-\r
- printf(glGetString(GL_VENDOR)); // linux: tell user what is getting used\r
- printf("\n");\r
- printf(glGetString(GL_RENDERER));\r
- printf("\n");\r
-\r
- glFlush(); // we are done...\r
- glFinish(); \r
-\r
- CreateScanLines(); // setup scanline stuff (if wanted)\r
-\r
- CheckTextureMemory(); // check available tex memory\r
-\r
- if(bKeepRatio) SetAspectRatio(); // set ratio\r
-\r
- if(iShowFPS) // user wants FPS display on startup?\r
- {\r
- ulKeybits|=KEY_SHOWFPS; // -> ok, turn display on\r
- szDispBuf[0]=0;\r
- BuildDispMenu(0);\r
- }\r
- \r
- bIsFirstFrame = FALSE; // we have survived the first frame :)\r
-\r
- return 0;\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// clean up OGL stuff\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void GLcleanup() \r
-{ \r
- KillDisplayLists(); // bye display lists\r
-\r
- if(iUseScanLines) // scanlines used?\r
- {\r
- if(iScanBlend<0)\r
- {\r
- if(gTexScanName!=0) // some scanline tex?\r
- glDeleteTextures(1, &gTexScanName); // -> delete it\r
- gTexScanName=0;\r
- }\r
- else glDeleteLists(uiScanLine,1); // otherwise del scanline display list\r
- }\r
-\r
- CleanupTextureStore(); // bye textures\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Offset stuff\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-// please note: it is hardly do-able in a hw/accel plugin to get the \r
-// real psx polygon coord mapping right... the following\r
-// works not to bad with many games, though\r
-\r
-__inline BOOL CheckCoord4()\r
-{\r
- if(lx0<0)\r
- {\r
- if(((lx1-lx0)>CHKMAX_X) ||\r
- ((lx2-lx0)>CHKMAX_X)) \r
- {\r
- if(lx3<0)\r
- {\r
- if((lx1-lx3)>CHKMAX_X) return TRUE;\r
- if((lx2-lx3)>CHKMAX_X) return TRUE;\r
- }\r
- }\r
- }\r
- if(lx1<0)\r
- {\r
- if((lx0-lx1)>CHKMAX_X) return TRUE;\r
- if((lx2-lx1)>CHKMAX_X) return TRUE;\r
- if((lx3-lx1)>CHKMAX_X) return TRUE;\r
- }\r
- if(lx2<0)\r
- {\r
- if((lx0-lx2)>CHKMAX_X) return TRUE;\r
- if((lx1-lx2)>CHKMAX_X) return TRUE;\r
- if((lx3-lx2)>CHKMAX_X) return TRUE;\r
- }\r
- if(lx3<0)\r
- {\r
- if(((lx1-lx3)>CHKMAX_X) ||\r
- ((lx2-lx3)>CHKMAX_X))\r
- {\r
- if(lx0<0)\r
- {\r
- if((lx1-lx0)>CHKMAX_X) return TRUE;\r
- if((lx2-lx0)>CHKMAX_X) return TRUE;\r
- }\r
- }\r
- }\r
- \r
-\r
- if(ly0<0)\r
- {\r
- if((ly1-ly0)>CHKMAX_Y) return TRUE;\r
- if((ly2-ly0)>CHKMAX_Y) return TRUE;\r
- }\r
- if(ly1<0)\r
- {\r
- if((ly0-ly1)>CHKMAX_Y) return TRUE;\r
- if((ly2-ly1)>CHKMAX_Y) return TRUE;\r
- if((ly3-ly1)>CHKMAX_Y) return TRUE;\r
- }\r
- if(ly2<0)\r
- {\r
- if((ly0-ly2)>CHKMAX_Y) return TRUE;\r
- if((ly1-ly2)>CHKMAX_Y) return TRUE;\r
- if((ly3-ly2)>CHKMAX_Y) return TRUE;\r
- }\r
- if(ly3<0)\r
- {\r
- if((ly1-ly3)>CHKMAX_Y) return TRUE;\r
- if((ly2-ly3)>CHKMAX_Y) return TRUE;\r
- }\r
-\r
- return FALSE;\r
-}\r
-\r
-__inline BOOL CheckCoord3()\r
-{\r
- if(lx0<0)\r
- {\r
- if((lx1-lx0)>CHKMAX_X) return TRUE;\r
- if((lx2-lx0)>CHKMAX_X) return TRUE;\r
- }\r
- if(lx1<0)\r
- {\r
- if((lx0-lx1)>CHKMAX_X) return TRUE;\r
- if((lx2-lx1)>CHKMAX_X) return TRUE;\r
- }\r
- if(lx2<0)\r
- {\r
- if((lx0-lx2)>CHKMAX_X) return TRUE;\r
- if((lx1-lx2)>CHKMAX_X) return TRUE;\r
- }\r
- if(ly0<0)\r
- {\r
- if((ly1-ly0)>CHKMAX_Y) return TRUE;\r
- if((ly2-ly0)>CHKMAX_Y) return TRUE;\r
- }\r
- if(ly1<0)\r
- {\r
- if((ly0-ly1)>CHKMAX_Y) return TRUE;\r
- if((ly2-ly1)>CHKMAX_Y) return TRUE;\r
- }\r
- if(ly2<0)\r
- {\r
- if((ly0-ly2)>CHKMAX_Y) return TRUE;\r
- if((ly1-ly2)>CHKMAX_Y) return TRUE;\r
- }\r
-\r
- return FALSE;\r
-}\r
-\r
-\r
