diff options
| author | SND\weimingzhi_cp <SND\weimingzhi_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97> | 2009-06-16 11:42:58 +0000 |
|---|---|---|
| committer | SND\weimingzhi_cp <SND\weimingzhi_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97> | 2009-06-16 11:42:58 +0000 |
| commit | 84717e9507cc4bbffea3a95dc34093b31eed82b9 (patch) | |
| tree | e354a47d4d8ccabdc0c719d77ee86a544b0ca393 /plugins | |
| parent | bdaffda275f3ae92860a7ab0c23ad5574fac665e (diff) | |
| download | pcsxr-84717e9507cc4bbffea3a95dc34093b31eed82b9.tar.gz | |
git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@23717 e17a0e51-4ae3-4d35-97c3-1a29b211df97
Diffstat (limited to 'plugins')
| -rw-r--r-- | plugins/peopsxgl/draw.c | 2756 | ||||
| -rw-r--r-- | plugins/peopsxgl/gpucfg/main.c | 2 |
2 files changed, 1379 insertions, 1379 deletions
diff --git a/plugins/peopsxgl/draw.c b/plugins/peopsxgl/draw.c index 1c431e3c..1d73769c 100644 --- a/plugins/peopsxgl/draw.c +++ b/plugins/peopsxgl/draw.c @@ -16,79 +16,79 @@ * *
***************************************************************************/
-#include "stdafx.h" - -#define _IN_DRAW - -#include "externals.h" -#include "gpu.h" -#include "draw.h" -#include "prim.h" -#include "texture.h" -#include "menu.h" - -//////////////////////////////////////////////////////////////////////////////////// -// defines - -#define SIGNBIT 0x800 -#define S_MASK 0xf000 -#define L_MASK 0xfffff000 +#include "stdafx.h"
+
+#define _IN_DRAW
+
+#include "externals.h"
+#include "gpu.h"
+#include "draw.h"
+#include "prim.h"
+#include "texture.h"
+#include "menu.h"
+
+////////////////////////////////////////////////////////////////////////////////////
+// defines
+
+#define SIGNBIT 0x800
+#define S_MASK 0xf000
+#define L_MASK 0xfffff000
// ownscale: some ogl drivers have buggy texture matrix funcs, so it
// is safer to calc sow/tow ourselves
- -#ifdef OWNSCALE - -#define ST_FACSPRITE 255.99f -#define ST_BFFACSPRITE 0.5f/256.0f -#define ST_BFFACSPRITESORT 0.333f/256.0f - -#define ST_OFFSET 0.5f/256.0f; - -#define ST_FAC 255.99f -#define ST_BFFAC 0.5f/256.0f -#define ST_BFFACSORT 0.333f/256.0f - -#define ST_FACTRI 255.99f -#define ST_BFFACTRI 0.5f/256.0f -#define ST_BFFACTRISORT 0.333f/256.0f - -#define ST_FACVRAMX 255.0f -#define ST_FACVRAM 256.0f - -/////////////////////////////////////////////////////////////// - -#else - -#define ST_BFFACSPRITE 0.5f -#define ST_BFFACSPRITESORT 0.333f - -#define ST_BFFAC 0.5f -#define ST_BFFACSORT 0.333f - -#define ST_BFFACTRI 0.5f -#define ST_BFFACTRISORT 0.333f - -#define ST_OFFSET 0.5f; - -#endif - -//////////////////////////////////////////////////////////////////////////////////// -// draw globals -
-void glBlendEquationEXT(GLenum mode); -void glColorTableEXT(GLenum target, GLenum internalFormat, GLsizei width, GLenum format,GLenum type, const GLvoid *data); +
+#ifdef OWNSCALE
+
+#define ST_FACSPRITE 255.99f
+#define ST_BFFACSPRITE 0.5f/256.0f
+#define ST_BFFACSPRITESORT 0.333f/256.0f
+
+#define ST_OFFSET 0.5f/256.0f;
+
+#define ST_FAC 255.99f
+#define ST_BFFAC 0.5f/256.0f
+#define ST_BFFACSORT 0.333f/256.0f
+
+#define ST_FACTRI 255.99f
+#define ST_BFFACTRI 0.5f/256.0f
+#define ST_BFFACTRISORT 0.333f/256.0f
+
+#define ST_FACVRAMX 255.0f
+#define ST_FACVRAM 256.0f
+
+///////////////////////////////////////////////////////////////
+
+#else
+
+#define ST_BFFACSPRITE 0.5f
+#define ST_BFFACSPRITESORT 0.333f
+
+#define ST_BFFAC 0.5f
+#define ST_BFFACSORT 0.333f
+
+#define ST_BFFACTRI 0.5f
+#define ST_BFFACTRISORT 0.333f
+
+#define ST_OFFSET 0.5f;
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////////////
+// draw globals
+
+void glBlendEquationEXT(GLenum mode);
+void glColorTableEXT(GLenum target, GLenum internalFormat, GLsizei width, GLenum format,GLenum type, const GLvoid *data);
// draw globals; most will be initialized again later (by config or checks)
- +
BOOL bIsFirstFrame=TRUE;
// resolution/ratio vars
-int iResX; -int iResY; -BOOL bKeepRatio=FALSE; -RECT rRatioRect; +int iResX;
+int iResY;
+BOOL bKeepRatio=FALSE;
+RECT rRatioRect;
// psx mask related vars
@@ -100,17 +100,17 @@ uint32_t lSetMask=0; // drawing/coord vars
-OGLVertex vertex[4]; -GLubyte gl_ux[8]; -GLubyte gl_vy[8]; -short sprtY,sprtX,sprtH,sprtW; +OGLVertex vertex[4];
+GLubyte gl_ux[8];
+GLubyte gl_vy[8];
+short sprtY,sprtX,sprtH,sprtW;
// drawing options
-BOOL bOpaquePass; -BOOL bAdvancedBlend; +BOOL bOpaquePass;
+BOOL bAdvancedBlend;
BOOL bUseLines;
-BOOL bUseAntiAlias; +BOOL bUseAntiAlias;
int iTexQuality;
int iUsePalTextures=1;
BOOL bSnapShot=FALSE;
@@ -118,1401 +118,1401 @@ BOOL bSmallAlpha=FALSE; int iShowFPS=0;
// OGL extension support
- +
int iForceVSync=-1;
-int iUseExts=1;
-BOOL bGLExt; -BOOL bGLFastMovie=FALSE; -BOOL bGLSoft; +int iUseExts=0;
+BOOL bGLExt;
+BOOL bGLFastMovie=FALSE;
+BOOL bGLSoft;
BOOL bGLBlend;
PFNGLBLENDEQU glBlendEquationEXTEx=NULL;
PFNGLCOLORTABLEEXT glColorTableEXTEx=NULL;
// gfx card buffer infos
- +
int iDepthFunc=0;
-int iZBufferDepth=0; -GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT; - -//////////////////////////////////////////////////////////////////////// -// Get extension infos (f.e. pal textures / packed pixels) -//////////////////////////////////////////////////////////////////////// - +int iZBufferDepth=0;
+GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT;
+
+////////////////////////////////////////////////////////////////////////
+// Get extension infos (f.e. pal textures / packed pixels)
+////////////////////////////////////////////////////////////////////////
+
void GetExtInfos(void)
-{ +{
BOOL bPacked=FALSE; // default: no packed pixel support
- +
bGLExt=FALSE; // default: no extensions
- bGLFastMovie=FALSE; - + bGLFastMovie=FALSE;
+
if(strstr((char *)glGetString(GL_EXTENSIONS), // packed pixels available?
