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authorSND\weimingzhi_cp <SND\weimingzhi_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97>2009-04-16 06:22:51 +0000
committerSND\weimingzhi_cp <SND\weimingzhi_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97>2009-04-16 06:22:51 +0000
commit8139fbf8204882663446bcb06f68789353597820 (patch)
tree6ea1f39932b33faee84d603e956470e37f135804 /plugins/dfOpenGL/primitive_drawing.c
downloadpcsxr-8139fbf8204882663446bcb06f68789353597820.tar.gz
git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@23061 e17a0e51-4ae3-4d35-97c3-1a29b211df97
Diffstat (limited to 'plugins/dfOpenGL/primitive_drawing.c')
-rw-r--r--plugins/dfOpenGL/primitive_drawing.c1710
1 files changed, 1710 insertions, 0 deletions
diff --git a/plugins/dfOpenGL/primitive_drawing.c b/plugins/dfOpenGL/primitive_drawing.c
new file mode 100644
index 00000000..8d2104bd
--- /dev/null
+++ b/plugins/dfOpenGL/primitive_drawing.c
@@ -0,0 +1,1710 @@
+#include <stdlib.h>
+#include <string.h>
+#include "gpu_i.h"
+
+typedef unsigned char byte;
+
+byte texshade[256];
+uint32_t torgba[65536];
+uint32_t image[65536];
+char curText=0;
+TextureState_t texinfo;
+struct texturecache texture[64];
+GLuint nullid;
+
+struct TransparencySettings{
+ int mode;
+ int src;
+ int dst;
+ byte alpha;
+ bool change;
+};
+
+struct TransparencySettings TransRate[4]={
+ {GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,128,TRUE},
+ {GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA,0,TRUE},
+ {GL_FUNC_ADD, GL_ZERO, GL_ONE_MINUS_SRC_COLOR, 0,TRUE},
+ {GL_FUNC_ADD, GL_SRC_ALPHA, GL_ONE,64,TRUE}
+};
+bool transparent=FALSE;
+byte gAlpha;
+
+void cmdSTP(unsigned char * baseAddr)
+{
+ uint32_t gdata = ((uint32_t*)baseAddr)[0];
+
+ GPUstatusRet&=~0x1800; // Clear the necessary bits
+ GPUstatusRet|=((gdata & 0x03) << 11); // Set the necessary bits
+
+ psxDraw.setmask = gdata & 1;
+ psxDraw.testmask = (gdata & 2) >> 1;
+
+ gllog(77," CMD: STP: %x",gdata&0xffffff);
+}
+
+
+inline void UpdateTextureInfo ( uint32_t gdata )
+{
+ texinfo.x = ( gdata << 6 ) & 0x3c0; // texture addr
+ texinfo.y = ( gdata << 4 ) & 0x100;
+
+ //if ( gdata&200 ) iDither=iUseDither; else iDither=0;
+
+ texinfo.colormode = ( gdata >> 7 ) & 0x3; // tex mode (4bit,8bit,15direct)
+ if ( texinfo.colormode==3 )
+ texinfo.colormode=2; // seen in Wild9 :(
+
+ texinfo.abr = ( gdata >> 5 ) & 0x3; // blend mode
+
+ texinfo.mirror = gdata&0x3000 >> 12; //???
+
+ GPUstatusRet&=~0x07ff; // Clear the necessary bits
+ GPUstatusRet|= ( gdata & 0x07ff ); // set the necessary bits
+}
+
+void cmdTexturePage(unsigned char * baseAddr)
+{
+ uint32_t gdata = ((uint32_t*)baseAddr)[0];
+
+ int32_t tempABR = (gdata >> 5) & 0x3;
+ if(texinfo.abr != tempABR){
+ texinfo.abr = tempABR;
+ //glBlendEquation(TransRate[texinfo.abr].mode);
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ gAlpha=TransRate[texinfo.abr].alpha;
+ transparent=TRUE;
+ }
+ UpdateTextureInfo(gdata);
+
+
+ /*switch(texinfo.abr){
+ case 0:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=128;
+ break;
+ case 1:
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=0;
+ break;
+ case 2:
+ glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
+ gAlpha=0;
+ break;
+ case 3:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ gAlpha=64;
+ break;
+ }*/
+ //textREST = (gdata&0x00ffffff)>>9;
+ //gllog(77," CMD: TPage: %d,%d TP=%d ABR=%d REST=%x\n",textAddrX,textAddrY,textTP,texinfo.abr,(gdata&0x00ffffff)>>9);
+ return;
+}
+
+void cmdTextureWindow(unsigned char *baseAddr)
+{
+ //hopefully true psx texture window emulation, oddities & all
+ //taken from peops soft gpu
+
+ uint32_t gdata = ((uint32_t*)baseAddr)[0];
+ //gllog(77,"CDM: TWin: %x *NI*", gdata&0xffffff);
+
+ GPUInfoVals[INFO_TW]=gdata&0xFFFFF;
+
+ uint32_t YAlign,XAlign;
+
+ if(gdata & 0x020)
+ psxDraw.texwinY2 = 8; // xxxx1
+ else if (gdata & 0x040)
+ psxDraw.texwinY2 = 16; // xxx10
+ else if (gdata & 0x080)
+ psxDraw.texwinY2 = 32; // xx100
+ else if (gdata & 0x100)
+ psxDraw.texwinY2 = 64; // x1000
+ else if (gdata & 0x200)
+ psxDraw.texwinY2 = 128; // 10000
+ else
+ psxDraw.texwinY2 = 256; // 00000
+
+ // Texture window size is determined by the least bit set of the relevant 5 bits
+
+ if (gdata & 0x001)
+ psxDraw.texwinX2 = 8; // xxxx1
+ else if (gdata & 0x002)
+ psxDraw.texwinX2 = 16; // xxx10
+ else if (gdata & 0x004)
+ psxDraw.texwinX2 = 32; // xx100
+ else if (gdata & 0x008)
+ psxDraw.texwinX2 = 64; // x1000
+ else if (gdata & 0x010)
+ psxDraw.texwinX2 = 128; // 10000
+ else
+ psxDraw.texwinX2 = 256; // 00000
+
+ // Re-calculate the bit field, because we can't trust what is passed in the data
+
+
+ YAlign = (uint32_t)(32 - (psxDraw.texwinY2 >> 3));
