+++ /dev/null
-/***************************************************************************\r
- menu.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_MENU\r
-\r
-#include "externals.h"\r
-#include "draw.h"\r
-#include "menu.h"\r
-#include "gpu.h"\r
-\r
-uint32_t dwCoreFlags=0;\r
-PSXPoint_t ptCursorPoint[8];\r
-unsigned short usCursorActive=0;\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// field with menu chars... like good old C64 time :)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-GLubyte texrasters[40][12]= {\r
-\r
-// 0,0 FPS\r
-{0x00,0x60,0x60,0x60,0x60,0x60,0x7e,0x60,0x60,0x60,0x60,0x7f},\r
-{0x00,0x18,0x18,0x18,0x18,0x18,0x1f,0x18,0x18,0x18,0x18,0x1f},\r
-{0x00,0x03,0x06,0x00,0x00,0x00,0xc3,0x66,0x66,0x66,0x66,0xc3},\r
-{0x00,0xf0,0x18,0x18,0x18,0x18,0xf0,0x00,0x00,0x00,0x18,0xf0},\r
-// 4,0 0\r
-{0x00,0x3c,0x66,0xc3,0xe3,0xf3,0xdb,0xcf,0xc7,0xc3,0x66,0x3c},\r
-// 5,0 1\r
-{0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18},\r
-// 6,0 2\r
-{0x00,0xff,0xc0,0xc0,0x60,0x30,0x18,0x0c,0x06,0x03,0xe7,0x7e},\r
-// 7,0 3\r
-\r
-{0x00,0x7e,0xe7,0x03,0x03,0x07,0x7e,0x07,0x03,0x03,0xe7,0x7e},\r
-// 0,1 4\r
-{0x00,0x0c,0x0c,0x0c,0x0c,0x0c,0xff,0xcc,0x6c,0x3c,0x1c,0x0c},\r
-// 1,1 5\r
-{0x00,0x7e,0xe7,0x03,0x03,0x07,0xfe,0xc0,0xc0,0xc0,0xc0,0xff},\r
-// 2,1 6\r
-{0x00,0x7e,0xe7,0xc3,0xc3,0xc7,0xfe,0xc0,0xc0,0xc0,0xe7,0x7e},\r
-// 3,1 7\r
-{0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x03,0x03,0x03,0xff},\r
-// 4,1 8\r
-{0x00,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e},\r
-// 5,1 9\r
-{0x00,0x7e,0xe7,0x03,0x03,0x03,0x7f,0xe7,0xc3,0xc3,0xe7,0x7e},\r
-// 6,1 smiley\r
-{0x00,0x3c,0x42,0x99,0xa5,0x81,0xa5,0x81,0x42,0x3c,0x00,0x00},\r
-// 7,1 sun\r
-{0x00,0x08,0x49,0x2a,0x1c,0x7f,0x1c,0x2a,0x49,0x08,0x00,0x00},\r
-\r
-// 0,2 fl + empty box\r
-{0xff,0x81,0x81,0x81,0xff,0x00,0x87,0x84,0x84,0xf4,0x84,0xf8},\r
-// 1,2 fs + grey box\r
-{0xff,0xab,0xd5,0xab,0xff,0x00,0x87,0x81,0x87,0xf4,0x87,0xf8},\r
-// 2,2 od + filled box\r
-{0xff,0xff,0xff,0xff,0xff,0x00,0x66,0x95,0x95,0x95,0x96,0x60},\r
-// 3,2 fi + half grey box\r
-{0xff,0xa1,0xd1,0xa1,0xff,0x00,0x82,0x82,0x82,0xe2,0x82,0xf8},\r
-// 4,2 di + half filled box\r
-{0xff,0xf1,0xf1,0xf1,0xff,0x00,0xe2,0x92,0x92,0x92,0x92,0xe0},\r
-// 5,2 am + grey box\r
-{0xff,0xab,0xd5,0xab,0xff,0x00,0x95,0x95,0x95,0xf7,0x95,0x60},\r
-// 6,2 ab + filled box\r
-{0xff,0xff,0xff,0xff,0xff,0x00,0x97,0x95,0x96,0xf5,0x96,0x60},\r
-// 7,2 fa\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x85,0x85,0x87,0xf5,0x82,0xf8},\r
-\r
-// 0,3 fb\r
-{0xff,0x8b,0x85,0x8b,0xff,0x00,0x82,0x82,0x82,0xe2,0x87,0xf8},\r
-// 1,3 gf\r
-{0xff,0x8f,0x8f,0x8f,0xff,0x00,0x74,0x94,0x96,0xb4,0x87,0x70},\r
-// 2,3 D\r
-{0xff,0x00,0xfc,0xc6,0xc3,0xc3,0xc3,0xc3,0xc6,0xfc,0x00,0xff}, \r
-// 3,3 G\r
-{0xff,0x00,0x3e,0x63,0xc3,0xc7,0xc0,0xc0,0x63,0x3e,0x00,0xff},\r
-// 4,3\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
-// 5,3\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
-// 6,3 tex pal smiley\r
-{0x00,0x3c,0x7e,0xe7,0xdb,0xff,0xdb,0xff,0x7e,0x3c,0x00,0x00},\r
-// 7,3\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
-\r
-// 0,4 subtract blending (moon)\r
-{0x00,0x06,0x1c,0x38,0x78,0x78,0x78,0x38,0x1c,0x06,0x00,0x00},\r
-// 1,4 blurring\r
-{0x00,0x7e,0x93,0xa5,0x93,0xc9,0x93,0xa5,0x93,0x7e,0x00,0x00},\r
-// 2,4 (M)\r
-{0xff,0x00,0xc3,0xc3,0xc3,0xdb,0xff,0xe7,0xc3,0x81,0x00,0xff},\r
-// 3,4 (A)\r
-{0xff,0x00,0xc3,0xc3,0xff,0xc3,0xc3,0x66,0x3c,0x18,0x00,0xff},\r
-// 4,4 blank\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00},\r
-// 5,4\r
-{0x00,0xfe,0xc5,0x62,0x35,0x18,0x0c,0xc6,0xc6,0x7c,0x00,0x00},\r
-// 6,4 <-\r
-{0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x7f,0xff,0x7f,0x30,0x10},\r
-// 7,4 .\r
-{0x00,0x38,0x38,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
-};\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// create lists/stuff for fonts \r
-// (as a matter of fact: no more display list used, just a texture)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-GLuint gTexFontName=0;\r