-__inline BOOL CheckCoord2()\r
-{\r
- if(lx0<0)\r
- {\r
- if((lx1-lx0)>CHKMAX_X) return TRUE;\r
- }\r
- if(lx1<0)\r
- {\r
- if((lx0-lx1)>CHKMAX_X) return TRUE;\r
- }\r
- if(ly0<0)\r
- {\r
- if((ly1-ly0)>CHKMAX_Y) return TRUE;\r
- }\r
- if(ly1<0)\r
- {\r
- if((ly0-ly1)>CHKMAX_Y) return TRUE;\r
- }\r
-\r
- return FALSE;\r
-}\r
-\r
-/*\r
-//Lewpys "offsetline" func:\r
-\r
-void offsetline(void)\r
-{\r
- float x0, x1, y0, y1, oolength, xl, yl;\r
-\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(!(dwActFixes&16))\r
- {\r
- if((lx0 & SIGNBIT)) lx0|=S_MASK;\r
- else lx0&=~S_MASK;\r
- if((lx1 & SIGNBIT)) lx1|=S_MASK;\r
- else lx1&=~S_MASK;\r
- if((ly0 & SIGNBIT)) ly0|=S_MASK;\r
- else ly0&=~S_MASK;\r
- if((ly1 & SIGNBIT)) ly1|=S_MASK;\r
- else ly1&=~S_MASK;\r
- }\r
-\r
- x0 = (float)(lx0 + PSXDisplay.CumulOffset.x);\r
- x1 = (float)(lx1 + PSXDisplay.CumulOffset.x);\r
- y0 = (float)(ly0 + PSXDisplay.CumulOffset.y);\r
- y1 = (float)(ly1 + PSXDisplay.CumulOffset.y);\r
-\r
- oolength = (float)1/((float)sqrt((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2);\r
-// oolength = (float)1/((float)sqrt(((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2));\r
-\r
- xl = (x1 - x0) * oolength;\r
- yl = (y1 - y0) * oolength;\r
-\r
- x0 += 0.5f;\r
- x1 += 0.5f;\r
-\r
- x0 -= xl - yl;\r
- x1 += xl + yl;\r
- y0 -= yl + xl;\r
- y1 += yl - xl;\r
-\r
- vertex[0].x=x0;\r
- vertex[1].x=x1;\r
- vertex[0].y=y0;\r
- vertex[1].y=y1;\r
-\r
- x0 -= yl * 2;\r
- x1 -= yl * 2;\r
- y0 += xl * 2;\r
- y1 += xl * 2;\r
-\r
- vertex[2].x=x1;\r
- vertex[3].x=x0;\r
- vertex[2].y=y1;\r
- vertex[3].y=y0;\r
-}\r
-*/\r
-\r
-\r
-// Pete's way: a very easy (and hopefully fast) approach for lines\r
-// without sqrt... using a small float -> short cast trick :)\r
-\r
-#define VERTEX_OFFX 0.2f\r
-#define VERTEX_OFFY 0.2f\r
-\r
-BOOL offsetline(void) \r
-{\r
- short x0,x1,y0,y1,dx,dy;float px,py;\r
-\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(!(dwActFixes&16))\r
- {\r
- lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
-\r
- if(CheckCoord2()) return TRUE;\r
- }\r
-\r
- x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;\r
- x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;\r
- y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;\r
- y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;\r
- \r
- dx=x1-x0;\r
- dy=y1-y0;\r
- \r
- if(dx>=0)\r
- {\r
- if(dy>=0)\r
- {\r
- px=0.5f;\r
- if(dx>dy) py=-0.5f;\r
- else if(dx<dy) py= 0.5f;\r
- else py= 0.0f;\r
- }\r
- else\r
- {\r
- py=-0.5f;\r
- dy=-dy;\r
- if(dx>dy) px= 0.5f;\r
- else if(dx<dy) px=-0.5f;\r
- else px= 0.0f;\r
- }\r
- }\r
- else\r
- {\r
- if(dy>=0)\r
- {\r
- py=0.5f;\r
- dx=-dx;\r
- if(dx>dy) px=-0.5f;\r
- else if(dx<dy) px= 0.5f;\r
- else px= 0.0f;\r
- }\r
- else\r
- {\r
- px=-0.5f;\r
- if(dx>dy) py=-0.5f;\r
- else if(dx<dy) py= 0.5f;\r
- else py= 0.0f;\r
- }\r
- } \r
- \r
- vertex[0].x=(short)((float)x0-px);\r
- vertex[3].x=(short)((float)x0+py);\r
- \r
- vertex[0].y=(short)((float)y0-py);\r
- vertex[3].y=(short)((float)y0-px);\r
- \r
- vertex[1].x=(short)((float)x1-py);\r
- vertex[2].x=(short)((float)x1+px);\r
-\r
- vertex[1].y=(short)((float)y1+px);\r
- vertex[2].y=(short)((float)y1+py);\r
-\r
- if(vertex[0].x==vertex[3].x && // ortho rect? done\r
- vertex[1].x==vertex[2].x &&\r
- vertex[0].y==vertex[1].y &&\r
- vertex[2].y==vertex[3].y) return FALSE;\r
- if(vertex[0].x==vertex[1].x &&\r
- vertex[2].x==vertex[3].x &&\r
- vertex[0].y==vertex[3].y &&\r