+ XAlign = (uint32_t)(32 - (psxDraw.texwinX2 >> 3));
+
+ // Absolute position of the start of the texture window
+
+ psxDraw.texwinY1 = (short)(((gdata >> 15) & YAlign) << 3);
+ psxDraw.texwinX1 = (short)(((gdata >> 10) & XAlign) << 3);
+
+ if((psxDraw.texwinX1 == 0 && // tw turned off
+ psxDraw.texwinY1 == 0 &&
+ psxDraw.texwinX2 == 0 &&
+ psxDraw.texwinY2 == 0) ||
+ (psxDraw.texwinX2 == 256 &&
+ psxDraw.texwinY2 == 256))
+ {
+ psxDraw.texwinenabled = 0; // -> just do it
+ }
+ else // otherwise
+ {
+ psxDraw.texwinenabled = 1; // -> tw turned on
+ }
+}
+
+void cmdDrawAreaStart(unsigned char * baseAddr)
+{
+ uint32_t gdata = ((uint32_t*)baseAddr)[0];
+ GPUInfoVals[INFO_DRAWSTART]=gdata&0x3FFFFF;
+
+ psxDraw.clipX1 = gdata & 0x3ff;
+ psxDraw.clipY1 = (gdata>>10)&0x1ff;
+
+ GLdouble equation[4]={0.0,0.0,0.0,0.0};
+ equation[0]=1.0;
+ equation[3]=(GLdouble)-(psxDraw.clipX1);
+ glClipPlane(GL_CLIP_PLANE0,equation);
+
+ equation[0]=0.0;
+ equation[1]=1.0;
+ equation[3]=(GLdouble)-(psxDraw.clipY1);
+ glClipPlane(GL_CLIP_PLANE1,equation);
+
+ //gllog(77," CMD: DrawArea Start %d,%d %x",drawX,drawY,gdata);
+}
+
+void cmdDrawAreaEnd(unsigned char * baseAddr)
+{
+ uint32_t gdata = ((uint32_t*)baseAddr)[0];
+ GPUInfoVals[INFO_DRAWEND]=gdata&0x3FFFFF;
+
+ psxDraw.clipX2 = gdata & 0x3ff;
+ psxDraw.clipY2 = (gdata>>10)&0x1ff;
+
+ GLdouble equation[4]={0.0,0.0,0.0,0.0};
+ equation[0]=-1.0;
+ equation[3]=(GLdouble)(psxDraw.clipX2);
+ glClipPlane(GL_CLIP_PLANE2,equation);
+
+ equation[0]=0.0;
+ equation[1]=-1.0;
+ equation[3]=(GLdouble)(psxDraw.clipY2);
+ glClipPlane(GL_CLIP_PLANE3,equation);
+
+
+ //gllog(77," CMD: DrawArea End %d,%d",drawW,drawH);
+}
+
+void cmdDrawOffset(unsigned char * baseAddr)
+{
+ uint32_t gdata = ((uint32_t*)baseAddr)[0];
+ GPUInfoVals[INFO_DRAWOFF]=gdata&0x7FFFFF;
+
+ psxDraw.offsetX = (short)(gdata & 0x7ff);
+ psxDraw.offsetY = (short)((gdata>>11)&0x7ff);
+
+ psxDraw.offsetX=(short)(((int)psxDraw.offsetX<<21)>>21);
+ psxDraw.offsetY=(short)(((int)psxDraw.offsetY<<21)>>21);
+
+ //gllog(77," CMD: Draw Offset %d,%d",ofsX,ofsY,gdata);
+}
+
+void primLoadImage(unsigned char * baseAddr)
+{
+ short *sgpuData = ((short *) baseAddr);
+ //uint32_t *gpuData = ((uint32_t *) baseAddr);
+
+ short x = (sgpuData[2]<<21)>>21;
+ short y = (sgpuData[3]<<21)>>21;
+ short w = (sgpuData[4]<<21)>>21;
+ short h = (sgpuData[5]<<21)>>21;
+
+ if (w == -1024) w = 1024;
+ if (h == -512) h = 512;
+
+ if (x < 0 || y < 0 || w<0 || h<0 || x+w > 1024 || y+h > 512)
+ {
+ return;
+ }
+
+ vramWrite.curx = vramWrite.x = x;
+ vramWrite.cury = vramWrite.y = y;
+ vramWrite.w = w;
+ vramWrite.h = h;
+ vramWrite.extratarget = (uint32_t*)malloc(vramWrite.w*vramWrite.h*4);
+ vramWrite.enabled = 1;
+
+ imageTransfer = 1;
+
+ int i;
+
+ for(i=0;i<gpuConfig.nMaxTextures;i++){
+ if(((texture[i].textAddrX+255)>=x)
+ &&((texture[i].textAddrY+255)>=y)
+ &&(texture[i].textAddrX<=(x+w))
+ &&(texture[i].textAddrY<=(y+h))){
+ texture[i].Update=TRUE;
+ }
+ }
+
+ //gllog(1," CMD: MEM->VRAM %d,%d %d,%d\n",imageX0,imageY0,imageX1,imageY1);
+}
+
+void primStoreImage(unsigned char * baseAddr)
+{
+ uint32_t *gpuData = ((uint32_t *) baseAddr);
+
+ imageX0 = (short)(gpuData[1] & 0x3ff);
+ imageY0 = (short)(gpuData[1]>>16) & 0x1ff;
+ imageX1 = (short)(gpuData[2] & 0xffff);
+ imageY1 = (short)((gpuData[2]>>16) & 0xffff);
+
+ //gllog(1," CMD: VRAM->MEM %d,%d %d,%d\n",imageX0,imageY0,imageX1,imageY1);
+ imTX=imageX0; imTY=imageY0;
+ imTXc=imageX1; imTYc=imageY1;
+ imSize=imageY1*imageX1/2;
+
+ imageTransfer = 2;
+ GPUstatusRet|=0x08000000;
+}
+
+void primMoveImage(unsigned char * baseAddr)
+{
+ // 0x80 image move (VRAM->VRAM)
+ uint32_t *gpuData = ((uint32_t *) baseAddr);
+
+ unsigned short imageX0,imageY0,imageX1,imageY1,imageSX,imageSY,i,j;
+
+ imageX0 = (short)(gpuData[1] & 0x3ff);
+ imageY0 = (short)(gpuData[1]>>16) & 0x1ff;
+
+ imageX1 = (short)(gpuData[2] & 0x3ff);
+ imageY1 = (short)((gpuData[2]>>16) & 0x1ff);
+
+ imageSY = (short)((gpuData[3]>>16) & 0xffff);
+ imageSX = (short)(gpuData[3] & 0xffff);
+
+ for(i=0;i<gpuConfig.nMaxTextures;i++){
+ if(((texture[i].textAddrX+255)>=imageX1)
+ &&((texture[i].textAddrY+255)>=imageY1)
+ &&(texture[i].textAddrX<=(imageX1+imageSX))
+ &&(texture[i].textAddrY<=(imageY1+imageSY))){
+ texture[i].Update=TRUE;
+ }
+ }
+
+ //gllog(1," CMD: VRAM->VRAM %d,%d -> %d,%d (%d,%d)\n",imageX0,imageY0,imageX1,imageY1,imageSX,imageSY);
+
+ if((imageY0+imageSY)>512) imageSY=512-imageY0;
+ if((imageY1+imageSY)>512) imageSY=512-imageY1;
+ if((imageX0+imageSX)>1024) imageSX=1024-imageX0;
+ if((imageX1+imageSX)>1024) imageSX=1024-imageX1;
+ for(j=0;j<imageSY;j++)
+ for(i=0;i<imageSX;i++)
+ psxVuw[((imageY1+j)<<10)+imageX1+i]=psxVuw[((imageY0+j)<<10)+imageX0+i];
+}
+
+
+
+