-GLuint gTexPicName=0;\r
-GLuint gTexCursorName=0;\r
-\r
-void MakeDisplayLists(void) // MAKE FONT \r
-{\r
- GLubyte TexBytes[64][64][3]; // we use a 64x64 texture\r
- int x,y,i,j,n=0; GLubyte col,IB;\r
-\r
- glPixelStorei(GL_UNPACK_ALIGNMENT,1);\r
- \r
- memset(TexBytes,0,64*64*3);\r
-\r
- for(y=0;y<5;y++) // create texture out of raster infos\r
- {\r
- for(x=0;x<8;x++,n++)\r
- {\r
- for(i=0;i<12;i++)\r
- {\r
- IB=texrasters[n][i];\r
- for(j=0;j<8;j++)\r
- {\r
- if(IB&(1<<(7-j))) col=255; else col=0;\r
- TexBytes[y*12+i][x*8+j][0]=col;\r
- TexBytes[y*12+i][x*8+j][1]=col;\r
- TexBytes[y*12+i][x*8+j][2]=col;\r
- }\r
- }\r
- }\r
- }\r
-\r
- glGenTextures(1, &gTexFontName); // set tex params for font texture\r
- glBindTexture(GL_TEXTURE_2D, gTexFontName);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);\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, 3, 64, 64, 0, GL_RGB,\r
- GL_UNSIGNED_BYTE,TexBytes);\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// kill existing font stuff\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void KillDisplayLists(void)\r
-{\r
- if(gTexFontName) // del font/info textures\r
- {glDeleteTextures(1,&gTexFontName);gTexFontName=0;}\r
- if(gTexPicName) \r
- {glDeleteTextures(1,&gTexPicName);gTexPicName=0;}\r
- if(gTexCursorName) \r
- {glDeleteTextures(1,&gTexCursorName);gTexCursorName=0;}\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// display text/infos in gpu menu\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-#ifdef OWNSCALE\r
-#define DRAWTEXCHAR glTexCoord2f(fX1/256.0f,fY2/256.0f);glVertex3f(fXS1,fYS2,1.0f);glTexCoord2f(fX1/256.0f,fY1/256.0f);glVertex3f(fXS1,fYS1,1.0f);glTexCoord2f(fX2/256.0f,fY1/256.0f);glVertex3f(fXS2,fYS1,1.0f);glTexCoord2f(fX2/256.0f,fY2/256.0f);glVertex3f(fXS2,fYS2,1.0f);\r
-#else\r
-#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
-#endif\r
-\r
-int iMPos=0;\r
-\r
-void DisplayText(void)\r
-{\r
- int iX,iY,i;\r
- GLfloat fX1,fY1,fX2,fY2,fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC,fYD;\r
-\r
- glDisable(GL_SCISSOR_TEST); // disable unwanted ogl states\r
- glDisable(GL_ALPHA_TEST);\r
- if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
- if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
- if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
-\r
- gTexName=gTexFontName;\r
- glBindTexture(GL_TEXTURE_2D,gTexFontName); // now set font texture\r
-\r
- fYD=fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY; // some pre-calculations\r
- fYS1=12.0f*fYSC;fYSC*=13.0f;\r
- fYS2=0.0f;\r
- fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
- fXSC= 8.0f*fXS;fXS*=10.0f;\r
- fXS1=0.0f;\r
- fXS2=50.0f*fXS; // 3 is one option\r
-\r
-#ifdef OWNSCALE\r
- vertex[0].c.lcol=0xff00ff00; // set menu text color\r
-#else\r
- vertex[0].c.lcol=0xff00ffff; // set menu text color\r
-#endif\r
-\r
- SETCOL(vertex[0]); \r
-\r
- glBegin(GL_QUADS);\r
-\r
-#ifdef OWNSCALE\r
- glTexCoord2f(128.0f/256.0f,240.0f/256.0f); // make blank (ownscale)\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(128.0f/256.0f,192.0f/256.0f);\r
- glVertex3f(fXS1,fYSC,0.99996f);\r
- glTexCoord2f(160.0f/256.0f,192.0f/256.0f);\r
- glVertex3f(fXS2,fYSC,0.99996f);\r
- glTexCoord2f(160.0f/256.0f,240.0f/256.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
-#else\r
- glTexCoord2f(128.0f,240.0f); // make blank\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(128.0f,192.0f);\r
- glVertex3f(fXS1,fYSC,0.99996f);\r
- glTexCoord2f(160.0f,192.0f);\r
- glVertex3f(fXS2,fYSC,0.99996f);\r
- glTexCoord2f(160.0f,240.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
-#endif\r
-\r
- fXS1=0.0f;fXS2=4.0f*fXSC; // draw fps\r
- fX1=0.0f; fX2=128.0f;\r
- fY1=0.0f; fY2=48.0f;\r
- DRAWTEXCHAR;\r
-\r
- fYSC=fXS1=3.0f*fXS; // start pos of numbers\r
-\r
- i=0;do // paint fps numbers\r
- {\r
- iX=4;iY=4;\r
- if(szDispBuf[i]>='0' && szDispBuf[i]<='3')\r
- {iX=4+szDispBuf[i]-'0';iY=0;}\r
- else\r
- if(szDispBuf[i]>='4' && szDispBuf[i]<='9')\r
- {iX=szDispBuf[i]-'4';iY=1;}\r
- else\r
- if(szDispBuf[i]=='.')\r
- {iX=7;iY=4;}\r