"GL_EXT_packed_pixels"))
bPacked=TRUE; // -> ok
- +
if(bPacked && bUse15bitMdec) // packed available and 15bit mdec wanted?
bGLFastMovie=TRUE; // -> ok
- +
if(bPacked && (iTexQuality==1 || iTexQuality==2)) // packed available and 16 bit texture format?
- { + {
bGLFastMovie=TRUE; // -> ok
- bGLExt=TRUE; - } - + bGLExt=TRUE;
+ }
+
if(iUseExts && // extension support wanted?
- (strstr((char *)glGetString(GL_EXTENSIONS), - "GL_EXT_texture_edge_clamp") || + (strstr((char *)glGetString(GL_EXTENSIONS),
+ "GL_EXT_texture_edge_clamp") ||
strstr((char *)glGetString(GL_EXTENSIONS), // -> check clamp support, if yes: use it
- "GL_SGIS_texture_edge_clamp"))) - iClampType=GL_TO_EDGE_CLAMP; - else iClampType=GL_CLAMP; - + "GL_SGIS_texture_edge_clamp")))
+ iClampType=GL_TO_EDGE_CLAMP;
+ else iClampType=GL_CLAMP;
+
glColorTableEXTEx=(PFNGLCOLORTABLEEXT)NULL; // init ogl palette func pointer
- +
if(iGPUHeight!=1024 && // no pal textures in ZN mode (height=1024)!
strstr((char *)glGetString(GL_EXTENSIONS), // otherwise: check ogl support
- "GL_EXT_paletted_texture")) - { + "GL_EXT_paletted_texture"))
+ {
iUsePalTextures=1; // -> wow, supported, get func pointer
- - glColorTableEXTEx=(PFNGLCOLORTABLEEXT)glColorTableEXT; - +
+ glColorTableEXTEx=(PFNGLCOLORTABLEEXT)glColorTableEXT;
+
if(glColorTableEXTEx==NULL) iUsePalTextures=0; // -> ha, cheater... no func, no support
- } - else iUsePalTextures=0; -} - -//////////////////////////////////////////////////////////////////////// -// Setup some stuff depending on user settings or in-game toggle -//////////////////////////////////////////////////////////////////////// - -void SetExtGLFuncs(void) -{ + }
+ else iUsePalTextures=0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// Setup some stuff depending on user settings or in-game toggle
+////////////////////////////////////////////////////////////////////////
+
+void SetExtGLFuncs(void)
+{
//----------------------------------------------------//
SetFixes(); // update fix infos
//----------------------------------------------------//
- +
if(iUseExts && !(dwActFixes&1024) && // extensions wanted? and not turned off by game fix?
- strstr((char *)glGetString(GL_EXTENSIONS), // and blend_subtract available? - "GL_EXT_blend_subtract")) + strstr((char *)glGetString(GL_EXTENSIONS), // and blend_subtract available?
+ "GL_EXT_blend_subtract"))
{ // -> get ogl blend function pointer
- glBlendEquationEXTEx=(PFNGLBLENDEQU)glBlendEquationEXT; - } + glBlendEquationEXTEx=(PFNGLBLENDEQU)glBlendEquationEXT;
+ }
else // no subtract blending?
- { + {
if(glBlendEquationEXTEx) // -> change to additive blending (if subract was active)
- glBlendEquationEXTEx(FUNC_ADD_EXT); + glBlendEquationEXTEx(FUNC_ADD_EXT);
glBlendEquationEXTEx=(PFNGLBLENDEQU)NULL; // -> no more blend function pointer
- } + }
//----------------------------------------------------//
- +
if(iUseExts && bAdvancedBlend && // advanced blending wanted ?
- strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail? - "GL_EXT_texture_env_combine")) - { + strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail?
+ "GL_EXT_texture_env_combine"))
+ {
bUseMultiPass=FALSE;bGLBlend=TRUE; // -> no need for 2 passes, perfect
- - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT); - glTexEnvf(GL_TEXTURE_ENV, COMBINE_RGB_EXT, GL_MODULATE); - glTexEnvf(GL_TEXTURE_ENV, COMBINE_ALPHA_EXT, GL_MODULATE); - glTexEnvf(GL_TEXTURE_ENV, RGB_SCALE_EXT, 2.0f); - } - else // no advanced blending wanted/available: - { +
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT);
+ glTexEnvf(GL_TEXTURE_ENV, COMBINE_RGB_EXT, GL_MODULATE);
+ glTexEnvf(GL_TEXTURE_ENV, COMBINE_ALPHA_EXT, GL_MODULATE);
+ glTexEnvf(GL_TEXTURE_ENV, RGB_SCALE_EXT, 2.0f);
+ }
+ else // no advanced blending wanted/available:
+ {
if(bAdvancedBlend) bUseMultiPass=TRUE; // -> pseudo-advanced with 2 passes
else bUseMultiPass=FALSE; // -> or simple 'bright color' mode
bGLBlend=FALSE; // -> no ext blending!
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - } - + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ }
+
//----------------------------------------------------//
- // init standard tex quality 0-2, and big alpha mode 3 + // init standard tex quality 0-2, and big alpha mode 3
if(!(dwActFixes&0x4000) && iFilterType && iTexQuality>=3)
bSmallAlpha=TRUE;
else bSmallAlpha=FALSE;
- - if(bOpaquePass) // opaque mode? - { - if(dwActFixes&32) - { - TCF[0]=CP8RGBA_0; +
+ if(bOpaquePass) // opaque mode?
+ {
+ if(dwActFixes&32)
+ {
+ TCF[0]=CP8RGBA_0;
PalTexturedColourFn=CP8RGBA; // -> init col func
- } - else - { - TCF[0]=XP8RGBA_0; + }
+ else
+ {
+ TCF[0]=XP8RGBA_0;
PalTexturedColourFn=XP8RGBA; // -> init col func
- } - - TCF[1]=XP8RGBA_1; - glAlphaFunc(GL_GREATER,0.49f); - } - else // no opaque mode? - { - TCF[0]=TCF[1]=P8RGBA; - PalTexturedColourFn=P8RGBA; // -> init col func - glAlphaFunc(GL_NOTEQUAL,0); // --> set alpha func - } + }
+
+ TCF[1]=XP8RGBA_1;
+ glAlphaFunc(GL_GREATER,0.49f);
+ }
+ else // no opaque mode?