+void primTileS(unsigned char * baseAddr)
+{
+ //gllog(2,"Tile S *NI*");// : %04x,%04x - %04x,%04x",baseAddrW[addr+2],baseAddrW[addr+3],baseAddrW[addr+4],baseAddrW[addr+5]);
+ //gllog(2,"Tile S *NI* : %04x,%04x - %04x,%04x",baseAddrW[addr+2],baseAddrW[addr+3],baseAddrW[addr+4],baseAddrW[addr+5]);
+
+ //uint32_t *gpuData = (uint32_t *)baseAddr;
+ unsigned short *gpuPoint = (unsigned short*) baseAddr;
+
+ short x = (gpuPoint[2]<<21)>>21;
+ short y = (gpuPoint[3]<<21)>>21;
+ short w = (gpuPoint[4]<<21)>>21;
+ short h = (gpuPoint[5]<<21)>>21;
+
+ x += psxDraw.offsetX;
+ y += psxDraw.offsetY;
+
+ if(baseAddr[3]&2){ //if blending on
+ //if(TransRate[texinfo.abr].change && !transparent){
+ //glBlendEquation(TransRate[texinfo.abr].mode);
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ gAlpha=TransRate[texinfo.abr].alpha;
+ transparent=TRUE;
+ //}
+ //if(baseAddr[3]&1){
+ // glColor4ub(255,255,255,gAlpha);
+ //}else{
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ //}
+ }else{
+ //if(TransRate[texinfo.abr].change && transparent){
+ //glBlendEquation(TransRate[0].mode);
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ //}
+ //if(baseAddr[3]&1){
+ // glColor3ub(255,255,255);
+ //}else{
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ //}
+ }
+
+ glBegin(GL_POLYGON);
+ glVertex2s(x,y);
+ glVertex2s(x+w,y);
+ glVertex2s(x+w,y+h);
+ glVertex2s(x,y+h);
+ glEnd();
+
+
+ return;
+}
+
+void primBlkFill(unsigned char * baseAddr)
+{
+ short * gpuPoint = (short*) baseAddr;
+ //uint32_t *gpuData = ((uint32_t *) baseAddr);
+
+ //gllog(2,"BlkFill : %04x,%04x - %04x,%04x",gpuPoint[2],gpuPoint[3],gpuPoint[4],gpuPoint[5]);
+
+ short x = (gpuPoint[2]<<21)>>21;
+ short y = (gpuPoint[3]<<21)>>21;
+ short w = (gpuPoint[4]<<21)>>21;
+ short h = (gpuPoint[5]<<21)>>21;
+
+/*
+ this function is something like clear_with_given_color
+ and according to baseAddr
+ struct packet
+ {
+ unsigned char R,G,B,code;
+ unsigned short X,Y,W,H;
+ }
+ this function is not clipped bby drawing area, accesses whole VRAM
+*/
+
+ glDisable(GL_CLIP_PLANE0);
+ glDisable(GL_CLIP_PLANE1);
+ glDisable(GL_CLIP_PLANE2);
+ glDisable(GL_CLIP_PLANE3);
+
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ glBegin(GL_POLYGON);
+ glVertex2s(x,y);
+ glVertex2s(x+w,y);
+ glVertex2s(x+w,y+h);
+ glVertex2s(x,y+h);
+ glEnd();
+
+ glEnable(GL_CLIP_PLANE0);
+ glEnable(GL_CLIP_PLANE1);
+ glEnable(GL_CLIP_PLANE2);
+ glEnable(GL_CLIP_PLANE3);
+}
+
+
+
+void setupTexture(int32_t clutP){
+ int i;
+ int32_t sprCY,sprCX,tbw;
+ short color,tC;
+ int ctext;
+ union uPointers psxVOffset,psxVOffset2;
+
+ if( (texinfo.colormode&2) == 2 )
+ clutP=nullclutP;
+
+ ctext=curText;
+ for(i=0;i<gpuConfig.nMaxTextures;i++){
+ if(texture[i].textAddrX==texinfo.x && texture[i].textAddrY==texinfo.y && clutP==texture[i].clutP)
+ {
+ if(texture[i].Update==TRUE || texinfo.colormode!=texture[i].textTP)
+ {
+ ctext=i;
+ break;
+ }
+ glBindTexture(GL_TEXTURE_2D,texture[i].id);
+ return;
+ }
+ }
+
+ texture[ctext].textAddrX=texinfo.x;
+ texture[ctext].textAddrY=texinfo.y;
+ texture[ctext].textTP=texinfo.colormode;
+ texture[ctext].clutP=clutP;
+ texture[ctext].Update=FALSE;
+ glBindTexture(GL_TEXTURE_2D,texture[ctext].id);
+ if(ctext==curText){
+ curText++;
+ if(curText>=gpuConfig.nMaxTextures)curText=0;
+ }
+
+
+ tbw=256;
+ psxVOffset.w=psxVuw+(texinfo.y<<10)+texinfo.x;
+
+ uint32_t *pimage = image;
+
+ switch(texinfo.colormode)
+ {
+ //4bit clut
+ case 0:
+ for (sprCY=0;sprCY<256;sprCY++){
+ psxVOffset2.b=psxVOffset.b;
+ for (sprCX=0;sprCX<256;sprCX+=2){
+ tC = (*psxVOffset2.b)&0x0f;
+ *pimage = torgba[psxVuw[clutP+tC]];
+ pimage++;
+
+ tC = (*psxVOffset2.b>>4)&0x0f;
+ *pimage = torgba[psxVuw[clutP+tC]];
+ pimage++;
+
+ psxVOffset2.b++;
+ }
+ psxVOffset.w+=1024;
+ }
+ break;
+
+ //8bit clut
+ case 1:
+ if(texinfo.x==960)tbw=128;
+ for (sprCY=0;sprCY<256;sprCY++){
+ psxVOffset2.b=psxVOffset.b;
+ for (sprCX=0;sprCX<tbw;sprCX++){
+ tC = *psxVOffset2.b;
+ image[(sprCY<<8)+sprCX] = torgba[psxVuw[clutP+tC]];
+ psxVOffset2.b++;
+ }
+ psxVOffset.w+=1024;
+ }
+ break;
+
+ //15bit direct
+ case 2:
+ if(texinfo.x==960)tbw=64;
+ else if(texinfo.x==896)tbw=128;
+ else if(texinfo.x==832)tbw=192;
+
+ for (sprCY=0;sprCY<256;sprCY++){
+ psxVOffset2.w=psxVOffset.w;
+ for (sprCX=0;sprCX<tbw;sprCX++){
+ color = *psxVOffset2.w;
+ image[(sprCY<<8)+sprCX] = torgba[color];
+ psxVOffset2.w++;
+ }
+ psxVOffset.w+=1024;
+ }
+ break;
+ }
+ glTexSubImage2D(GL_TEXTURE_2D,0,0,0,256,256,GL_RGBA,GL_UNSIGNED_BYTE,image);
+}
+
+
+void setSpriteBlendMode(int32_t command){
+ unsigned char *baseAddr = (unsigned char *)&command;
+
+ //color info is 0-127, or bit 0x80 to indicate full color
+ //note: above applies to texture (and sprite) color shading info only?