- else\r
- if(szDispBuf[i]==0) break;\r
-\r
- fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
- fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
- fXS1+=fXS;\r
- fXS2=fXS1+fXSC;\r
-\r
- DRAWTEXCHAR;\r
-\r
- i++;\r
- }\r
- while(i);\r
-\r
- //----------------------------------------------------//\r
- // draw small chars\r
- //----------------------------------------------------//\r
-\r
- fXS1=12.0f*fXS;fYS1=6.0f*fYD;\r
- fY1=120.0f;fY2=144.0f;\r
- fX1=0.0f;fX2=32.0f;\r
-\r
- for(i=0;i<8;i++)\r
- {\r
- fXS2=fXS1+fXSC;\r
- DRAWTEXCHAR;\r
- fX1+=32.0f;fX2+=32.0f;fXS1+=fYSC;\r
- }\r
-\r
- fY1=168.0f;fY2=192.0f;\r
- fX1=0.0f;fX2=32.0f;\r
-\r
- for(i=0;i<2;i++)\r
- {\r
- fXS2=fXS1+fXSC;\r
- DRAWTEXCHAR;\r
- fX1+=32.0f;fX2+=32.0f;fXS1+=fYSC;\r
- }\r
-\r
- //----------------------------------------------------//\r
-\r
- fYSC=fXS+fXS;\r
-\r
- fYS1=12.0f*fYD;\r
-\r
- if(iBlurBuffer && gTexBlurName) // blur\r
- {\r
- fXS1-=fXS;fY1=192.0f;fY2=240.0f;\r
- fXS2=fXS1+fXSC;fX1=32.0f;fX2=64.0f;\r
- DRAWTEXCHAR;\r
- fXS1+=fXS;\r
- }\r
-\r
- fY1=48.0f;fY2=96.0f;\r
- \r
- if(bGLExt) // packed pixel\r
- {\r
- fXS2=fXS1+fXSC;fX1=192.0f;fX2=224.0f;\r
- DRAWTEXCHAR;\r
- }\r
-\r
- if(glColorTableEXTEx) // tex wnd pal\r
- { \r
- fY1=144.0f;fY2=192.0f;\r
- fXS2=fXS1+fXSC;fX1=192.0f;\r
- if(bGLExt) {fX2=208.0f;fXS2-=fXSC/2.0f;}\r
- else fX2=224.0f;\r
- DRAWTEXCHAR;\r
- fY1=48.0f;fY2=96.0f;\r
- }\r
-\r
- if(!bUseMultiPass && glBlendEquationEXTEx) // multipass blend\r
- {\r
- fY1=192.0f;fY2=240.0f;\r
- fXS1+=fYSC-fXSC;fXS2=fXS1+fXSC;fX1=0.0f;fX2=32.0f;\r
- DRAWTEXCHAR;\r
- fXS1+=fXSC;\r
- fY1=48.0f;fY2=96.0f;\r
- }\r
- else fXS1+=fYSC;\r
-\r
- if(bGLBlend) // modulate2x\r
- {\r
- fXS2=fXS1+fXSC;fX1=224.0f;fX2=256.0f;\r
- DRAWTEXCHAR;\r
- }\r
-\r
- fY1=192.0f;fY2=240.0f;\r
-\r
- if(iHiResTextures) // 2x textures\r
- {\r
- fXS1+=fYSC-fXS;fXS2=fXS1+fXSC;\r
- fX1=160.0f;fX2=192.0f;\r
- DRAWTEXCHAR;\r
- fXS1+=fXS;\r
- }\r
- else fXS1+=fYSC;\r
-\r
- if(dwCoreFlags&1) //A \r
- {\r
- fXS2=fXS1+fXSC;fX1=96.0f;fX2=128.0f;\r
- DRAWTEXCHAR;\r
- }\r
-\r
- if(dwCoreFlags&2) //M\r
- {\r
- fXS2=fXS1+fXSC;fX1=64.0f;fX2=96.0f;\r
- DRAWTEXCHAR;\r
- }\r
-\r
- // 00 -> digital, 01 -> analog, 02 -> mouse, 03 -> gun\r
- if(dwCoreFlags&0xff00) //A/M/G/D \r
- {\r
- int k;\r
-\r
- fXS2=fXS1+fXSC;\r
-\r
- if((dwCoreFlags&0x0f00)==0x0000) // D\r
- {\r
- fY1=144.0f;fY2=192.0f;\r
- fX1=64.0f;fX2=96.0f;\r
- }\r
- else\r
- if((dwCoreFlags&0x0f00)==0x0100) // A\r
- {\r
- fX1=96.0f;fX2=128.0f;\r
- }\r
- else\r
- if((dwCoreFlags&0x0f00)==0x0200) // M\r
- {\r
- fX1=64.0f;fX2=96.0f;\r
- }\r
- else\r
- if((dwCoreFlags&0x0f00)==0x0300) // G\r
- {\r
- fY1=144.0f;fY2=192.0f;\r
- fX1=96.0f;fX2=128.0f;\r
- }\r
- DRAWTEXCHAR;\r
-\r
- k=(dwCoreFlags&0xf000)>>12; // number\r
- fXS1+=fXS;\r
- fXS2=fXS1+fXSC;\r
- iX=4;iY=4;\r
- if(k>=0 && k<=3)\r
- {iX=4+k;iY=0;}\r
- else\r
- if(k>=4 && k<=9)\r
- {iX=k-4;iY=1;}\r
- fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
- fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
- DRAWTEXCHAR;\r
- }\r
-\r
- fXS1+=fYSC;\r
-\r
- if(lSelectedSlot) // save state num\r
- {\r
- fXS2=fXS1+fXSC;\r
- iX=4;iY=4;\r
- if(lSelectedSlot>=0 && lSelectedSlot<=3)\r
- {iX=4+lSelectedSlot;iY=0;}\r
- else\r
- if(lSelectedSlot>=4 && lSelectedSlot<=9)\r
- {iX=lSelectedSlot-4;iY=1;}\r
- fX1=(GLfloat)iX*32.0f; fX2=fX1+32.0f;\r
- fY1=(GLfloat)iY*48.0f; fY2=fY1+48.0f;\r
- DRAWTEXCHAR;\r
- }\r
-\r
- fXS1=(GLfloat)(13+iMPos*3)*fXS;fXS2=fXS1+fXSC; // arrow\r
- fX1=192.0f; fX2=224.0f;\r
- fY1=192.0f; fY2=240.0f;\r
- DRAWTEXCHAR;\r
-\r
- /////////////////\r
-\r
- fXS1=12.0f*fXS;fXS2=fXS1+fXSC;\r
- fYS2=6.0f*fYD;fYSC=3.0f*fXS;\r
- fY1=96.0f;fY2=120.0f;\r
-\r
- if(bUseFrameLimit) // frame limit\r
- {\r
- if(iFrameLimit==2) {fX1=64.0f;fX2=96.0f;}\r
- else {fX1=32.0f;fX2=64.0f;}\r
- }\r
- else {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bUseFrameSkip) {fX1=64.0f;fX2=96.0f;} // frame skip\r
- else {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(iOffscreenDrawing) fX1=(iOffscreenDrawing+2)*32.0f;// offscreen drawing\r