+ {
+ TCF[0]=TCF[1]=P8RGBA;
+ PalTexturedColourFn=P8RGBA; // -> init col func
+ glAlphaFunc(GL_NOTEQUAL,0); // --> set alpha func
+ }
//----------------------------------------------------//
- - LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr - +
+ LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr
+
giWantedFMT=GL_RGBA; // init ogl tex format
- +
switch(iTexQuality) // -> quality:
- { - //--------------------------------------------------// - case 0: // -> don't care - giWantedRGBA=4; - giWantedTYPE=GL_UNSIGNED_BYTE; - break; - //--------------------------------------------------// - case 1: // -> R4G4B4A4 - if(bGLExt) - { - giWantedRGBA=GL_RGBA4; - giWantedTYPE=GL_UNSIGNED_SHORT_4_4_4_4_EXT; - LoadSubTexFn=LoadPackedSubTexturePageSort; - if(bOpaquePass) - { - if(dwActFixes&32) PTCF[0]=CP4RGBA_0; - else PTCF[0]=XP4RGBA_0; - PTCF[1]=XP4RGBA_1; - } - else - { - PTCF[0]=PTCF[1]=P4RGBA; - } - } - else - { - giWantedRGBA=GL_RGBA4; - giWantedTYPE=GL_UNSIGNED_BYTE; - } - break; - //--------------------------------------------------// - case 2: // -> R5B5G5A1 - if(bGLExt) - { - giWantedRGBA=GL_RGB5_A1; - giWantedTYPE=GL_UNSIGNED_SHORT_5_5_5_1_EXT; - LoadSubTexFn=LoadPackedSubTexturePageSort; - if(bOpaquePass) - { - if(dwActFixes&32) PTCF[0]=CP5RGBA_0; - else PTCF[0]=XP5RGBA_0; - PTCF[1]=XP5RGBA_1; - } - else - { - PTCF[0]=PTCF[1]=P5RGBA; - } - } - else - { - giWantedRGBA=GL_RGB5_A1;giWantedTYPE=GL_UNSIGNED_BYTE; - } - break; - //--------------------------------------------------// - case 3: // -> R8G8B8A8 - giWantedRGBA=GL_RGBA8; - giWantedTYPE=GL_UNSIGNED_BYTE; - - if(bSmallAlpha) - { + {
+ //--------------------------------------------------//
+ case 0: // -> don't care
+ giWantedRGBA=4;
+ giWantedTYPE=GL_UNSIGNED_BYTE;
+ break;
+ //--------------------------------------------------//
+ case 1: // -> R4G4B4A4
+ if(bGLExt)
+ {
+ giWantedRGBA=GL_RGBA4;
+ giWantedTYPE=GL_UNSIGNED_SHORT_4_4_4_4_EXT;
+ LoadSubTexFn=LoadPackedSubTexturePageSort;
+ if(bOpaquePass)
+ {
+ if(dwActFixes&32) PTCF[0]=CP4RGBA_0;
+ else PTCF[0]=XP4RGBA_0;
+ PTCF[1]=XP4RGBA_1;
+ }
+ else
+ {
+ PTCF[0]=PTCF[1]=P4RGBA;
+ }
+ }
+ else
+ {
+ giWantedRGBA=GL_RGBA4;
+ giWantedTYPE=GL_UNSIGNED_BYTE;
+ }
+ break;
+ //--------------------------------------------------//
+ case 2: // -> R5B5G5A1
+ if(bGLExt)
+ {
+ giWantedRGBA=GL_RGB5_A1;
+ giWantedTYPE=GL_UNSIGNED_SHORT_5_5_5_1_EXT;
+ LoadSubTexFn=LoadPackedSubTexturePageSort;
+ if(bOpaquePass)
+ {
+ if(dwActFixes&32) PTCF[0]=CP5RGBA_0;
+ else PTCF[0]=XP5RGBA_0;
+ PTCF[1]=XP5RGBA_1;
+ }
+ else
+ {
+ PTCF[0]=PTCF[1]=P5RGBA;
+ }
+ }
+ else
+ {
+ giWantedRGBA=GL_RGB5_A1;giWantedTYPE=GL_UNSIGNED_BYTE;
+ }
+ break;
+ //--------------------------------------------------//
+ case 3: // -> R8G8B8A8
+ giWantedRGBA=GL_RGBA8;
+ giWantedTYPE=GL_UNSIGNED_BYTE;
+
+ if(bSmallAlpha)
+ {
if(bOpaquePass) // opaque mode?
- { - if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;} - else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;} - TCF[1]=XP8RGBAEx_1; - } - } - - break; - //--------------------------------------------------// - case 4: // -> R8G8B8A8 - giWantedRGBA = GL_RGBA8; - giWantedTYPE = GL_UNSIGNED_BYTE; - - if(strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail? - "GL_EXT_bgra")) - { - giWantedFMT = GL_BGRA_EXT; - + {
+ if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}
+ else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}
+ TCF[1]=XP8RGBAEx_1;
+ }
+ }
+
+ break;
+ //--------------------------------------------------//
+ case 4: // -> R8G8B8A8
+ giWantedRGBA = GL_RGBA8;
+ giWantedTYPE = GL_UNSIGNED_BYTE;
+
+ if(strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail?
+ "GL_EXT_bgra"))
+ {
+ giWantedFMT = GL_BGRA_EXT;
+
if(bOpaquePass) // opaque mode?
- { - if(bSmallAlpha) - { - if(dwActFixes&32) {TCF[0]=CP8BGRAEx_0;PalTexturedColourFn=CP8RGBAEx;} - else {TCF[0]=XP8BGRAEx_0;PalTexturedColourFn=XP8RGBAEx;} - TCF[1]=XP8BGRAEx_1; - } - else - { - if(dwActFixes&32) {TCF[0]=CP8BGRA_0;PalTexturedColourFn=CP8RGBA;} - else {TCF[0]=XP8BGRA_0;PalTexturedColourFn=XP8RGBA;} - TCF[1]=XP8BGRA_1; - } - } - else // no opaque mode? - { - TCF[0]=TCF[1]=P8BGRA; // -> init col func - } - } - else - { - iTexQuality=3; - if(bSmallAlpha) - { + {
+ if(bSmallAlpha)
+ {
+ if(dwActFixes&32) {TCF[0]=CP8BGRAEx_0;PalTexturedColourFn=CP8RGBAEx;}
+ else {TCF[0]=XP8BGRAEx_0;PalTexturedColourFn=XP8RGBAEx;}
+ TCF[1]=XP8BGRAEx_1;
+ }
+ else
+ {
+ if(dwActFixes&32) {TCF[0]=CP8BGRA_0;PalTexturedColourFn=CP8RGBA;}
+ else {TCF[0]=XP8BGRA_0;PalTexturedColourFn=XP8RGBA;}
+ TCF[1]=XP8BGRA_1;
+ }
+ }
+ else // no opaque mode?
+ {
+ TCF[0]=TCF[1]=P8BGRA; // -> init col func
+ }
+ }
+ else
+ {
+ iTexQuality=3;
+ if(bSmallAlpha)
+ {
if(bOpaquePass) // opaque mode?