+ unsigned char r,g,b;
+ r = texshade[baseAddr[0]];
+ g = texshade[baseAddr[1]];
+ b = texshade[baseAddr[2]];
+
+ if(baseAddr[3]&2){ //if blending on
+ //if(TransRate[texinfo.abr].change && !transparent){
+ //glBlendEquation(TransRate[texinfo.abr].mode);
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ //}
+ if(baseAddr[3]&1){ //should always be 0 for sprite? Apparantly not...
+ glColor4ub(255,255,255,gAlpha);
+ }else{
+ glColor4ub(r,g,b,gAlpha);
+ }
+ }else{
+ //if(TransRate[texinfo.abr].change && transparent){
+ //glBlendEquation(TransRate[0].mode);
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ //}
+ if(baseAddr[3]&1){
+ glColor3ub(255,255,255);
+ }else{
+ glColor3ub(r,g,b);
+ }
+ }
+}
+
+void primSprt8(unsigned char * baseAddr)
+{
+/*
+ fixed size (8x8) sprite
+*/
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint = (short*) baseAddr;
+ int32_t clutP;
+ short tx,ty;
+ short x,y;
+
+ //gllog(2,"Sprt8x8 : %d,%d %02x",gpuPoint[2],gpuPoint[3],baseAddr[3]);
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+ tx = (short)(gpuData[2] & 0x000000ff);
+ ty = (short)((gpuData[2]>>8) & 0x000000ff);
+
+ x = (gpuPoint[2]<<21)>>21;
+ y = (gpuPoint[3]<<21)>>21;
+
+ x += psxDraw.offsetX;
+ y += psxDraw.offsetY;
+
+ setupTexture(clutP);
+ setSpriteBlendMode(*gpuData);
+
+ /*switch(baseAddr[3]&3){
+ case 0:
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ break;
+ case 1:
+ glColor3ub(255,255,255);
+ break;
+ case 2:
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ break;
+ case 3:
+ glColor4ub(255,255,255,gAlpha);
+ break;
+ }*/
+
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx,ty);
+ glVertex2s(x,y);
+ glTexCoord2s(tx+7,ty);
+ glVertex2s(x+8,y);
+ glTexCoord2s(tx+7,ty+7);
+ glVertex2s(x+8,y+8);
+ glTexCoord2s(tx,ty+7);
+ glVertex2s(x,y+8);
+ glEnd();
+
+ //draw opaque areas of texture
+ if(baseAddr[3]&2){
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_EQUAL, 1);
+ glColor3ub(255,255,255);
+ glDisable(GL_BLEND);
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx,ty);
+ glVertex2s(x,y);
+ glTexCoord2s(tx+7,ty);
+ glVertex2s(x+8,y);
+ glTexCoord2s(tx+7,ty+7);
+ glVertex2s(x+8,y+8);
+ glTexCoord2s(tx,ty+7);
+ glVertex2s(x,y+8);
+ glEnd();
+ glEnable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ }
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+void primSprt16(unsigned char * baseAddr)
+{
+/*
+ fixed size (16x16) sprite
+*/
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint = (short*) baseAddr;
+ int32_t clutP;
+ short tx,ty;
+ short x,y;
+
+ //gllog(2,"Sprt16x16 : %d,%d %02x",gpuPoint[2],gpuPoint[3],baseAddr[3]);
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+ tx = (short)(gpuData[2] & 0x000000ff);
+ ty = (short)((gpuData[2]>>8) & 0x000000ff);
+
+ x = (gpuPoint[2]<<21)>>21;
+ y = (gpuPoint[3]<<21)>>21;
+
+ x += psxDraw.offsetX;
+ y += psxDraw.offsetY;
+
+ setupTexture(clutP);
+ setSpriteBlendMode(*gpuData);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx,ty);
+ glVertex2s(x,y);
+ glTexCoord2s(tx+15,ty);
+ glVertex2s(x+16,y);
+ glTexCoord2s(tx+15,ty+15);
+ glVertex2s(x+16,y+16);
+ glTexCoord2s(tx,ty+15);
+ glVertex2s(x,y+16);
+ glEnd();
+
+ //draw opaque areas of texture
+ if(baseAddr[3]&2){
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_EQUAL, 1);
+ glColor3ub(255,255,255);
+ glDisable(GL_BLEND);
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx,ty);
+ glVertex2s(x,y);
+ glTexCoord2s(tx+15,ty);
+ glVertex2s(x+16,y);
+ glTexCoord2s(tx+15,ty+15);
+ glVertex2s(x+16,y+16);
+ glTexCoord2s(tx,ty+15);
+ glVertex2s(x,y+16);
+ glEnd();
+ glEnable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ }
+
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+void primSprtS(unsigned char * baseAddr)
+{
+/*
+ free size (up to 256x256) sprite
+*/
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint = (short*) baseAddr;
+ int32_t clutP;
+ short tx,ty,sprtW,sprtH;
+ short tx1,tx2,ty1,ty2;
+ short x,y;
+
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+
+ tx = (short)(gpuData[2] & 0x000000ff);
+ ty = (short)((gpuData[2]>>8) & 0x000000ff);
+ sprtW = (short)(gpuData[3] & 0x3ff);
+ sprtH = (short)((gpuData[3]>>16) & 0x1ff);
+
+ x = (gpuPoint[2]<<21)>>21;
+ y = (gpuPoint[3]<<21)>>21;
+
+ x += psxDraw.offsetX;
+ y += psxDraw.offsetY;
+
+ //gllog(2,"Sprt : %04x,%04x - %04x,%04x code=%02x pal=%05x",gpuPoint[2],gpuPoint[3],gpuPoint[6],gpuPoint[7],baseAddr[3],clutP);
+ /*if(textAddrX==320&&textAddrY==0){
+ gllog(2,"Sprt : %d,%d - %d,%d pal=%05x",gpuPoint[2],gpuPoint[3],gpuPoint[6],gpuPoint[7],gpuData[2]>>12);
+ }*/
+
+ //scaled instead of repeated for now...