- else fX1=0.0f;\r
- fX2=fX1+32.0f;\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(iFilterType<5) fX1=iFilterType*32.0f; // texture filter\r
- else {fX1=(iFilterType-5)*32.0f;fY1=144.0f;fY2=168.0f;}\r
- fX2=fX1+32.0f; \r
- DRAWTEXCHAR; \r
- if(iFilterType>=5) {fY1=96.0f;fY2=120.0f;}\r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bDrawDither) {fX1=64.0f;fX2=96.0f;} // dithering\r
- else {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bOpaquePass) {fX1=64.0f;fX2=96.0f;} // opaque pass\r
- else {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(bAdvancedBlend) {fX1=64.0f;fX2=96.0f;} // advanced blend\r
- else {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(!iFrameReadType) fX1=0.0f; // framebuffer reading\r
- else if(iFrameReadType==2) {fX1=0.0f;fY1=144.0f;fY2=168.0f;}\r
- else fX1=(iFrameReadType+2)*32.0f;\r
- fX2=fX1+32.0f;\r
- DRAWTEXCHAR; \r
- if(iFrameReadType==2) {fY1=96.0f;fY2=120.0f;}\r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(iFrameTexType<2) fX1=iFrameTexType*32.0f; // frame texture\r
- else fX1=iFrameTexType*64.0f;\r
- fX2=fX1+32.0f;\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- if(dwActFixes) {fX1=64.0f;fX2=96.0f;} // game fixes\r
- else {fX1=0.0f ;fX2=32.0f;}\r
- DRAWTEXCHAR; \r
- fXS1+=fYSC;fXS2=fXS1+fXSC;\r
-\r
- /////////////////\r
-\r
- glEnd();\r
-\r
- glEnable(GL_ALPHA_TEST); // repair needed states\r
- glEnable(GL_SCISSOR_TEST); \r
-}\r
- \r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void HideText(void)\r
-{\r
- GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fXSC,fYSC;\r
-\r
- glDisable(GL_SCISSOR_TEST); // turn off unneeded ogl states\r
- glDisable(GL_ALPHA_TEST);\r
- if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
- if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
- if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}\r
-\r
- fYSC=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
- fYS1=12.0f*fYSC;fYSC*=13.0f;\r
- fYS2=0.0f;\r
- fXS= (GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
- fXSC= 8.0f*fXS;fXS*=10.0f;\r
- fXS1=0.0f;\r
- fXS2=50.0f*fXS; \r
-\r
- vertex[0].c.lcol=0xff000000; // black color\r
- SETCOL(vertex[0]); \r
-\r
- glBegin(GL_QUADS); // make one quad\r
-\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glVertex3f(fXS1,fYSC,0.99996f);\r
- glVertex3f(fXS2,fYSC,0.99996f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
-\r
- glEnd();\r
- glEnable(GL_ALPHA_TEST); // enable needed ogl states\r
- glEnable(GL_SCISSOR_TEST); \r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Build Menu buffer (== Dispbuffer without FPS)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void BuildDispMenu(int iInc)\r
-{\r
- if(!(ulKeybits&KEY_SHOWFPS)) return; // mmm, cheater ;)\r
-\r
- iMPos+=iInc; // up or down\r
- if(iMPos<0) iMPos=9; // wrap around\r
- if(iMPos>9) iMPos=0; \r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// gpu menu actions...\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void SwitchDispMenu(int iStep)\r
-{\r
- if(!(ulKeybits&KEY_SHOWFPS)) return; // tststs\r
-\r
- switch(iMPos)\r
- {//////////////////////////////////////////////////////\r
- case 0: // frame limit\r
- {\r
- int iType=0;\r
- bInitCap = TRUE;\r
-\r
- if(bUseFrameLimit) iType=iFrameLimit;\r
- iType+=iStep;\r
- if(iType<0) iType=2;\r
- if(iType>2) iType=0;\r
- if(iType==0) bUseFrameLimit=FALSE;\r
- else\r
- {\r
- bUseFrameLimit=TRUE;\r
- iFrameLimit=iType;\r
- SetAutoFrameCap();\r
- }\r
- }\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 1: // frame skip\r
- bInitCap = TRUE;\r
- bUseFrameSkip=!bUseFrameSkip;\r
- bSkipNextFrame=FALSE;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 2: // offscreen drawing\r
- iOffscreenDrawing+=iStep; \r
- if(iOffscreenDrawing>4) iOffscreenDrawing=0;\r
- if(iOffscreenDrawing<0) iOffscreenDrawing=4;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 3: // filtering\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_RESETFILTER;\r