- vertex[1].y==vertex[2].y) return FALSE;\r
-\r
- vertex[0].x-=VERTEX_OFFX; // otherwise a small offset\r
- vertex[0].y-=VERTEX_OFFY; // to get better accuracy\r
- vertex[1].x-=VERTEX_OFFX;\r
- vertex[1].y-=VERTEX_OFFY;\r
- vertex[2].x-=VERTEX_OFFX;\r
- vertex[2].y-=VERTEX_OFFY;\r
- vertex[3].x-=VERTEX_OFFX;\r
- vertex[3].y-=VERTEX_OFFY;\r
-\r
- return FALSE;\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-BOOL offset2(void)\r
-{\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(!(dwActFixes&16))\r
- {\r
- lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
-\r
- if(CheckCoord2()) return TRUE;\r
- }\r
-\r
- vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
- vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
- vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
- vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
-\r
- return FALSE;\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-BOOL offset3(void)\r
-{\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(!(dwActFixes&16))\r
- {\r
- lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);\r
-\r
- if(CheckCoord3()) return TRUE;\r
- }\r
-\r
- vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
- vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
- vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r
- vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
- vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
- vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r
-\r
- return FALSE;\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-BOOL offset4(void)\r
-{\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(!(dwActFixes&16))\r
- {\r
- lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);\r
- lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);\r
-\r
- if(CheckCoord4()) return TRUE;\r
- }\r
-\r
- vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
- vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
- vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r
- vertex[3].x=lx3+PSXDisplay.CumulOffset.x;\r
- vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
- vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
- vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r
- vertex[3].y=ly3+PSXDisplay.CumulOffset.y;\r
-\r
- return FALSE;\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-void offsetST(void)\r
-{\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(!(dwActFixes&16))\r
- {\r
- lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);\r
- ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);\r
-\r
- if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)\r
- lx0+=2048;\r
-\r
- if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)\r
- ly0+=2048;\r
- }\r
-\r
- ly1 = ly0;\r
- ly2 = ly3 = ly0+sprtH;\r
- lx3 = lx0;\r
- lx1 = lx2 = lx0+sprtW;\r
-\r
- vertex[0].x=lx0+PSXDisplay.CumulOffset.x;\r
- vertex[1].x=lx1+PSXDisplay.CumulOffset.x;\r
- vertex[2].x=lx2+PSXDisplay.CumulOffset.x;\r
- vertex[3].x=lx3+PSXDisplay.CumulOffset.x;\r
- vertex[0].y=ly0+PSXDisplay.CumulOffset.y;\r
- vertex[1].y=ly1+PSXDisplay.CumulOffset.y;\r
- vertex[2].y=ly2+PSXDisplay.CumulOffset.y;\r
- vertex[3].y=ly3+PSXDisplay.CumulOffset.y;\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-void offsetScreenUpload(int Position)\r
-{\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
-\r
- if(Position==-1)\r
- {\r
- int lmdx,lmdy;\r
-\r
- lmdx=xrUploadArea.x0;\r
- lmdy=xrUploadArea.y0;\r
-\r
- lx0-=lmdx;\r