+ #define min(a,b) ((a) < (b) ? (a) : (b))
+
+ short minw = min(psxDraw.texwinX2, sprtW);
+ short minh = min(psxDraw.texwinY2, sprtH);
+
+ tx1 = tx + psxDraw.texwinX1;
+ tx2 = tx1 + minw - 1;
+ ty1 = ty + psxDraw.texwinY1;
+ ty2 = ty1 + minh - 1;
+/*
+ short tswap;
+
+ #define swap(a,b) tswap = (a); (a)=(b); (b) = tswap
+
+ switch (texinfo.mirror)
+ {
+ case 1:
+ swap(tx1, tx2);
+ break;
+ case 2:
+ swap(ty1, ty2);
+ break;
+ case 3:
+ swap(tx1,tx2);
+ swap(ty1,ty2);
+ break;
+ }
+*/
+
+ setupTexture(clutP);
+ setSpriteBlendMode(*gpuData);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx1, ty1);
+ glVertex2s(x,y);
+ glTexCoord2s(tx2, ty1);
+ glVertex2s(x+sprtW,y);
+ glTexCoord2s(tx2, ty2);
+ glVertex2s(x+sprtW,y+sprtH);
+ glTexCoord2s(tx1, ty2);
+ glVertex2s(x,y+sprtH);
+ glEnd();
+
+ //draw opaque areas of texture
+ if(baseAddr[3]&2){
+ glEnable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_EQUAL, 1);
+ glDisable(GL_BLEND);
+ glColor3ub(255,255,255);
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx1, ty1);
+ glVertex2s(x,y);
+ glTexCoord2s(tx2, ty1);
+ glVertex2s(x+sprtW,y);
+ glTexCoord2s(tx2, ty2);
+ glVertex2s(x+sprtW,y+sprtH);
+ glTexCoord2s(tx1, ty2);
+ glVertex2s(x,y+sprtH);
+ glEnd();
+ glEnable(GL_BLEND);
+ glDisable(GL_ALPHA_TEST);
+ }
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+
+void primLineF2(unsigned char *baseAddr)
+{
+/*
+ Flat Line 2 vertices
+*/
+ short *gpuPoint=((short *) baseAddr);
+ short x1,y1,x2,y2;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[4]<<21)>>21;
+ y2 = (gpuPoint[5]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ }else{
+ if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ }
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ }
+ /*if(baseAddr[3]&2){
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ }else{
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ }*/
+ glBegin(GL_LINES);
+ glVertex2s(x1,y1);
+ glVertex2s(x2,y2);
+ glEnd();
+}
+
+void primLineG2(unsigned char *baseAddr)
+{
+/*
+ Goraud Line 2 vertices
+*/
+ short *gpuPoint=((short *) baseAddr);
+ short x1,y1,x2,y2;
+ unsigned char alpha;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[6]<<21)>>21;
+ y2 = (gpuPoint[7]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ alpha=gAlpha;
+ }else{
+ if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ }
+ alpha=255;
+ }
+ /*if(baseAddr[3]&2){
+ alpha=gAlpha;
+ }else{
+ alpha=255;
+ }*/
+ glBegin(GL_LINES);
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],alpha);
+ glVertex2s(x1,y1);
+ glColor4ub(baseAddr[8],baseAddr[9],baseAddr[10],alpha);
+ glVertex2s(x2,y2);
+ glEnd();
+}
+
+void primPolyF3(unsigned char *baseAddr)
+{
+/*
+ Flat Shaded Polygon 3 vertices
+*/
+ short *gpuPoint=((short *) baseAddr);
+ short x1,x2,x3,y1,y2,y3;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[4]<<21)>>21;
+ y2 = (gpuPoint[5]<<21)>>21;
+ x3 = (gpuPoint[6]<<21)>>21;
+ y3 = (gpuPoint[7]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+
+ //gllog(77,"!GPU! P3 F %d,%d %d,%d %d,%d\n",lx0,ly0,lx1,ly1,lx2,ly2);
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ gAlpha = TransRate[texinfo.abr].alpha;
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ }else{
+ if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ }
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ }
+ glBegin(GL_POLYGON);
+ glVertex2s(x1,y1);
+ glVertex2s(x2,y2);
+ glVertex2s(x3,y3);
+ glEnd();
+}
+
+void primPolyF4(unsigned char *baseAddr)
+{
+/*
+ Flat Shaded Polygon 4 vertices
+*/
+ short *gpuPoint=((short *) baseAddr);
+ short x1,x2,x3,x4,y1,y2,y3,y4;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[4]<<21)>>21;
+ y2 = (gpuPoint[5]<<21)>>21;
+ x3 = (gpuPoint[6]<<21)>>21;
+ y3 = (gpuPoint[7]<<21)>>21;
+ x4 = (gpuPoint[8]<<21)>>21;
+ y4 = (gpuPoint[9]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+ x4 += psxDraw.offsetX;
+ y4 += psxDraw.offsetY;
+
+ //gllog(77,"!GPU! P4 F %d,%d %d,%d %d,%d %d,%d %6x\n",lx0,ly0,lx1,ly1,lx2,ly2,lx3,ly3,gpuData[0]);
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ gAlpha = TransRate[texinfo.abr].alpha;
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ }else{
+ if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ }
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ }
+ glBegin(GL_POLYGON);
+ glVertex2s(x1,y1);
+ glVertex2s(x2,y2);
+ glVertex2s(x4,y4);
+ glVertex2s(x3,y3);
+ glEnd();
+}
+
+void primPolyG3(unsigned char *baseAddr)
+{
+/*
+ Goraud Shaded Polygon 3 vertices
+*/
+ short *gpuPoint=((short *) baseAddr);
+ unsigned char alpha;
+ short x1,x2,x3,y1,y2,y3;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[6]<<21)>>21;
+ y2 = (gpuPoint[7]<<21)>>21;
+ x3 = (gpuPoint[10]<<21)>>21;
+ y3 = (gpuPoint[11]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+
+ //gllog(77,"!GPU! P3 G %d,%d %d,%d %d,%d\n",lx0,ly0,lx1,ly1,lx2,ly2);
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ alpha = TransRate[texinfo.abr].alpha;
+ }else{
+ if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ }
+ alpha=255;
+ }
+ glBegin(GL_POLYGON);
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],alpha);
+ glVertex2s(x1,y1);
+ glColor4ub(baseAddr[8],baseAddr[9],baseAddr[10],alpha);
+ glVertex2s(x2,y2);
+ glColor4ub(baseAddr[16],baseAddr[17],baseAddr[18],alpha);
+ glVertex2s(x3,y3);
+ glEnd();
+}
+
+void primPolyG4(unsigned char * baseAddr)
+{
+/*
+ Goraud Shaded Polygon 4 vertices
+*/