- if(iStep==-1) ulKeybits|=KEY_STEPDOWN;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 4: // dithering\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_RESETDITHER;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 5: // alpha multipass\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_RESETOPAQUE;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 6: // advanced blending\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_RESETADVBLEND;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 7: // full vram\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_TOGGLEFBREAD;\r
- if(iStep==-1) ulKeybits|=KEY_STEPDOWN;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 8: // frame buffer texture\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_TOGGLEFBTEXTURE;\r
- if(iStep==-1) ulKeybits|=KEY_STEPDOWN;\r
- break;\r
- //////////////////////////////////////////////////////\r
- case 9: // game fixes\r
- ulKeybits|=KEY_RESETTEXSTORE;\r
- ulKeybits|=KEY_BLACKWHITE;\r
- break;\r
- //////////////////////////////////////////////////////\r
- }\r
-\r
- BuildDispMenu(0); // update info\r
-}\r
-\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// Here comes my painting zone... just to paint stuff... like 3DStudio ;)\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-\r
-/*\r
- 12345678\r
-1\r
-2\r
-3\r
-4\r
-5\r
-6\r
-7\r
-8\r
-9\r
-0\r
-1\r
-2\r
-3\r
-\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
-\r
-\r
- 12345678\r
-3\r
-2\r
-1\r
-0\r
-9\r
-8\r
-7\r
-6\r
-5 111\r
-4 111\r
-3\r
-2\r
-1\r
-\r
-{0x00,0x00,0x00,0x38,0x38,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00}\r
-\r
-\r
- 12345678\r
-3 1111\r
-2 11 11\r
-111 11\r
-011 111\r
-911 1111\r
-811 11 11\r
-71111 11\r
-6111 11\r
-511 11\r
-4 11 11\r
-3 1111\r
-2\r
-1\r
-\r
-// 0\r
-{0x00,0x00,0x3c,0x66,0xc3,0xe3,0xf3,0xdb,0xcf,0xc7,0xc3,0x66,0x3c}\r
-// 1\r
-{0x00,0x00,0x7e,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x78,0x38,0x18}\r
-// 2\r
-{0x00,0x00,0xff,0xc0,0xc0,0x60,0x30,0x18,0x0c,0x06,0x03,0xe7,0x7e}\r
-// 3\r
-{0x00,0x00,0x7e,0xe7,0x03,0x03,0x07,0x7e,0x07,0x03,0x03,0xe7,0x7e}\r
-// 4\r
-{0x00,0x00,0x0c,0x0c,0x0c,0x0c,0x0c,0xff,0xcc,0x6c,0x3c,0x1c,0x0c}\r
-// 5\r
-{0x00,0x00,0x7e,0xe7,0x03,0x03,0x07,0xfe,0xc0,0xc0,0xc0,0xc0,0xff}\r
-// 6\r
-{0x00,0x00,0x7e,0xe7,0xc3,0xc3,0xc7,0xfe,0xc0,0xc0,0xc0,0xe7,0x7e}\r
-// 7\r
-{0x00,0x00,0x30,0x30,0x30,0x30,0x18,0x0c,0x06,0x03,0x03,0x03,0xff}\r
-// 8\r
-{0x00,0x00,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e,0xe7,0xc3,0xc3,0xe7,0x7e}\r
-// 9\r
-{0x00,0x00,0x7e,0xe7,0x03,0x03,0x03,0x7f,0xe7,0xc3,0xc3,0xe7,0x7e}\r
-\r
- 12345678123456781234567812345678\r
-3 11111111 1111111 111111\r
-2 11 11 11 11 11\r
-1 11 11 11 11\r
-0 11 11 11 11\r
-9 11 11 11 11\r
-8 111111 1111111 111111\r
-7 11 11 11\r
-6 11 11 11\r
-5 11 11 11\r
-4 11 11 11 11\r
-3 11 11 111111\r
-2 \r
- \r
-{0x00,0x60,0x60,0x60,0x60,0x60,0x7e,0x60,0x60,0x60,0x60,0x7f},\r
-{0x00,0x18,0x18,0x18,0x18,0x18,0x1f,0x18,0x18,0x18,0x18,0x1f},\r
-{0x00,0x03,0x06,0x00,0x00,0x00,0xc3,0x66,0x66,0x66,0x66,0xc3},\r
-{0x00,0xf0,0x18,0x18,0x18,0x18,0xf0,0x00,0x00,0x00,0x18,0xf0},\r
-\r
- 12345678\r
-311111111 0xff\r
-211 0xc0\r
-111 0xc0\r
-011 0xc0\r
-911 0xc0\r
-8111111 0xfc\r
-711 0xc0\r
-611 0xc0\r
-511 0xc0\r
-411 0xc0\r
-311 0xc0\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0xc0,0xc0,0xc0,0xc0,0xc0,0x3f,0xc0,0xc0,0xc0,0xc0,0xff}\r
-\r
-\r
- 12345678\r
-31111111 0xfe\r
-211 11 0xc3\r
-111 11 0xc3\r
-011 11 0xc3\r
-911 11 0xc3\r
-81111111 0xfe\r
-711 0xc0\r
-611 0xc0\r
-511 0xc0\r
-411 0xc0\r
-311 0xc0\r
-2 0x00\r
-1 0x00\r
-\r
-\r
-{0x00,0x00,0xc0,0xc0,0xc0,0xc0,0xc0,0x7f,0xc3,0xc3,0xc3,0xc3,0x7f}\r
-\r
- 12345678\r
-3 111111 0x7e\r
-211 11 0xc3\r
-111 0xc0\r
-011 0xc0\r
-911 0xc0\r
-8 111111 0x7e\r
-7 11 0x03\r
-6 11 0x03\r
-5 11 0x03\r
-411 11 0xc3\r
-3 111111 0x7e\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x7e,0xc3,0x03,0x03,0x03,0x7e,0xc0,0xc0,0xc0,0xc3,0x7e}\r
-\r
- 12345678\r
-3 0x00\r
-2 1111111 0x7f\r
-1 11 0x60\r
-0 11 0x60\r
-9 11111 0x7c\r
-8 11 0x60\r
-7 11 0x60\r