- { - if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;} - else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;} - TCF[1]=XP8RGBAEx_1; - } - } - } - - break; - //--------------------------------------------------// - } - + {
+ if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}
+ else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}
+ TCF[1]=XP8RGBAEx_1;
+ }
+ }
+ }
+
+ break;
+ //--------------------------------------------------//
+ }
+
bBlendEnable=FALSE; // init blending: off
glDisable(GL_BLEND);
- +
SetScanTrans(); // init scan lines (if wanted)
-} - -//////////////////////////////////////////////////////////////////////// -// setup scan lines -//////////////////////////////////////////////////////////////////////// - -#define R_TSP 0x00,0x45,0x00,0xff -#define G_TSP 0x00,0x00,0x45,0xff -#define B_TSP 0x45,0x00,0x00,0xff -#define O_TSP 0x45,0x45,0x45,0xff -#define N_TSP 0x00,0x00,0x00,0xff - -GLuint gTexScanName=0; - -GLubyte texscan[4][16]= -{ -{R_TSP, G_TSP, B_TSP, N_TSP}, -{O_TSP, N_TSP, O_TSP, N_TSP}, -{B_TSP, N_TSP, R_TSP, G_TSP}, -{O_TSP, N_TSP, O_TSP, N_TSP} -}; - -void CreateScanLines(void) -{ - if(iUseScanLines) - { - int y; +}
+
+////////////////////////////////////////////////////////////////////////
+// setup scan lines
+////////////////////////////////////////////////////////////////////////
+
+#define R_TSP 0x00,0x45,0x00,0xff
+#define G_TSP 0x00,0x00,0x45,0xff
+#define B_TSP 0x45,0x00,0x00,0xff
+#define O_TSP 0x45,0x45,0x45,0xff
+#define N_TSP 0x00,0x00,0x00,0xff
+
+GLuint gTexScanName=0;
+
+GLubyte texscan[4][16]=
+{
+{R_TSP, G_TSP, B_TSP, N_TSP},
+{O_TSP, N_TSP, O_TSP, N_TSP},
+{B_TSP, N_TSP, R_TSP, G_TSP},
+{O_TSP, N_TSP, O_TSP, N_TSP}
+};
+
+void CreateScanLines(void)
+{
+ if(iUseScanLines)
+ {
+ int y;
if(iScanBlend<0) // special scan mask mode
- { - glGenTextures(1, &gTexScanName); - glBindTexture(GL_TEXTURE_2D, gTexScanName); - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, 0, 4, 4, 4, 0,GL_RGBA, GL_UNSIGNED_BYTE, texscan); - } + {
+ glGenTextures(1, &gTexScanName);
+ glBindTexture(GL_TEXTURE_2D, gTexScanName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, 4, 4, 0,GL_RGBA, GL_UNSIGNED_BYTE, texscan);
+ }
else // otherwise simple lines in a display list
- { - uiScanLine=glGenLists(1); - glNewList(uiScanLine,GL_COMPILE); - - for(y=0;y<iResY;y+=2) - { - glBegin(GL_QUADS); - glVertex2f(0,y); - glVertex2f(iResX,y); - glVertex2f(iResX,y+1); - glVertex2f(0,y+1); - glEnd(); - } - glEndList(); - } - } -} + {
+ uiScanLine=glGenLists(1);
+ glNewList(uiScanLine,GL_COMPILE);
+
+ for(y=0;y<iResY;y+=2)
+ {
+ glBegin(GL_QUADS);
+ glVertex2f(0,y);
+ glVertex2f(iResX,y);
+ glVertex2f(iResX,y+1);
+ glVertex2f(0,y+1);
+ glEnd();
+ }
+ glEndList();
+ }
+ }
+}
////////////////////////////////////////////////////////////////////////
// Initialize OGL
////////////////////////////////////////////////////////////////////////
- -int GLinitialize() +
+int GLinitialize()
{
- glViewport(rRatioRect.left, // init viewport by ratio rect - iResY-(rRatioRect.top+rRatioRect.bottom), - rRatioRect.right, - rRatioRect.bottom); - + glViewport(rRatioRect.left, // init viewport by ratio rect
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom);
+
glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)
- glEnable(GL_SCISSOR_TEST); - -#ifndef OWNSCALE - glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale" - glLoadIdentity(); - glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack -#endif - - glMatrixMode(GL_PROJECTION); // init projection with psx resolution - glLoadIdentity(); - glOrtho(0,PSXDisplay.DisplayMode.x, - PSXDisplay.DisplayMode.y, 0, -1, 1); - + glEnable(GL_SCISSOR_TEST);
+
+#ifndef OWNSCALE
+ glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"
+ glLoadIdentity();
+ glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack
+#endif
+
+ glMatrixMode(GL_PROJECTION); // init projection with psx resolution
+ glLoadIdentity();
+ glOrtho(0,PSXDisplay.DisplayMode.x,
+ PSXDisplay.DisplayMode.y, 0, -1, 1);
+
if(iZBufferDepth) // zbuffer?
- { - uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT; - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_ALWAYS); - iDepthFunc=1; - } - else // no zbuffer? - { - uiBufferBits=GL_COLOR_BUFFER_BIT; - glDisable(GL_DEPTH_TEST); - } - - glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear - glClear(uiBufferBits); - + {
+ uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ iDepthFunc=1;
+ }
+ else // no zbuffer?
+ {
+ uiBufferBits=GL_COLOR_BUFFER_BIT;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear
+ glClear(uiBufferBits);
+
if(bUseLines) // funny lines
- { - glPolygonMode(GL_FRONT, GL_LINE); - glPolygonMode(GL_BACK, GL_LINE); - } - else // or the real filled thing - { - glPolygonMode(GL_FRONT, GL_FILL); - glPolygonMode(GL_BACK, GL_FILL); - } - - MakeDisplayLists(); // lists for menu/opaque - GetExtInfos(); // get ext infos - SetExtGLFuncs(); // init all kind of stuff (tex function pointers) - - glEnable(GL_ALPHA_TEST); // wanna alpha test - + {
+ glPolygonMode(GL_FRONT, GL_LINE);
+ glPolygonMode(GL_BACK, GL_LINE);
+ }
+ else // or the real filled thing
+ {
+ glPolygonMode(GL_FRONT, GL_FILL);
+ glPolygonMode(GL_BACK, GL_FILL);
+ }
+
+ MakeDisplayLists(); // lists for menu/opaque
+ GetExtInfos(); // get ext infos
+ SetExtGLFuncs(); // init all kind of stuff (tex function pointers)
+
+ glEnable(GL_ALPHA_TEST); // wanna alpha test
+
if(!bUseAntiAlias) // no anti-alias (default)
- { - glDisable(GL_LINE_SMOOTH); - glDisable(GL_POLYGON_SMOOTH); - glDisable(GL_POINT_SMOOTH); - } - else // wanna try it? glitches galore... - { - glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); - glEnable(GL_LINE_SMOOTH); - glEnable(GL_POLYGON_SMOOTH); - glEnable(GL_POINT_SMOOTH); - glHint(GL_LINE_SMOOTH_HINT,GL_NICEST); - glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); - glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST); - } - + {
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_POLYGON_SMOOTH);
+ glDisable(GL_POINT_SMOOTH);
+ }
+ else // wanna try it? glitches galore...
+ {
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POLYGON_SMOOTH);
+ glEnable(GL_POINT_SMOOTH);
+ glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);
+ glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);
+ glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
+ }
+
ubGloAlpha=127; // init some drawing vars
- ubGloColAlpha=127; - TWin.UScaleFactor = 1; - TWin.VScaleFactor = 1; - bDrawMultiPass=FALSE; - bTexEnabled=FALSE; - bUsingTWin=FALSE; - + ubGloColAlpha=127;
+ TWin.UScaleFactor = 1;
+ TWin.VScaleFactor = 1;
+ bDrawMultiPass=FALSE;
+ bTexEnabled=FALSE;
+ bUsingTWin=FALSE;
+
if(bDrawDither) glEnable(GL_DITHER); // dither mode
- else glDisable(GL_DITHER); - - glDisable(GL_FOG); // turn all (currently) unused modes off - glDisable(GL_LIGHTING); - glDisable(GL_LOGIC_OP); - glDisable(GL_STENCIL_TEST); - glDisable(GL_TEXTURE_1D); - glDisable(GL_TEXTURE_2D); - glDisable(GL_CULL_FACE); - - glPixelTransferi(GL_RED_SCALE, 1); // to be sure: - glPixelTransferi(GL_RED_BIAS, 0); // init more OGL vals - glPixelTransferi(GL_GREEN_SCALE, 1); - glPixelTransferi(GL_GREEN_BIAS, 0); - glPixelTransferi(GL_BLUE_SCALE, 1); - glPixelTransferi(GL_BLUE_BIAS, 0); - glPixelTransferi(GL_ALPHA_SCALE, 1); - glPixelTransferi(GL_ALPHA_BIAS, 0); - + else glDisable(GL_DITHER);
+
+ glDisable(GL_FOG); // turn all (currently) unused modes off
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LOGIC_OP);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_TEXTURE_1D);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_CULL_FACE);
+
+ glPixelTransferi(GL_RED_SCALE, 1); // to be sure:
+ glPixelTransferi(GL_RED_BIAS, 0); // init more OGL vals
+ glPixelTransferi(GL_GREEN_SCALE, 1);
+ glPixelTransferi(GL_GREEN_BIAS, 0);
+ glPixelTransferi(GL_BLUE_SCALE, 1);
+ glPixelTransferi(GL_BLUE_BIAS, 0);
+ glPixelTransferi(GL_ALPHA_SCALE, 1);
+ glPixelTransferi(GL_ALPHA_BIAS, 0);
+
printf(glGetString(GL_VENDOR)); // linux: tell user what is getting used
- printf("\n"); - printf(glGetString(GL_RENDERER)); - printf("\n"); - - glFlush(); // we are done... - glFinish(); - + printf("\n");
+ printf(glGetString(GL_RENDERER));
+ printf("\n");
+
+ glFlush(); // we are done...