- ly0-=lmdy;\r
- lx1-=lmdx;\r
- ly1-=lmdy;\r
- lx2-=lmdx;\r
- ly2-=lmdy;\r
- lx3-=lmdx;\r
- ly3-=lmdy;\r
- }\r
- else\r
- if(Position)\r
- {\r
- lx0-=PSXDisplay.DisplayPosition.x;\r
- ly0-=PSXDisplay.DisplayPosition.y;\r
- lx1-=PSXDisplay.DisplayPosition.x;\r
- ly1-=PSXDisplay.DisplayPosition.y;\r
- lx2-=PSXDisplay.DisplayPosition.x;\r
- ly2-=PSXDisplay.DisplayPosition.y;\r
- lx3-=PSXDisplay.DisplayPosition.x;\r
- ly3-=PSXDisplay.DisplayPosition.y;\r
- }\r
- else\r
- {\r
- lx0-=PreviousPSXDisplay.DisplayPosition.x;\r
- ly0-=PreviousPSXDisplay.DisplayPosition.y;\r
- lx1-=PreviousPSXDisplay.DisplayPosition.x;\r
- ly1-=PreviousPSXDisplay.DisplayPosition.y;\r
- lx2-=PreviousPSXDisplay.DisplayPosition.x;\r
- ly2-=PreviousPSXDisplay.DisplayPosition.y;\r
- lx3-=PreviousPSXDisplay.DisplayPosition.x;\r
- ly3-=PreviousPSXDisplay.DisplayPosition.y;\r
- }\r
-\r
- vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;\r
- vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;\r
- vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;\r
- vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;\r
- vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;\r
- vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;\r
- vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;\r
- vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;\r
-\r
- if(iUseMask)\r
- {\r
- vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
- gl_z+=0.00004f;\r
- }\r
-}\r
- \r
-///////////////////////////////////////////////////////// \r
-\r
-void offsetBlk(void)\r
-{\r
- if(bDisplayNotSet)\r
- SetOGLDisplaySettings(1);\r
- \r
- vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
- vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
- vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
- vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;\r
- vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
- vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
- vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
- vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;\r
-\r
- if(iUseMask)\r
- {\r
- vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;\r
- gl_z+=0.00004f;\r
- }\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// texture sow/tow calculations\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void assignTextureVRAMWrite(void)\r
-{\r
-#ifdef OWNSCALE\r
-\r
- vertex[0].sow=0.5f/ ST_FACVRAMX;\r
- vertex[0].tow=0.5f/ ST_FACVRAM;\r
-\r
- vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;\r
- vertex[1].tow=0.5f/ ST_FACVRAM;\r
-\r
- vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;\r
- vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;\r
-\r
- vertex[3].sow=0.5f/ ST_FACVRAMX;\r
- vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;\r
-\r
-#else\r
-\r
- if(gl_ux[1]==255)\r
- {\r
- vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;\r
- vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;\r
- vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;\r
- vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;\r
- }\r
- else\r
- {\r
- vertex[0].sow=gl_ux[0];\r
- vertex[1].sow=gl_ux[1];\r
- vertex[2].sow=gl_ux[2];\r
- vertex[3].sow=gl_ux[3];\r
- }\r
-\r
- vertex[0].tow=gl_vy[0];\r
- vertex[1].tow=gl_vy[1];\r
- vertex[2].tow=gl_vy[2];\r
- vertex[3].tow=gl_vy[3];\r
-\r
-#endif\r
-}\r
-\r
-GLuint gLastTex=0;\r
-GLuint gLastFMode=(GLuint)-1;\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-void assignTextureSprite(void)\r