-6 11 0x60\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x60,0x60,0x60,0x7c,0x60,0x60,0x7f,0x00}\r
-\r
- 12345678\r
-3 0x00\r
-2 1111111 0x7f\r
-1 11 0x60\r
-0 11 0x60\r
-9 11111 0x7c\r
-8 11 0x60\r
-7 11 0x60\r
-6 11 0x60\r
-5 0x00\r
-4 1 0x08\r
-3 111 0x1c\r
-2 11111 0x3e\r
-1 1111111 0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x60,0x60,0x60,0x7c,0x60,0x60,0x7f,0x00}\r
-\r
- 12345678\r
-3 0x00\r
-2 11 11 0x63\r
-1 11 11 0x63\r
-0 11 11 0x63\r
-9 11 11 0x63\r
-8 11 1 11 0x6b\r
-7 1111111 0x7f\r
-6 11 11 0x36\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x36,0x7f,0x6b,0x63,0x63,0x63,0x63,0x00}\r
-\r
- 12345678\r
-3 0x00\r
-2 11 11 0x63\r
-1 11 11 0x63\r
-0 11 11 0x63\r
-9 11 11 0x63\r
-8 11 1 11 0x6b\r
-7 1111111 0x7f\r
-6 11 11 0x36\r
-5 0x00\r
-4 1 0x08\r
-3 111 0x1c\r
-2 11111 0x3e\r
-1 1111111 0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x36,0x7f,0x6b,0x63,0x63,0x63,0x63,0x00}\r
-\r
-\r
- 12345678\r
-3 0x00\r
-2 1 0x08\r
-1 111 0x1c\r
-0 11 11 0x36\r
-9 11 11 0x63\r
-8 1111111 0x7f\r
-7 11 11 0x63\r
-6 11 11 0x63\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x63,0x63,0x7f,0x63,0x36,0x1c,0x08,0x00}\r
-\r
- 12345678\r
-3 0x00\r
-2 1 0x08\r
-1 111 0x1c\r
-0 11 11 0x36\r
-9 11 11 0x63\r
-8 1111111 0x7f\r
-7 11 11 0x63\r
-6 11 11 0x63\r
-5 0x00\r
-4 1 0x08\r
-3 111 0x1c\r
-2 11111 0x3e\r
-1 1111111 0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x63,0x63,0x7f,0x63,0x36,0x1c,0x08,0x00}\r
-\r
- 12345678\r
-3 0x00\r
-2 11111 0x3e\r
-1 11 11 0x63\r
-0 11 11 0x63\r
-9 11 11 0x63\r
-8 11 11 0x63\r
-7 11 11 0x63\r
-6 11111 0x3e\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x3e,0x63,0x63,0x63,0x63,0x63,0x3e,0x00}\r
-\r
- 12345678\r
-3 0x00\r
-2 11111 0x3e\r
-1 11 11 0x63\r
-0 11 11 0x63\r
-9 11 11 0x63\r
-8 11 11 0x63\r
-7 11 11 0x63\r
-6 11111 0x3e\r
-5 0x00\r
-4 1 0x08\r
-3 111 0x1c\r
-2 11111 0x3e\r
-1 1111111 0x7f\r
-\r
-{0x7f,0x3e,0x1c,0x08,0x00,0x3e,0x63,0x63,0x63,0x63,0x63,0x3e,0x00}\r
-\r
- 12345678\r
-3 1 0x10\r
-2 11 0x30\r
-1 111 0x70\r
-011111111 0xff\r
-9 111 0x70\r
-8 11 0x30\r
-7 1 0x10\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x70,0xff,0x70,0x30,0x10}\r
-\r
- 12345678\r
-3 1 0x10\r
-2 11 0x30\r
-1 1111111 0x7f\r
-011111111 0xff\r
-9 1111111 0x7f\r
-8 11 0x30\r
-7 1 0x10\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x10,0x30,0x7f,0xff,0x7f,0x30,0x10}\r
-\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-\r
- 12345678\r
-3 0x00\r
-211111 0xf8\r
-11 1 1 0x85\r
-01111 1 1 0xf5\r
-91 1 1 0x85\r
-81 1 1 0x85\r
-71 1 0x82\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x82,0x85,0x85,0xf5,0x85,0xf8,0x00},\r
-\r
-///////////////////////////////////////////////////////////////////////////////////////\r
-\r
- 12345678\r
-3 0x00\r
-211111 0xf8\r
-11 111 0x87\r
-01111 1 0xf4\r
-91 111 0x87\r
-81 1 0x81\r
-71 111 0x87\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x87,0x81,0x87,0xf4,0x87,0xf8,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-211111 0xf8\r
-11 1 0x84\r
-01111 1 0xf4\r
-91 1 0x84\r
-81 1 0x84\r
-71 111 0x87\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x87,0x84,0x84,0xf4,0x84,0xf8,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-2 11 0x60\r
-11 1 11 0x96\r
-01 1 1 1 0x95\r
-91 1 1 1 0x95\r
-81 1 1 1 0x95\r
-7 11 11 0x66\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0xf6,0x95,0x95,0x95,0x96,0xf0,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-211111 0xf8\r
-1 1 1 0x22\r
-0 1 1 1 0x25\r
-9 1 111 0x27\r
-8 1 1 1 0x25\r
-7 1 1 1 0x25\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x25,0x25,0x27,0x25,0x22,0xf8,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-211111 0xf8\r
-11 1 0x82\r
-0111 1 0xe2\r
-91 1 0x82\r
-81 1 0x82\r
-71 1 0x82\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x82,0x82,0x82,0xe2,0x82,0xf8,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-2111 0xe0\r
-11 1 1 0x92\r
-01 1 1 0x92\r
-91 1 1 0x92\r
-81 1 1 0x92\r
-7111 1 0xe2\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0xe2,0x92,0x92,0x92,0x92,0xe0,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-211111 0xf8\r