+ glFinish();
+
CreateScanLines(); // setup scanline stuff (if wanted)
- +
CheckTextureMemory(); // check available tex memory
- +
if(bKeepRatio) SetAspectRatio(); // set ratio
- +
if(iShowFPS) // user wants FPS display on startup?
- { + {
ulKeybits|=KEY_SHOWFPS; // -> ok, turn display on
- szDispBuf[0]=0; - BuildDispMenu(0); - } - + szDispBuf[0]=0;
+ BuildDispMenu(0);
+ }
+
bIsFirstFrame = FALSE; // we have survived the first frame :)
- - return 0; -} - -//////////////////////////////////////////////////////////////////////// -// clean up OGL stuff -//////////////////////////////////////////////////////////////////////// - -void GLcleanup() +
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// clean up OGL stuff
+////////////////////////////////////////////////////////////////////////
+
+void GLcleanup()
{
- KillDisplayLists(); // bye display lists - + KillDisplayLists(); // bye display lists
+
if(iUseScanLines) // scanlines used?
- { - if(iScanBlend<0) - { + {
+ if(iScanBlend<0)
+ {
if(gTexScanName!=0) // some scanline tex?
glDeleteTextures(1, &gTexScanName); // -> delete it
- gTexScanName=0; - } + gTexScanName=0;
+ }
else glDeleteLists(uiScanLine,1); // otherwise del scanline display list
- } - - CleanupTextureStore(); // bye textures -} - -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// - -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// - -//////////////////////////////////////////////////////////////////////// -// Offset stuff -//////////////////////////////////////////////////////////////////////// + }
+
+ CleanupTextureStore(); // bye textures
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// Offset stuff
+////////////////////////////////////////////////////////////////////////
// please note: it is hardly do-able in a hw/accel plugin to get the
// real psx polygon coord mapping right... the following
// works not to bad with many games, though
- -__inline BOOL CheckCoord4() -{ - if(lx0<0) - { - if(((lx1-lx0)>CHKMAX_X) || - ((lx2-lx0)>CHKMAX_X)) - { - if(lx3<0) - { - if((lx1-lx3)>CHKMAX_X) return TRUE; - if((lx2-lx3)>CHKMAX_X) return TRUE; - } - } - } - if(lx1<0) - { - if((lx0-lx1)>CHKMAX_X) return TRUE; - if((lx2-lx1)>CHKMAX_X) return TRUE; - if((lx3-lx1)>CHKMAX_X) return TRUE; - } - if(lx2<0) - { - if((lx0-lx2)>CHKMAX_X) return TRUE; - if((lx1-lx2)>CHKMAX_X) return TRUE; - if((lx3-lx2)>CHKMAX_X) return TRUE; - } - if(lx3<0) - { - if(((lx1-lx3)>CHKMAX_X) || - ((lx2-lx3)>CHKMAX_X)) - { - if(lx0<0) - { - if((lx1-lx0)>CHKMAX_X) return TRUE; - if((lx2-lx0)>CHKMAX_X) return TRUE; - } - } - } - - - if(ly0<0) - { - if((ly1-ly0)>CHKMAX_Y) return TRUE; - if((ly2-ly0)>CHKMAX_Y) return TRUE; - } - if(ly1<0) - { - if((ly0-ly1)>CHKMAX_Y) return TRUE; - if((ly2-ly1)>CHKMAX_Y) return TRUE; - if((ly3-ly1)>CHKMAX_Y) return TRUE; - } - if(ly2<0) - { - if((ly0-ly2)>CHKMAX_Y) return TRUE; - if((ly1-ly2)>CHKMAX_Y) return TRUE; - if((ly3-ly2)>CHKMAX_Y) return TRUE; - } - if(ly3<0) - { - if((ly1-ly3)>CHKMAX_Y) return TRUE; - if((ly2-ly3)>CHKMAX_Y) return TRUE; - } - - return FALSE; -} - -__inline BOOL CheckCoord3() -{ - if(lx0<0) - { - if((lx1-lx0)>CHKMAX_X) return TRUE; - if((lx2-lx0)>CHKMAX_X) return TRUE; - } - if(lx1<0) - { - if((lx0-lx1)>CHKMAX_X) return TRUE; - if((lx2-lx1)>CHKMAX_X) return TRUE; - } - if(lx2<0) - { - if((lx0-lx2)>CHKMAX_X) return TRUE; - if((lx1-lx2)>CHKMAX_X) return TRUE; - } - if(ly0<0) - { - if((ly1-ly0)>CHKMAX_Y) return TRUE; - if((ly2-ly0)>CHKMAX_Y) return TRUE; - } - if(ly1<0) - { - if((ly0-ly1)>CHKMAX_Y) return TRUE; - if((ly2-ly1)>CHKMAX_Y) return TRUE; - } - if(ly2<0) - { - if((ly0-ly2)>CHKMAX_Y) return TRUE; - if((ly1-ly2)>CHKMAX_Y) return TRUE; - } - - return FALSE; -} - - -__inline BOOL CheckCoord2() -{ - if(lx0<0) - { - if((lx1-lx0)>CHKMAX_X) return TRUE; - } - if(lx1<0) - { - if((lx0-lx1)>CHKMAX_X) return TRUE; - } - if(ly0<0) - { - if((ly1-ly0)>CHKMAX_Y) return TRUE; - } - if(ly1<0) - { - if((ly0-ly1)>CHKMAX_Y) return TRUE; - } - - return FALSE; -} - -/* -//Lewpys "offsetline" func: - -void offsetline(void) -{ - float x0, x1, y0, y1, oolength, xl, yl; - - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(!(dwActFixes&16)) - { - if((lx0 & SIGNBIT)) lx0|=S_MASK; - else lx0&=~S_MASK; - if((lx1 & SIGNBIT)) lx1|=S_MASK; - else lx1&=~S_MASK; - if((ly0 & SIGNBIT)) ly0|=S_MASK; - else ly0&=~S_MASK; - if((ly1 & SIGNBIT)) ly1|=S_MASK; - else ly1&=~S_MASK; - } - - x0 = (float)(lx0 + PSXDisplay.CumulOffset.x); - x1 = (float)(lx1 + PSXDisplay.CumulOffset.x); - y0 = (float)(ly0 + PSXDisplay.CumulOffset.y); - y1 = (float)(ly1 + PSXDisplay.CumulOffset.y); - - oolength = (float)1/((float)sqrt((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2); -// oolength = (float)1/((float)sqrt(((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2)); - - xl = (x1 - x0) * oolength; - yl = (y1 - y0) * oolength; - - x0 += 0.5f; - x1 += 0.5f; - - x0 -= xl - yl; - x1 += xl + yl; - y0 -= yl + xl; - y1 += yl - xl; - - vertex[0].x=x0; - vertex[1].x=x1; - vertex[0].y=y0; - vertex[1].y=y1; - - x0 -= yl * 2; - x1 -= yl * 2; - y0 += xl * 2; - y1 += xl * 2; - - vertex[2].x=x1; - vertex[3].x=x0; - vertex[2].y=y1; - vertex[3].y=y0; -} -*/ - - -// Pete's way: a very easy (and hopefully fast) approach for lines -// without sqrt... using a small float -> short cast trick :) - -#define VERTEX_OFFX 0.2f -#define VERTEX_OFFY 0.2f - -BOOL offsetline(void) -{ - short x0,x1,y0,y1,dx,dy;float px,py; - - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(!