-{\r
- if(bUsingTWin)\r
- {\r
- vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r
- vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;\r
- vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r
- vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;\r
- gLastTex=gTexName;\r
-\r
- if(iFilterType>0 && iFilterType<3 && iHiResTextures!=2) \r
- {\r
- float fxmin=65536.0f,fxmax=0.0f,fymin=65536.0f,fymax=0.0f;int i;\r
-\r
- for(i=0;i<4;i++)\r
- {\r
- if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r
- if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r
- if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r
- if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r
- }\r
-\r
- for(i=0;i<4;i++)\r
- {\r
-#ifdef OWNSCALE\r
- if(vertex[i].sow==fxmin) vertex[i].sow+=0.375f/(float)TWin.Position.x1;\r
- if(vertex[i].sow==fxmax) vertex[i].sow-=0.375f/(float)TWin.Position.x1;\r
- if(vertex[i].tow==fymin) vertex[i].tow+=0.375f/(float)TWin.Position.y1;\r
- if(vertex[i].tow==fymax) vertex[i].tow-=0.375f/(float)TWin.Position.y1;\r
-#else\r
- if(vertex[i].sow==fxmin) vertex[i].sow+=96.0f/(float)TWin.Position.x1;\r
- if(vertex[i].sow==fxmax) vertex[i].sow-=96.0f/(float)TWin.Position.x1;\r
- if(vertex[i].tow==fymin) vertex[i].tow+=96.0f/(float)TWin.Position.y1;\r
- if(vertex[i].tow==fymax) vertex[i].tow-=96.0f/(float)TWin.Position.y1;\r
-#endif\r
- }\r
- }\r
-\r
- }\r
- else\r
- {\r
-#ifdef OWNSCALE\r
-\r
- vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE;\r
- vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE;\r
- vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE;\r
- vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE;\r
-\r
-#else\r
- \r
- vertex[0].sow=vertex[3].sow=gl_ux[0];\r
- vertex[1].sow=vertex[2].sow=sSprite_ux2;\r
- vertex[0].tow=vertex[1].tow=gl_vy[0];\r
- vertex[2].tow=vertex[3].tow=sSprite_vy2;\r
-\r
-#endif\r
-\r
- if(iFilterType>2) \r
- {\r
- if(gLastTex!=gTexName || gLastFMode!=0)\r
- {\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\r
- gLastTex=gTexName;gLastFMode=0;\r
- }\r
- }\r
- }\r
-\r
- if(usMirror & 0x1000) \r
- {\r
- vertex[0].sow=vertex[1].sow;\r
- vertex[1].sow=vertex[2].sow=vertex[3].sow;\r
- vertex[3].sow=vertex[0].sow;\r
- }\r
-\r
- if(usMirror & 0x2000) \r
- {\r
- vertex[0].tow=vertex[3].tow;\r
- vertex[2].tow=vertex[3].tow=vertex[1].tow;\r
- vertex[1].tow=vertex[0].tow;\r
- }\r
-\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-void assignTexture3(void)\r
-{\r
- if(bUsingTWin)\r
- {\r
- vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r
- vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r
- vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;\r
- vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;\r
- vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;\r
- vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;\r
- gLastTex=gTexName;\r
- }\r
- else\r
- {\r
-#ifdef OWNSCALE\r
- vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;\r
- vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;\r
- vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;\r
-\r
- vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;\r
- vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;\r
- vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;\r
-#else\r
- vertex[0].sow=gl_ux[0];\r
- vertex[0].tow=gl_vy[0];\r
- vertex[1].sow=gl_ux[1];\r
- vertex[1].tow=gl_vy[1];\r
- vertex[2].sow=gl_ux[2];\r
- vertex[2].tow=gl_vy[2];\r