-1 1 1 0x41\r
-0 1 1 1 0x51\r
-9 1 1 1 1 0x55\r
-8 1 11 11 0x5b\r
-7 1 1 1 0x51\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x00,0x00,0x00,0x00,0x51,0x5b,0x55,0x51,0x41,0xf8,0x00},\r
-\r
- 12345678\r
-6 0x00\r
-511111111 0xff\r
-4111 111 0xe7\r
-31 11 1 0x99\r
-2111 111 0xe7\r
-111111111 0xff\r
-\r
-0xff,0xe7,0x99,0xe7,0xff\r
-\r
- 12345678\r
-6 0x00\r
-511111111 0xff\r
-41 1 0x81\r
-31 1 0x81\r
-21 1 0x81\r
-111111111 0xff\r
-\r
-0xff,0x81,0x81,0x81,0xff\r
-\r
-\r
- 12345678\r
-3 0x00\r
-2 11 0x60\r
-11 1 1 1 0x95\r
-01111 111 0xf7\r
-91 1 1 1 0x95\r
-81 1 1 1 0x95\r
-71 1 1 1 0x95\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-0x95,0x95,0x95,0xf7,0x95,0x60,0x00\r
-\r
- 12345678\r
-3 0x00\r
-2 0x00\r
-1 1111 0x3c\r
-0 1 1 0x42\r
-91 1 0x81\r
-81 1 1 1 0xa5\r
-71 1 0x81\r
-61 1 1 1 0xa5\r
-51 11 1 0x99\r
-4 1 1 0x42\r
-3 1111 0x3c\r
-2 0x00\r
-1 0x00\r
-\r
-0x00,0x00,0x3c,0x42,0x99,0xa5,0x81,0xa5,0x81,0x42,0x3c,0x00,0x00 \r
-\r
- 12345678\r
-3 0x00\r
-2 0x00\r
-1 1 0x08\r
-0 1 1 1 0x49\r
-9 1 1 1 0x2a\r
-8 111 0x1c\r
-7 1111111 0x7f\r
-6 111 0x1c\r
-5 1 1 1 0x2a\r
-4 1 1 1 0x49\r
-3 1 0x08\r
-2 0x00\r
-1 0x00\r
-\r
-0x00,0x00,0x08,0x49,0x2a,0x1c,0x7f,0x1c,0x2a,0x49,0x08,0x00,0x00\r
-\r
-\r
- 12345678\r
-3 0x00\r
-2 0x00\r
-1 11111 0x3e\r
-0 1 1 1 0x2a\r
-9 11 11 0x36\r
-8 1 1 1 0x2a\r
-7 11 11 0x36\r
-6 1 1 1 0x2a\r
-5 11 11 0x36\r
-4 1 1 1 0x2a\r
-3 11111 0x3e\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x3e,0x2a,0x36,0x2a,0x36,0x2a,0x36,0x2a,0x3e,0x00,0x00},\r
-\r
- 12345678\r
-3 0x00\r
-2 0x00\r
-1 11 0x06\r
-0 111 0x1c\r
-9 111 0x38\r
-8 1111 0x78\r
-7 1111 0x78 \r
-6 1111 0x78\r
-5 111 0x38\r
-4 111 0x1c\r
-3 11 0x06\r
-2 0x00\r
-1 0x00\r
-\r
-{0x00,0x00,0x06,0x1c,0x38,0x78,0x78,0x78,0x38,0x1c,0x06,0x00,0x00},\r
-\r
-\r
- 12345678\r
-3 0x00\r
-2 11 0x60\r
-11 1 11 0x96\r
-01111 1 1 0xf5\r
-91 1 11 0x96\r
-81 1 1 1 0x95\r
-71 1 111 0x97\r
-6 0x00\r
-5 0x00\r
-4 0x00\r
-3 0x00\r
-2 0x00\r
-1 0x00\r
-\r
-0x00,0x00,0x00,0x00,0x00,0x00,0x97,x95,0x96,0xf5,0x96,0x60,0x00\r
-\r
-*/\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// texture for gpu picture\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void CreatePic(unsigned char * pMem)\r
-{\r
- int x,y;\r
- GLubyte TexBytes[128][128][3];\r
- memset(TexBytes,0,128*128*3);\r
- \r
- for(y=0;y<96;y++)\r
- {\r
- for(x=0;x<128;x++)\r
- {\r
- TexBytes[y][x][0]=*(pMem+2);\r
- TexBytes[y][x][1]=*(pMem+1);\r
- TexBytes[y][x][2]=*(pMem+0);\r
- pMem+=3;\r
- }\r
- }\r
-\r
- glGenTextures(1, &gTexPicName);\r
- glBindTexture(GL_TEXTURE_2D, gTexPicName);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);\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, 3, 128, 128, 0, GL_RGB,\r
- GL_UNSIGNED_BYTE,TexBytes);\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// destroy gpu picture texture\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void DestroyPic(void)\r
-{\r
- if(gTexPicName) \r
- {\r
- GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fYS;\r
-\r
- glDisable(GL_SCISSOR_TEST); \r
- glDisable(GL_ALPHA_TEST);\r
- if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
- if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
- if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
- gTexName=0;\r
- glBindTexture(GL_TEXTURE_2D,0); \r
- vertex[0].c.lcol=0xff000000; \r
-\r
- fYS=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
- fXS=(GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
- fYS2=96.0f*fYS;\r
- fYS1=0.0f;\r
- fXS2=(GLfloat)PSXDisplay.DisplayMode.x;\r
- fXS1=fXS2-128.0f*fXS;\r
-\r
- SETCOL(vertex[0]); \r
- glBegin(GL_QUADS); // paint a black rect to hide texture\r
-\r
- glVertex3f(fXS1,fYS1,0.99996f);\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
- glVertex3f(fXS2,fYS1,0.99996f);\r
-\r
- glEnd();\r
- glEnable(GL_ALPHA_TEST);\r
- glEnable(GL_SCISSOR_TEST); \r
- \r
- glDeleteTextures(1,&gTexPicName);gTexPicName=0;\r
- }\r
-}\r
-\r
-////////////////////////////////////////////////////////////////////////\r