(dwActFixes&16)) - { - lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT); - lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT); - ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT); - ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT); - - if(CheckCoord2()) return TRUE; - } - - x0 = (lx0 + PSXDisplay.CumulOffset.x)+1; - x1 = (lx1 + PSXDisplay.CumulOffset.x)+1; - y0 = (ly0 + PSXDisplay.CumulOffset.y)+1; - y1 = (ly1 + PSXDisplay.CumulOffset.y)+1; - - dx=x1-x0; - dy=y1-y0; - - if(dx>=0) - { - if(dy>=0) - { - px=0.5f; - if(dx>dy) py=-0.5f; - else if(dx<dy) py= 0.5f; - else py= 0.0f; - } - else - { - py=-0.5f; - dy=-dy; - if(dx>dy) px= 0.5f; - else if(dx<dy) px=-0.5f; - else px= 0.0f; - } - } - else - { - if(dy>=0) - { - py=0.5f; - dx=-dx; - if(dx>dy) px=-0.5f; - else if(dx<dy) px= 0.5f; - else px= 0.0f; - } - else - { - px=-0.5f; - if(dx>dy) py=-0.5f; - else if(dx<dy) py= 0.5f; - else py= 0.0f; - } - } - - vertex[0].x=(short)((float)x0-px); - vertex[3].x=(short)((float)x0+py); - - vertex[0].y=(short)((float)y0-py); - vertex[3].y=(short)((float)y0-px); - - vertex[1].x=(short)((float)x1-py); - vertex[2].x=(short)((float)x1+px); - - vertex[1].y=(short)((float)y1+px); - vertex[2].y=(short)((float)y1+py); - - if(vertex[0].x==vertex[3].x && // ortho rect? done - vertex[1].x==vertex[2].x && - vertex[0].y==vertex[1].y && - vertex[2].y==vertex[3].y) return FALSE; - if(vertex[0].x==vertex[1].x && - vertex[2].x==vertex[3].x && - vertex[0].y==vertex[3].y && - vertex[1].y==vertex[2].y) return FALSE; - - vertex[0].x-=VERTEX_OFFX; // otherwise a small offset - vertex[0].y-=VERTEX_OFFY; // to get better accuracy - vertex[1].x-=VERTEX_OFFX; - vertex[1].y-=VERTEX_OFFY; - vertex[2].x-=VERTEX_OFFX; - vertex[2].y-=VERTEX_OFFY; - vertex[3].x-=VERTEX_OFFX; - vertex[3].y-=VERTEX_OFFY; - - return FALSE; -} - -///////////////////////////////////////////////////////// - -BOOL offset2(void) -{ - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(!(dwActFixes&16)) - { - lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT); - lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT); - ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT); - ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT); - - if(CheckCoord2()) return TRUE; - } - - vertex[0].x=lx0+PSXDisplay.CumulOffset.x; - vertex[1].x=lx1+PSXDisplay.CumulOffset.x; - vertex[0].y=ly0+PSXDisplay.CumulOffset.y; - vertex[1].y=ly1+PSXDisplay.CumulOffset.y; - - return FALSE; -} - -///////////////////////////////////////////////////////// - -BOOL offset3(void) -{ - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(!(dwActFixes&16)) - { - lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT); - lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT); - lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT); - ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT); - ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT); - ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT); - - if(CheckCoord3()) return TRUE; - } - - vertex[0].x=lx0+PSXDisplay.CumulOffset.x; - vertex[1].x=lx1+PSXDisplay.CumulOffset.x; - vertex[2].x=lx2+PSXDisplay.CumulOffset.x; - vertex[0].y=ly0+PSXDisplay.CumulOffset.y; - vertex[1].y=ly1+PSXDisplay.CumulOffset.y; - vertex[2].y=ly2+PSXDisplay.CumulOffset.y; - - return FALSE; -} - -///////////////////////////////////////////////////////// - -BOOL offset4(void) -{ - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(!(dwActFixes&16)) - { - lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT); - lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT); - lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT); - lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT); - ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT); - ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT); - ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT); - ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT); - - if(CheckCoord4()) return TRUE; - } - - vertex[0].x=lx0+PSXDisplay.CumulOffset.x; - vertex[1].x=lx1+PSXDisplay.CumulOffset.x; - vertex[2].x=lx2+PSXDisplay.CumulOffset.x; - vertex[3].x=lx3+PSXDisplay.CumulOffset.x; - vertex[0].y=ly0+PSXDisplay.CumulOffset.y; - vertex[1].y=ly1+PSXDisplay.CumulOffset.y; - vertex[2].y=ly2+PSXDisplay.CumulOffset.y; - vertex[3].y=ly3+PSXDisplay.CumulOffset.y; - - return FALSE; -} - -///////////////////////////////////////////////////////// - -void offsetST(void) -{ - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(!(dwActFixes&16)) - { - lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT); - ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT); - - if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512) - lx0+=2048; - - if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512) - ly0+=2048; - } - - ly1 = ly0; - ly2 = ly3 = ly0+sprtH; - lx3 = lx0; - lx1 = lx2 = lx0+sprtW; - - vertex[0].x=lx0+PSXDisplay.CumulOffset.x; - vertex[1].x=lx1+PSXDisplay.CumulOffset.x; - vertex[2].x=lx2+PSXDisplay.CumulOffset.x; - vertex[3].x=lx3+PSXDisplay.CumulOffset.x; - vertex[0].y=ly0+PSXDisplay.CumulOffset.y; - vertex[1].y=ly1+PSXDisplay.CumulOffset.y; - vertex[2].y=ly2+PSXDisplay.CumulOffset.y; - vertex[3].y=ly3+PSXDisplay.CumulOffset.y; -} - -///////////////////////////////////////////////////////// - -void offsetScreenUpload(int Position) -{ - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - if(Position==-1) - { - int lmdx,lmdy; -
- lmdx=xrUploadArea.x0; - lmdy=xrUploadArea.y0; - - lx0-=lmdx; - ly0-=lmdy; - lx1-=lmdx; - ly1-=lmdy; - lx2-=lmdx; - ly2-=lmdy; - lx3-=lmdx; - ly3-=lmdy; - } - else - if(Position) - { - lx0-=PSXDisplay.DisplayPosition.x; - ly0-=PSXDisplay.DisplayPosition.y; - lx1-=PSXDisplay.DisplayPosition.x; - ly1-=PSXDisplay.DisplayPosition.y; - lx2-=PSXDisplay.DisplayPosition.x; - ly2-=PSXDisplay.DisplayPosition.y; - lx3-=PSXDisplay.DisplayPosition.x; - ly3-=PSXDisplay.DisplayPosition.y; - } - else - { - lx0-=PreviousPSXDisplay.DisplayPosition.x; - ly0-=PreviousPSXDisplay.DisplayPosition.y; - lx1-=PreviousPSXDisplay.DisplayPosition.x; - ly1-=PreviousPSXDisplay.DisplayPosition.y; - lx2-=PreviousPSXDisplay.DisplayPosition.x; - ly2-=PreviousPSXDisplay.DisplayPosition.y; - lx3-=PreviousPSXDisplay.DisplayPosition.x; - ly3-=PreviousPSXDisplay.DisplayPosition.y; - } - - vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0; - vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0; - vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0; - vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0; - vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0; - vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0; - vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0; - vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0; - - if(iUseMask) - { - vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z; - gl_z+=0.00004f; - } -} - -///////////////////////////////////////////////////////// - -void