-#endif\r
-\r
- if(iFilterType>2) \r
- {\r
- if(gLastTex!=gTexName || gLastFMode!=1)\r
- {\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
- gLastTex=gTexName;gLastFMode=1;\r
- }\r
- }\r
-\r
- if(iFilterType) \r
- {\r
- float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;\r
- for(i=0;i<3;i++)\r
- {\r
- if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r
- if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r
- if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r
- if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r
- }\r
-\r
- for(i=0;i<3;i++)\r
- {\r
- if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;\r
- if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;\r
- if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;\r
- if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;\r
- }\r
- }\r
- }\r
-}\r
-\r
-///////////////////////////////////////////////////////// \r
-\r
-void assignTexture4(void)\r
-{\r
- if(bUsingTWin)\r
- {\r
- vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;\r
- vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;\r
- vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;\r
- vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;\r
- vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;\r
- vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;\r
- vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;\r
- vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;\r
- gLastTex=gTexName;\r
- }\r
- else\r
- {\r
-#ifdef OWNSCALE\r
- vertex[0].sow=(float)gl_ux[0] / ST_FAC;\r
- vertex[0].tow=(float)gl_vy[0] / ST_FAC;\r
- vertex[1].sow=(float)gl_ux[1] / ST_FAC;\r
- vertex[1].tow=(float)gl_vy[1] / ST_FAC;\r
- vertex[2].sow=(float)gl_ux[2] / ST_FAC;\r
- vertex[2].tow=(float)gl_vy[2] / ST_FAC;\r
- vertex[3].sow=(float)gl_ux[3] / ST_FAC;\r
- vertex[3].tow=(float)gl_vy[3] / ST_FAC;\r
-#else\r
- vertex[0].sow=gl_ux[0];\r
- vertex[0].tow=gl_vy[0];\r
- vertex[1].sow=gl_ux[1];\r
- vertex[1].tow=gl_vy[1];\r
- vertex[2].sow=gl_ux[2];\r
- vertex[2].tow=gl_vy[2];\r
- vertex[3].sow=gl_ux[3];\r
- vertex[3].tow=gl_vy[3];\r
-#endif\r
-\r
- if(iFilterType>2) \r
- {\r
- if(gLastTex!=gTexName || gLastFMode!=1)\r
- {\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
- gLastTex=gTexName;gLastFMode=1;\r
- }\r
- }\r
-\r
- if(iFilterType) \r
- {\r
- float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;\r
- for(i=0;i<4;i++)\r
- {\r
- if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;\r
- if(vertex[i].tow<fymin) fymin=vertex[i].tow;\r
- if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;\r
- if(vertex[i].tow>fymax) fymax=vertex[i].tow; \r
- }\r
-\r
- for(i=0;i<4;i++)\r
- {\r
- if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;\r
- if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;\r
- if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;\r
- if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;\r
- }\r
- }\r
- }\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// render pos / buffers\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// SetDisplaySettings: "simply" calcs the new drawing area and updates\r
-// the ogl clipping (scissor) \r
-\r
-BOOL bSetClip=FALSE;\r
-\r
-void SetOGLDisplaySettings(BOOL DisplaySet)\r
-{\r
- static RECT rprev={0,0,0,0};\r
- static RECT rC ={0,0,0,0};\r
- static int iOldX=0;\r
- static int iOldY=0;\r
- RECT r;float XS,YS;\r
-\r
- bDisplayNotSet = FALSE;\r
-\r