+ short *gpuPoint=((short *) baseAddr);
+ short x1,x2,x3,x4,y1,y2,y3,y4;
+ unsigned char alpha;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[6]<<21)>>21;
+ y2 = (gpuPoint[7]<<21)>>21;
+ x3 = (gpuPoint[10]<<21)>>21;
+ y3 = (gpuPoint[11]<<21)>>21;
+ x4 = (gpuPoint[14]<<21)>>21;
+ y4 = (gpuPoint[15]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+ x4 += psxDraw.offsetX;
+ y4 += psxDraw.offsetY;
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ alpha = TransRate[texinfo.abr].alpha;
+ }else{
+ if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ }
+ alpha=255;
+ }
+ glBegin(GL_POLYGON);
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],alpha);
+ glVertex2s(x1,y1);
+ glColor4ub(baseAddr[8],baseAddr[9],baseAddr[10],alpha);
+ glVertex2s(x2,y2);
+ glColor4ub(baseAddr[24],baseAddr[25],baseAddr[26],alpha);
+ glVertex2s(x4,y4);
+ glColor4ub(baseAddr[16],baseAddr[17],baseAddr[18],alpha);
+ glVertex2s(x3,y3);
+ glEnd();
+}
+
+void primPolyFT3(unsigned char * baseAddr)
+{
+/*
+ Flat Shaded Textured Polygon 3 vertices
+*/
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint=((short *) baseAddr);
+ int32_t clutP;
+ short x1,x2,x3,y1,y2,y3;
+ short tx0,ty0,tx1,ty1,tx2,ty2;
+ unsigned short gpuDataX;
+
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[6]<<21)>>21;
+ y2 = (gpuPoint[7]<<21)>>21;
+ x3 = (gpuPoint[10]<<21)>>21;
+ y3 = (gpuPoint[11]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+
+ tx0 = (short)(gpuData[2] & 0xff);
+ ty0 = (short)((gpuData[2]>>8) & 0xff);
+ tx1 = (short)(gpuData[4] & 0xff);
+ ty1 = (short)((gpuData[4]>>8) & 0xff);
+ tx2 = (short)(gpuData[6] & 0xff);
+ ty2 = (short)((gpuData[6]>>8) & 0xff);
+ //gllog(77,"!GPU! P3 F %d,%d %d,%d %d,%d\n",lx0,ly0,lx1,ly1,lx2,ly2);
+ gpuDataX=(unsigned short)(gpuData[4]>>16);
+
+ int32_t tempABR = (gpuDataX >>5) & 0x3;
+ if(texinfo.abr!=tempABR){
+ texinfo.abr = tempABR;
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ gAlpha=TransRate[texinfo.abr].alpha;
+ transparent=TRUE;
+ }
+ UpdateTextureInfo(gpuDataX);
+
+ /*switch(texinfo.abr){
+ case 0:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=128;
+ break;
+ case 1:
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=0;
+ break;
+ case 2:
+ glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
+ gAlpha=0;
+ break;
+ case 3:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ gAlpha=64;
+ break;
+ }*/
+ //gllog(77," CMD: P3TF: %d,%d TP=%d",textAddrX,textAddrY,textTP);
+ //gllog(77," CMD: P3TF: %d,%d %02x",lx0,ly0,baseAddr[3]);
+
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+ setupTexture(clutP);
+ //setPolyTexBlendMode(*gpuData);
+
+ baseAddr[0] = texshade[baseAddr[0]];
+ baseAddr[1] = texshade[baseAddr[1]];
+ baseAddr[2] = texshade[baseAddr[2]];
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ if(baseAddr[3]&1){
+ glColor4ub(255,255,255,gAlpha);
+ //glColor4ub(255,255,255,255);
+ }else{
+ glColor4ub(baseAddr[0],baseAddr[1],baseAddr[2],gAlpha);
+ }
+ }else{
+ //if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ //}
+ if(baseAddr[3]&1){
+ glColor3ub(255,255,255);
+ }else{
+ glColor3ub(baseAddr[0],baseAddr[1],baseAddr[2]);
+ }
+ }
+
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+
+ short xtest = (x1-x2)*(tx0-tx1);
+ if (xtest == 0)
+ xtest = (x1-x3)*(tx0-tx2);
+ if (xtest < 0)
+ glTranslatef(1.0f, 0, 0);
+
+ short ytest = (y1-y2)*(ty0-ty1);
+ if (ytest == 0)
+ ytest = (y1-y3)*(ty0-ty2);
+ if (ytest < 0)
+ glTranslatef(0, 1.0f, 0);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx0,ty0);
+ glVertex2s(x1,y1);
+ glTexCoord2s(tx1,ty1);
+ glVertex2s(x2,y2);
+ glTexCoord2s(tx2,ty2);
+ glVertex2s(x3,y3);
+ glEnd();
+
+ glPopMatrix();
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+
+void primPolyFT4(unsigned char * baseAddr)
+{
+/*
+ Flat Shaded Textured Polygon 4 vertices
+*/
+
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint=((short *) baseAddr);
+ int32_t clutP;
+ short x1,x2,x3,x4,y1,y2,y3,y4;
+ short tx0,ty0,tx1,ty1,tx2,ty2,tx3,ty3;
+ unsigned short gpuDataX;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[6]<<21)>>21;
+ y2 = (gpuPoint[7]<<21)>>21;
+ x3 = (gpuPoint[10]<<21)>>21;
+ y3 = (gpuPoint[11]<<21)>>21;
+ x4 = (gpuPoint[14]<<21)>>21;
+ y4 = (gpuPoint[15]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+ x4 += psxDraw.offsetX;
+ y4 += psxDraw.offsetY;
+
+ tx0 = (short)(gpuData[2] & 0xff);
+ ty0 = (short)((gpuData[2]>>8) & 0xff);
+ tx1 = (short)(gpuData[4] & 0xff);
+ ty1 = (short)((gpuData[4]>>8) & 0xff);
+ tx2 = (short)(gpuData[6] & 0xff);
+ ty2 = (short)((gpuData[6]>>8) & 0xff);
+ tx3 = (short)(gpuData[8] & 0xff);
+ ty3 = (short)((gpuData[8]>>8) & 0xff);
+ //gllog(77,"!GPU! P4 F %d,%d %d,%d %d,%d %d,%d %6x\n",tx0,ty0,tx1,ty1,tx2,ty2,tx3,ty3,gpuData[0]);
+
+ gpuDataX=(unsigned short)(gpuData[4]>>16);
+
+ int32_t tempABR = (gpuDataX >> 5) & 0x3;
+ if(texinfo.abr!=tempABR){
+ texinfo.abr = tempABR;
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ gAlpha=TransRate[texinfo.abr].alpha;
+ transparent=TRUE;
+ }
+ UpdateTextureInfo(gpuDataX);
+
+ /*switch(texinfo.abr){
+ case 0:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=128;
+ break;
+ case 1:
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=0;
+ break;
+ case 2:
+ glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
+ gAlpha=0;
+ break;
+ case 3:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ gAlpha=64;
+ break;
+ }*/
+ //gllog(77," CMD: P4TF: %d,%d TP=%d",textAddrX,textAddrY,textTP);