-// display info picture\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-void DisplayPic(void)\r
-{\r
- GLfloat fYS1,fYS2,fXS1,fXS2,fXS,fYS;\r
-\r
- glDisable(GL_SCISSOR_TEST); \r
- glDisable(GL_ALPHA_TEST);\r
- if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
- if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
- if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
- gTexName=gTexPicName;\r
- glBindTexture(GL_TEXTURE_2D,gTexPicName); // now set font texture\r
-\r
- if(bGLBlend) vertex[0].c.lcol=0xff7f7f7f; \r
- else vertex[0].c.lcol=0xffffffff; \r
-\r
- fYS=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY;\r
- fXS=(GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
- fYS2=96.0f*fYS;\r
- fYS1=0.0f;\r
- fXS2=(GLfloat)PSXDisplay.DisplayMode.x;\r
- fXS1=fXS2-128.0f*fXS;\r
-\r
- SETCOL(vertex[0]); \r
- glBegin(GL_QUADS);\r
-\r
-#ifdef OWNSCALE\r
- glTexCoord2f(0.0f,0.0f);\r
- glVertex3f(fXS1,fYS1,0.99996f);\r
- glTexCoord2f(0.0f,192.0f/256.0f);\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(256.0f/256.0f,192.0f/256.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
- glTexCoord2f(256.0f/256.0f,0.0f);\r
- glVertex3f(fXS2,fYS1,0.99996f);\r
-#else\r
- glTexCoord2f(0.0f,0.0f);\r
- glVertex3f(fXS1,fYS1,0.99996f);\r
- glTexCoord2f(0.0f,192.0f);\r
- glVertex3f(fXS1,fYS2,0.99996f);\r
- glTexCoord2f(256.0f,192.0f);\r
- glVertex3f(fXS2,fYS2,0.99996f);\r
- glTexCoord2f(256.0f,0.0f);\r
- glVertex3f(fXS2,fYS1,0.99996f);\r
-#endif\r
-\r
- glEnd();\r
- glEnable(GL_ALPHA_TEST);\r
- glEnable(GL_SCISSOR_TEST); \r
-}\r
-
-////////////////////////////////////////////////////////////////////////\r
-// show gun cursor\r
-////////////////////////////////////////////////////////////////////////\r
-\r
-#define TRA 0x00,0x00,0x00,0x00\r
-#define PNT 0xff,0xff,0xff,0xff\r
-\r
-GLubyte texcursor[8][32]= \r
-{\r
-{TRA,TRA,PNT,PNT,PNT,TRA,TRA,TRA},\r
-{TRA,PNT,TRA,TRA,TRA,PNT,TRA,TRA},\r
-{PNT,TRA,TRA,PNT,TRA,TRA,PNT,TRA},\r
-{PNT,TRA,PNT,TRA,PNT,TRA,PNT,TRA},\r
-{PNT,TRA,TRA,PNT,TRA,TRA,PNT,TRA},\r
-{TRA,PNT,TRA,TRA,TRA,PNT,TRA,TRA},\r
-{TRA,TRA,PNT,PNT,PNT,TRA,TRA,TRA},\r
-{TRA,TRA,TRA,TRA,TRA,TRA,TRA,TRA}\r
-};\r
-\r
-void ShowGunCursor(void)\r
-{\r
- int iPlayer;\r
- GLfloat fX,fY,fDX,fDY,fYS,fXS;\r
- const uint32_t crCursorColor32[8]={0xff00ff00,0xffff0000,0xff0000ff,0xffff00ff,0xffffff00,0xff00ffff,0xffffffff,0xff7f7f7f};\r
-\r
- if(!gTexCursorName) // create gun cursor texture the first time\r
- {\r
- glGenTextures(1, &gTexCursorName);\r
- glBindTexture(GL_TEXTURE_2D, gTexCursorName);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);\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, 8, 8, 0, GL_RGBA,\r
- GL_UNSIGNED_BYTE,texcursor);\r
- }\r
-\r
- fYS=(GLfloat)PSXDisplay.DisplayMode.y/(GLfloat)iResY; // some pre-calculations\r
- fXS=(GLfloat)PSXDisplay.DisplayMode.x/(GLfloat)iResX;\r
-\r
- fDX=fXS*7;\r
- fDY=fYS*7;\r
-\r
- glDisable(GL_SCISSOR_TEST); \r
- if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}\r
- if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}\r
- if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}\r
-\r
- gTexName=gTexCursorName;\r
- glBindTexture(GL_TEXTURE_2D,gTexCursorName); // now set font texture\r
-\r
- for(iPlayer=0;iPlayer<8;iPlayer++) // loop all possible players\r
- {\r
- if(usCursorActive&(1<<iPlayer)) // player is active?\r
- {\r
- fY=((GLfloat)ptCursorPoint[iPlayer].y*(GLfloat)PSXDisplay.DisplayMode.y)/256.0f;\r
- fX=((GLfloat)ptCursorPoint[iPlayer].x*(GLfloat)PSXDisplay.DisplayMode.x)/512.0f;\r
-\r
- vertex[0].c.lcol=crCursorColor32[iPlayer]; // -> set player color\r
-\r
- SETCOL(vertex[0]); \r
-\r
- glBegin(GL_QUADS);\r
-\r
- glTexCoord2f(000.0f,224.0f/255.99f); // -> paint gun cursor\r
- glVertex3f(fX-fDX,fY+fDY,0.99996f);\r
- glTexCoord2f(000.0f,000.0f);\r
- glVertex3f(fX-fDX,fY-fDY,0.99996f);\r
- glTexCoord2f(224.0f/255.99f,000.0f);\r
- glVertex3f(fX+fDX,fY-fDY,0.99996f);\r
- glTexCoord2f(224.0f/255.99f,224.0f/255.99f);\r
- glVertex3f(fX+fDX,fY+fDY,0.99996f);\r
-\r
- glEnd();\r
- }\r
- }\r
-\r
- glEnable(GL_SCISSOR_TEST); \r
-}\r