- //----------------------------------------------------// that's a whole screen upload\r
- if(!DisplaySet)\r
- {\r
- RECT rX;\r
- PSXDisplay.GDrawOffset.x=0;\r
- PSXDisplay.GDrawOffset.y=0;\r
-\r
- PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;\r
- PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;\r
-\r
- rprev.left=rprev.left+1;\r
-\r
- rX=rRatioRect;\r
- rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);\r
-\r
- if(bSetClip || !EqualRect(&rC,&rX))\r
- {\r
- rC=rX;\r
- glScissor(rC.left,rC.top,rC.right,rC.bottom);\r
- bSetClip=FALSE; \r
- }\r
- return;\r
- }\r
- //----------------------------------------------------// \r
-\r
- PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;\r
- PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;\r
- PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;\r
- PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;\r
-\r
- r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;\r
- r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;\r
-\r
- if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)\r
- {\r
- r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;\r
- r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;\r
- }\r
-\r
- r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;\r
- r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;\r
-\r
- if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)\r
- {\r
- r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;\r
- r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;\r
- }\r
-\r
- if(!bSetClip && EqualRect(&r,&rprev) &&\r
- iOldX == PSXDisplay.DisplayMode.x &&\r
- iOldY == PSXDisplay.DisplayMode.y)\r
- return;\r
-\r
- rprev = r;\r
- iOldX = PSXDisplay.DisplayMode.x;\r
- iOldY = PSXDisplay.DisplayMode.y;\r
-\r
- XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;\r
- YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;\r
-\r
- if(PreviousPSXDisplay.Range.x0)\r
- {\r
- short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;\r
-\r
- r.left+=PreviousPSXDisplay.Range.x0+1;\r
-\r
- r.right+=PreviousPSXDisplay.Range.x0;\r
-\r
- if(r.left>s) r.left=s;\r
- if(r.right>s) r.right=s;\r
- }\r
-\r
- if(PreviousPSXDisplay.Range.y0)\r
- {\r
- short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;\r
-\r
- r.top+=PreviousPSXDisplay.Range.y0+1;\r
- r.bottom+=PreviousPSXDisplay.Range.y0;\r
-\r
- if(r.top>s) r.top=s;\r
- if(r.bottom>s) r.bottom=s;\r
- }\r
-\r
- // Set the ClipArea variables to reflect the new screen,\r
- // offset from zero (since it is a new display buffer)\r
- r.left = (int)(((float)(r.left)) *XS);\r
- r.top = (int)(((float)(r.top)) *YS);\r
- r.right = (int)(((float)(r.right + 1))*XS);\r
- r.bottom = (int)(((float)(r.bottom + 1))*YS);\r
-\r
- // Limit clip area to the screen size\r
- if (r.left > iResX) r.left = iResX;\r
- if (r.left < 0) r.left = 0;\r
- if (r.top > iResY) r.top = iResY;\r
- if (r.top < 0) r.top = 0;\r
- if (r.right > iResX) r.right = iResX;\r
- if (r.right < 0) r.right = 0;\r
- if (r.bottom > iResY) r.bottom = iResY;\r
- if (r.bottom < 0) r.bottom = 0;\r
-\r
- r.right -=r.left;\r
- r.bottom-=r.top;\r
- r.top=iResY-(r.top+r.bottom);\r
-\r
- r.left+=rRatioRect.left;\r
- r.top -=rRatioRect.top;\r
-\r
- if(bSetClip || !EqualRect(&r,&rC))\r
- {\r
- glScissor(r.left,r.top,r.right,r.bottom);\r
- rC=r;\r
- bSetClip=FALSE;\r
- }\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-////////////////////////////////////////////////////////////////////////\r
-\r