+ //gllog(77," CMD: P4TG: %d,%d,%d,%d",baseAddr[3],baseAddr[15],baseAddr[39],baseAddr[27]);
+ //gllog(77," CMD: P4TF: %d,%d %02x",lx0,ly0,baseAddr[3]);
+
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+ setupTexture(clutP);
+
+ if(baseAddr[3]&2){
+ if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ }
+ if(baseAddr[3]&1){
+ glColor4ub(255,255,255,gAlpha);
+ //glColor4ub(255,255,255,255);
+ }else{
+ glColor4ub(texshade[baseAddr[0]],texshade[baseAddr[1]],texshade[baseAddr[2]],gAlpha);
+ }
+ }else{
+ //if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ //}
+ if(baseAddr[3]&1){
+ glColor3ub(255,255,255);
+ }else{
+ glColor3ub(texshade[baseAddr[0]],texshade[baseAddr[1]],texshade[baseAddr[2]]);
+ }
+ }
+
+ //verify order, otherwise it will pick wrong texture pixel if backwards
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+
+ short xtest = (x1-x2)^(tx0-tx1);
+ if (xtest == 0)
+ xtest = (x1-x3)^(tx0-tx2);
+ if (xtest < 0)
+ glTranslatef(1.0f, 0, 0);
+
+ short ytest = (y1-y2)^(ty0-ty1);
+ if (ytest == 0)
+ ytest = (y1-y3)^(ty0-ty2);
+ if (ytest < 0)
+ glTranslatef(0, 1.0f, 0);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2s(tx0,ty0);
+ glVertex2s(x1,y1);
+ glTexCoord2s(tx1,ty1);
+ glVertex2s(x2,y2);
+ glTexCoord2s(tx3,ty3);
+ glVertex2s(x4,y4);
+ glTexCoord2s(tx2,ty2);
+ glVertex2s(x3,y3);
+ glEnd();
+
+ glPopMatrix();
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+void primPolyGT3(unsigned char *baseAddr)
+{
+/*
+ Goraud Shaded Textured Polygon 3 vertices
+*/
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint=((short *) baseAddr);
+ int32_t clutP;
+ short x1,x2,x3,y1,y2,y3;
+ short tx0,ty0,tx1,ty1,tx2,ty2;
+ unsigned short gpuDataX;
+ unsigned char alpha;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[8]<<21)>>21;
+ y2 = (gpuPoint[9]<<21)>>21;
+ x3 = (gpuPoint[14]<<21)>>21;
+ y3 = (gpuPoint[15]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+
+
+ tx0 = (short)(gpuData[2] & 0xff);
+ ty0 = (short)((gpuData[2]>>8) & 0xff);
+ tx1 = (short)(gpuData[5] & 0xff);
+ ty1 = (short)((gpuData[5]>>8) & 0xff);
+ tx2 = (short)(gpuData[8] & 0xff);
+ ty2 = (short)((gpuData[8]>>8) & 0xff);
+ //gllog(77,"!GPU! P3TG %d,%d %d,%d %d,%d\n",lx0,ly0,lx1,ly1,lx2,ly2);
+
+ gpuDataX=(unsigned short)(gpuData[5]>>16);
+ int32_t tempABR = (gpuDataX >> 5) & 0x3;
+ if(texinfo.abr!=tempABR){
+ texinfo.abr = tempABR;
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ gAlpha=TransRate[texinfo.abr].alpha;
+ transparent=TRUE;
+ }
+ UpdateTextureInfo(gpuDataX);
+
+ /*switch(texinfo.abr){
+ case 0:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=128;
+ break;
+ case 1:
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=0;
+ break;
+ case 2:
+ glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
+ gAlpha=0;
+ break;
+ case 3:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ gAlpha=64;
+ break;
+ }*/
+
+ //gllog(77," CMD: P3TG: %d,%d TP=%d",textAddrX,textAddrY,textTP);
+ //gllog(77," CMD: P3TG: %d,%d %02x",lx0,ly0,baseAddr[3]);
+
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+ setupTexture(clutP);
+ if(baseAddr[3]&2){
+ //if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ //}
+ alpha=gAlpha;
+ }else{
+ //if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ //}
+ alpha=255;
+ }
+
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+
+ short xtest = (x1-x2)*(tx0-tx1);
+ if (xtest == 0)
+ xtest = (x1-x3)*(tx0-tx2);
+ if (xtest < 0)
+ glTranslatef(1.0f, 0, 0);
+
+ short ytest = (y1-y2)*(ty0-ty1);
+ if (ytest == 0)
+ ytest = (y1-y3)*(ty0-ty2);
+ if (ytest < 0)
+ glTranslatef(0, 1.0f, 0);
+
+ glBegin(GL_POLYGON);
+ glColor4ub(texshade[baseAddr[0]],texshade[baseAddr[1]],texshade[baseAddr[2]],alpha);
+ glTexCoord2s(tx0,ty0);
+ glVertex2s(x1,y1);
+ glColor4ub(texshade[baseAddr[12]],texshade[baseAddr[13]],texshade[baseAddr[14]],alpha);
+ glTexCoord2s(tx1,ty1);
+ glVertex2s(x2,y2);
+ glColor4ub(texshade[baseAddr[24]],texshade[baseAddr[25]],texshade[baseAddr[26]],alpha);
+ glTexCoord2s(tx2,ty2);
+ glVertex2s(x3,y3);
+ glEnd();
+
+ glPopMatrix();
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+void primPolyGT4(unsigned char *baseAddr)
+{
+/*
+ Goraud Shaded Textured Polygon 4 vertices
+*/
+ uint32_t *gpuData = (uint32_t *)baseAddr;
+ short *gpuPoint=((short *) baseAddr);
+ int32_t clutP;
+ short x1,y1,x2,y2,x3,y3,x4,y4;
+ short tx0,ty0,tx1,ty1,tx2,ty2,tx3,ty3;
+ unsigned short gpuDataX;
+ unsigned char alpha;
+
+ x1 = (gpuPoint[2]<<21)>>21;
+ y1 = (gpuPoint[3]<<21)>>21;
+ x2 = (gpuPoint[8]<<21)>>21;
+ y2 = (gpuPoint[9]<<21)>>21;
+ x3 = (gpuPoint[14]<<21)>>21;
+ y3 = (gpuPoint[15]<<21)>>21;
+ x4 = (gpuPoint[20]<<21)>>21;
+ y4 = (gpuPoint[21]<<21)>>21;
+
+ x1 += psxDraw.offsetX;
+ y1 += psxDraw.offsetY;
+ x2 += psxDraw.offsetX;
+ y2 += psxDraw.offsetY;
+ x3 += psxDraw.offsetX;
+ y3 += psxDraw.offsetY;
+ x4 += psxDraw.offsetX;
+ y4 += psxDraw.offsetY;
+
+ tx0 = (short)(gpuData[2] & 0xff);
+ ty0 = (short)((gpuData[2]>>8) & 0xff);
+ tx1 = (short)(gpuData[5] & 0xff);
+ ty1 = (short)((gpuData[5]>>8) & 0xff);
+ tx2 = (short)(gpuData[8] & 0xff);
+ ty2 = (short)((gpuData[8]>>8) & 0xff);
+ tx3 = (short)(gpuData[11] & 0xff);
+ ty3 = (short)((gpuData[11]>>8) & 0xff);
+
+ gpuDataX=(unsigned short)(gpuData[5]>>16);
+ int32_t tempABR = (gpuDataX >> 5) & 0x3;
+ if(texinfo.abr!=tempABR){
+ texinfo.abr = tempABR;
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ gAlpha=TransRate[texinfo.abr].alpha;