offsetBlk(void) -{ - if(bDisplayNotSet) - SetOGLDisplaySettings(1); - - vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0; - vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0; - vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0; - vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0; - vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0; - vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0; - vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0; - vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0; - - if(iUseMask) - { - vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z; - gl_z+=0.00004f; - } -} - -//////////////////////////////////////////////////////////////////////// -// texture sow/tow calculations -//////////////////////////////////////////////////////////////////////// - -void assignTextureVRAMWrite(void) -{ +
+__inline BOOL CheckCoord4()
+{
+ if(lx0<0)
+ {
+ if(((lx1-lx0)>CHKMAX_X) ||
+ ((lx2-lx0)>CHKMAX_X))
+ {
+ if(lx3<0)
+ {
+ if((lx1-lx3)>CHKMAX_X) return TRUE;
+ if((lx2-lx3)>CHKMAX_X) return TRUE;
+ }
+ }
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ if((lx2-lx1)>CHKMAX_X) return TRUE;
+ if((lx3-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(lx2<0)
+ {
+ if((lx0-lx2)>CHKMAX_X) return TRUE;
+ if((lx1-lx2)>CHKMAX_X) return TRUE;
+ if((lx3-lx2)>CHKMAX_X) return TRUE;
+ }
+ if(lx3<0)
+ {
+ if(((lx1-lx3)>CHKMAX_X) ||
+ ((lx2-lx3)>CHKMAX_X))
+ {
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ if((lx2-lx0)>CHKMAX_X) return TRUE;
+ }
+ }
+ }
+
+
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;
+ if((ly3-ly1)>CHKMAX_Y) return TRUE;
+ }
+ if(ly2<0)
+ {
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;
+ if((ly3-ly2)>CHKMAX_Y) return TRUE;
+ }
+ if(ly3<0)
+ {
+ if((ly1-ly3)>CHKMAX_Y) return TRUE;
+ if((ly2-ly3)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+__inline BOOL CheckCoord3()
+{
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ if((lx2-lx0)>CHKMAX_X) return TRUE;
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ if((lx2-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(lx2<0)
+ {
+ if((lx0-lx2)>CHKMAX_X) return TRUE;
+ if((lx1-lx2)>CHKMAX_X) return TRUE;
+ }
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;
+ }
+ if(ly2<0)
+ {
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+
+__inline BOOL CheckCoord2()
+{
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+/*
+//Lewpys "offsetline" func:
+
+void offsetline(void)
+{
+ float x0, x1, y0, y1, oolength, xl, yl;
+
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ if((lx0 & SIGNBIT)) lx0|=S_MASK;
+ else lx0&=~S_MASK;
+ if((lx1 & SIGNBIT)) lx1|=S_MASK;
+ else lx1&=~S_MASK;
+ if((ly0 & SIGNBIT)) ly0|=S_MASK;
+ else ly0&=~S_MASK;
+ if((ly1 & SIGNBIT)) ly1|=S_MASK;
+ else ly1&=~S_MASK;
+ }
+
+ x0 = (float)(lx0 + PSXDisplay.CumulOffset.x);
+ x1 = (float)(lx1 + PSXDisplay.CumulOffset.x);
+ y0 = (float)(ly0 + PSXDisplay.CumulOffset.y);
+ y1 = (float)(ly1 + PSXDisplay.CumulOffset.y);
+
+ oolength = (float)1/((float)sqrt((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2);
+// oolength = (float)1/((float)sqrt(((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2));
+
+ xl = (x1 - x0) * oolength;
+ yl = (y1 - y0) * oolength;
+
+ x0 += 0.5f;
+ x1 += 0.5f;
+
+ x0 -= xl - yl;
+ x1 += xl + yl;
+ y0 -= yl + xl;
+ y1 += yl - xl;
+
+ vertex[0].x=x0;
+ vertex[1].x=x1;
+ vertex[0].y=y0;
+ vertex[1].y=y1;
+
+ x0 -= yl * 2;
+ x1 -= yl * 2;
+ y0 += xl * 2;
+ y1 += xl * 2;
+
+ vertex[2].x=x1;
+ vertex[3].x=x0;
+ vertex[2].y=y1;
+ vertex[3].y=y0;
+}
+*/
+
+
+// Pete's way: a very easy (and hopefully fast) approach for lines
+// without sqrt... using a small float -> short cast trick :)
+
+#define VERTEX_OFFX 0.2f
+#define VERTEX_OFFY 0.2f
+
+BOOL offsetline(void)
+{
+ short x0,x1,y0,y1,dx,dy;float px,py;
+
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord2()) return TRUE;
+ }
+
+ x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;
+ x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;
+ y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;
+ y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;
+
+ dx=x1-x0;
+ dy=y1-y0;
+
+ if(dx>=0)
+ {
+ if(dy>=0)
+ {
+ px=0.5f;
+ if(dx>dy) py=-0.5f;
+ else if(dx<dy) py= 0.5f;
+ else py= 0.0f;
+ }
+ else
+ {
+ py=-0.5f;
+ dy=-dy;
+ if(dx>dy) px= 0.5f;
+ else if(dx<dy) px=-0.5f;
+ else px= 0.0f;
+ }
+ }
+ else
+ {
+ if(dy>=0)
+ {
+ py=0.5f;
+ dx=-dx;
+ if(dx>dy) px=-0.5f;
+ else if(dx<dy) px= 0.5f;
+ else px= 0.0f;
+ }
+ else
+ {
+ px=-0.5f;
+ if(dx>dy) py=-0.5f;
+ else if(dx<dy) py= 0.5f;
+ else py= 0.0f;
+ }
+ }
+
+ vertex[0].x=(short)((float)x0-px);
+ vertex[3].x=(short)((float)x0+py);
+
+ vertex[0].y=(short)((float)y0-py);
+ vertex[3].y=(short)((float)y0-px);
+
+ vertex[1].x=(short)((float)x1-py);
+ vertex[2].x=(short)((float)x1+px);
+
+ vertex[1].y=(short)((float)y1+px);
+ vertex[2].y=(short)((float)y1+py);
+
+ if(vertex[0].x==vertex[3].x && // ortho rect? done
+ vertex[1].x==vertex[2].x &&
+ vertex[0].y==vertex[1].y &&
+ vertex[2].y==vertex[3].y) return FALSE;
+ if(vertex[0].x==vertex[1].x &&
+ vertex[2].x==vertex[3].x &&
+ vertex[0].y==vertex[3].y &&
+ vertex[1].y==vertex[2].y) return FALSE;
+
+ vertex[0].x-=VERTEX_OFFX; // otherwise a small offset
+ vertex[0].y-=VERTEX_OFFY; // to get better accuracy
+ vertex[1].x-=VERTEX_OFFX;
+ vertex[1].y-=VERTEX_OFFY;
+ vertex[2].x-=VERTEX_OFFX;
+ vertex[2].y-=VERTEX_OFFY;
+ vertex[3].x-=VERTEX_OFFX;
+ vertex[3].y-=VERTEX_OFFY;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset2(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord2()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset3(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord3()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset4(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
+ lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
+ ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord4()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetST(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)
+ lx0+=2048;
+
+ if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)