+ transparent=TRUE;
+ }
+ UpdateTextureInfo(gpuDataX);
+
+ /*switch(texinfo.abr){
+ case 0:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=128;
+ break;
+ case 1:
+ glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
+ gAlpha=0;
+ break;
+ case 2:
+ glBlendFunc(GL_ZERO,GL_ONE_MINUS_SRC_COLOR);
+ gAlpha=0;
+ break;
+ case 3:
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ gAlpha=64;
+ break;
+ }*/
+
+ //gllog(77," CMD: P4TG: %d,%d TP=%d",textAddrX,textAddrY,textTP);
+ //gllog(77," CMD: P4TG: %d,%d %02x",lx0,ly0,baseAddr[3]);
+
+ clutP = (gpuData[2]>>12) & 0x7fff0;//0xffff0;
+ setupTexture(clutP);
+ if(baseAddr[3]&2){
+ //if(TransRate[texinfo.abr].change&&!transparent){
+ glBlendFunc(TransRate[texinfo.abr].src,TransRate[texinfo.abr].dst);
+ transparent=TRUE;
+ //}
+ alpha=gAlpha;
+ }else{
+ //if(TransRate[texinfo.abr].change&&transparent){
+ glBlendFunc(TransRate[0].src,TransRate[0].dst);
+ transparent=FALSE;
+ //}
+ alpha=255;
+ }
+
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+
+ short xtest = (x1-x2)*(tx0-tx1);
+ if (xtest == 0)
+ xtest = (x1-x3)*(tx0-tx2);
+ if (xtest < 0)
+ glTranslatef(1.0f, 0, 0);
+
+ short ytest = (y1-y2)*(ty0-ty1);
+ if (ytest == 0)
+ ytest = (y1-y3)*(ty0-ty2);
+ if (ytest < 0)
+ glTranslatef(0, 1.0f, 0);
+
+ glBegin(GL_POLYGON);
+ glColor4ub(texshade[baseAddr[0]],texshade[baseAddr[1]],texshade[baseAddr[2]],alpha);
+ glTexCoord2s(tx0,ty0);
+ glVertex2s(x1,y1);
+ glColor4ub(texshade[baseAddr[12]],texshade[baseAddr[13]],texshade[baseAddr[14]],alpha);
+ glTexCoord2s(tx1,ty1);
+ glVertex2s(x2,y2);
+ glColor4ub(texshade[baseAddr[36]],texshade[baseAddr[37]],texshade[baseAddr[38]],alpha);
+ glTexCoord2s(tx3,ty3);
+ glVertex2s(x4,y4);
+ glColor4ub(texshade[baseAddr[24]],texshade[baseAddr[25]],texshade[baseAddr[26]],alpha);
+ glTexCoord2s(tx2,ty2);
+ glVertex2s(x3,y3);
+ glEnd();
+
+ glPopMatrix();
+
+ glBindTexture(GL_TEXTURE_2D,nullid);
+}
+
+
+void primNI(unsigned char *bA)
+{
+ // primitive not implemented
+ if (bA[3]) gllog(255,"PRIM: *NI* %02x",bA[3]);
+}
+
+
+unsigned char primTableC[256] =
+{
+ // 00
+ 0,0,3,0,0,0,0,0,
+ // 08
+ 0,0,0,0,0,0,0,0,
+ // 10
+ 0,0,0,0,0,0,0,0,
+ // 18
+ 0,0,0,0,0,0,0,0,
+ // 20
+ 4,4,4,4,7,7,7,7,
+ // 28
+ 5,5,5,5,9,9,9,9,
+ // 30
+ 6,6,6,6,9,9,9,9,
+ // 38
+ 8,8,8,8,12,12,12,12,
+ // 40
+ 3,3,3,3,0,0,0,0, // LineF2
+ // 48
+ 5,5,5,5,6,6,6,6, // LineF3 LineF4
+ // 50
+ 4,4,4,4,0,0,0,0, // LineG2
+ // 58
+ 7,7,7,7,9,9,9,9, // LineG3 LineG4
+ // 60
+ 3,3,3,3,4,4,4,4, // Tile Sprt
+ // 68
+ 2,2,2,2,0,0,0,0, // Tile1
+ // 70
+ 2,2,2,2,3,3,3,3, // Tile8 Sprt8
+ // 78
+ 2,2,2,2,3,3,3,3, // Tile16 Sprt16
+ // 80
+ 4,0,0,0,0,0,0,0,
+ // 88
+ 0,0,0,0,0,0,0,0,
+ // 90
+ 0,0,0,0,0,0,0,0,
+ // 98
+ 0,0,0,0,0,0,0,0,
+ // a0
+ 3,0,0,0,0,0,0,0,
+ // a8
+ 0,0,0,0,0,0,0,0,
+ // b0
+ 0,0,0,0,0,0,0,0,
+ // b8
+ 0,0,0,0,0,0,0,0,
+ // c0
+ 3,0,0,0,0,0,0,0,
+ // c8
+ 0,0,0,0,0,0,0,0,
+ // d0
+ 0,0,0,0,0,0,0,0,
+ // d8
+ 0,0,0,0,0,0,0,0,
+ // e0
+ 0,1,1,1,1,1,1,0,
+ // e8
+ 0,0,0,0,0,0,0,0,
+ // f0
+ 0,0,0,0,0,0,0,0,
+ // f8
+ 0,0,0,0,0,0,0,0
+
+};
+
+void (*primTableJ[256])(unsigned char *) =
+{
+ // 00
+ primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,
+ // 08
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 10
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 18
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 20
+ primPolyF3,primPolyF3,primPolyF3,primPolyF3,primPolyFT3,primPolyFT3,primPolyFT3,primPolyFT3,
+ // 28
+ primPolyF4,primPolyF4,primPolyF4,primPolyF4,primPolyFT4,primPolyFT4,primPolyFT4,primPolyFT4,
+ // 30
+ primPolyG3,primPolyG3,primPolyG3,primPolyG3,primPolyGT3,primPolyGT3,primPolyGT3,primPolyGT3,
+ // 38
+ primPolyG4,primPolyG4,primPolyG4,primPolyG4,primPolyGT4,primPolyGT4,primPolyGT4,primPolyGT4,
+ // 40
+ primLineF2,primLineF2,primLineF2,primLineF2,primNI,primNI,primNI,primNI,
+ // 48
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 50
+ primLineG2,primLineG2,primLineG2,primLineG2,primNI,primNI,primNI,primNI,
+ // 58
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 60
+ primTileS,primTileS,primTileS,primTileS,primSprtS,primSprtS,primSprtS,primSprtS,
+ // 68
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 70
+ primNI,primNI,primNI,primNI,primSprt8,primSprt8,primSprt8,primSprt8,
+ // 78
+ primNI,primNI,primNI,primNI,primSprt16,primSprt16,primSprt16,primSprt16,
+ // 80
+ primMoveImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 88
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 90
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 98
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // a0
+ primLoadImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // a8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // b0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // b8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // c0
+ primStoreImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // c8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // d0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // d8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // e0
+ primNI,cmdTexturePage,cmdTextureWindow,cmdDrawAreaStart,cmdDrawAreaEnd,cmdDrawOffset,cmdSTP,primNI,
+ // e8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // f0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // f8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI
+};
+