+ ly0+=2048;
+ }
+
+ ly1 = ly0;
+ ly2 = ly3 = ly0+sprtH;
+ lx3 = lx0;
+ lx1 = lx2 = lx0+sprtW;
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetScreenUpload(int Position)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(Position==-1)
+ {
+ int lmdx,lmdy;
+
+ lmdx=xrUploadArea.x0;
+ lmdy=xrUploadArea.y0;
+
+ lx0-=lmdx;
+ ly0-=lmdy;
+ lx1-=lmdx;
+ ly1-=lmdy;
+ lx2-=lmdx;
+ ly2-=lmdy;
+ lx3-=lmdx;
+ ly3-=lmdy;
+ }
+ else
+ if(Position)
+ {
+ lx0-=PSXDisplay.DisplayPosition.x;
+ ly0-=PSXDisplay.DisplayPosition.y;
+ lx1-=PSXDisplay.DisplayPosition.x;
+ ly1-=PSXDisplay.DisplayPosition.y;
+ lx2-=PSXDisplay.DisplayPosition.x;
+ ly2-=PSXDisplay.DisplayPosition.y;
+ lx3-=PSXDisplay.DisplayPosition.x;
+ ly3-=PSXDisplay.DisplayPosition.y;
+ }
+ else
+ {
+ lx0-=PreviousPSXDisplay.DisplayPosition.x;
+ ly0-=PreviousPSXDisplay.DisplayPosition.y;
+ lx1-=PreviousPSXDisplay.DisplayPosition.x;
+ ly1-=PreviousPSXDisplay.DisplayPosition.y;
+ lx2-=PreviousPSXDisplay.DisplayPosition.x;
+ ly2-=PreviousPSXDisplay.DisplayPosition.y;
+ lx3-=PreviousPSXDisplay.DisplayPosition.x;
+ ly3-=PreviousPSXDisplay.DisplayPosition.y;
+ }
+
+ vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;
+
+ if(iUseMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetBlk(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+
+ if(iUseMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// texture sow/tow calculations
+////////////////////////////////////////////////////////////////////////
+
+void assignTextureVRAMWrite(void)
+{
+#ifdef OWNSCALE
+
+ vertex[0].sow=0.5f/ ST_FACVRAMX;
+ vertex[0].tow=0.5f/ ST_FACVRAM;
+
+ vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;
+ vertex[1].tow=0.5f/ ST_FACVRAM;
+
+ vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;
+ vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;
+
+ vertex[3].sow=0.5f/ ST_FACVRAMX;
+ vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;
+
+#else
+
+ if(gl_ux[1]==255)
+ {
+ vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;
+ vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;
+ vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;
+ vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;
+ }
+ else
+ {
+ vertex[0].sow=gl_ux[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[3].sow=gl_ux[3];
+ }
+
+ vertex[0].tow=gl_vy[0];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].tow=gl_vy[2];
+ vertex[3].tow=gl_vy[3];
+
+#endif
+}
+
+GLuint gLastTex=0;
+GLuint gLastFMode=(GLuint)-1;
+
+/////////////////////////////////////////////////////////
+
+void assignTextureSprite(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;
+ gLastTex=gTexName;
+
+ if(iFilterType>0 && iFilterType<3 && iHiResTextures!=2)
+ {
+ float fxmin=65536.0f,fxmax=0.0f,fymin=65536.0f,fymax=0.0f;int i;
+
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<4;i++)
+ {
+#ifdef OWNSCALE
+ if(vertex[i].sow==fxmin) vertex[i].sow+=0.375f/(float)TWin.Position.x1;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=0.375f/(float)TWin.Position.x1;
+ if(vertex[i].tow==fymin) vertex[i].tow+=0.375f/(float)TWin.Position.y1;
+ if(vertex[i].tow==fymax) vertex[i].tow-=0.375f/(float)TWin.Position.y1;
+#else
+ if(vertex[i].sow==fxmin) vertex[i].sow+=96.0f/(float)TWin.Position.x1;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=96.0f/(float)TWin.Position.x1;
+ if(vertex[i].tow==fymin) vertex[i].tow+=96.0f/(float)TWin.Position.y1;
+ if(vertex[i].tow==fymax) vertex[i].tow-=96.0f/(float)TWin.Position.y1;
+#endif
+ }
+ }
+
+ }
+ else
+ {
+#ifdef OWNSCALE
+
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE;
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE;
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE;
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE;
+
+#else
+
+ vertex[0].sow=vertex[3].sow=gl_ux[0];
+ vertex[1].sow=vertex[2].sow=sSprite_ux2;
+ vertex[0].tow=vertex[1].tow=gl_vy[0];
+ vertex[2].tow=vertex[3].tow=sSprite_vy2;
+
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=0)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gLastTex=gTexName;gLastFMode=0;
+ }
+ }
+ }
+
+ if(usMirror & 0x1000)
+ {
+ vertex[0].sow=vertex[1].sow;
+ vertex[1].sow=vertex[2].sow=vertex[3].sow;
+ vertex[3].sow=vertex[0].sow;
+ }
+
+ if(usMirror & 0x2000)
+ {
+ vertex[0].tow=vertex[3].tow;
+ vertex[2].tow=vertex[3].tow=vertex[1].tow;
+ vertex[1].tow=vertex[0].tow;
+ }
+
+}
+
+/////////////////////////////////////////////////////////
+
+void assignTexture3(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
+#ifdef OWNSCALE
+ vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;
+ vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;
+ vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;
+
+ vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;
+ vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;
+ vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;
+#else
+ vertex[0].sow=gl_ux[0];
+ vertex[0].tow=gl_vy[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[2].tow=gl_vy[2];
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=1;
+ }
+ }
+
+ if(iFilterType)
+ {
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
+ for(i=0;i<3;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<3;i++)
+ {
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
+ }
+ }
+ }
+}
+
+/////////////////////////////////////////////////////////
+
+void assignTexture4(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
+ vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;
+ vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
#ifdef OWNSCALE
- - vertex[0].sow=0.5f/ ST_FACVRAMX; - vertex[0].tow=0.5f/ ST_FACVRAM; - - vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX; - vertex[1].tow=0.5f/ ST_FACVRAM; - - vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX; - vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM; - - vertex[3].sow=0.5f/ ST_FACVRAMX; - vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM; - -#else - - if(gl_ux[1]==255) - { - vertex[0].sow=(gl_ux[0]*255.99f)/255.0f; - vertex[1].sow=(gl_ux[1]*255.99f)/255.0f; - vertex[2].sow=(gl_ux[2]*255.99f)/255.0f; - vertex[3].sow=(gl_ux[3]*255.99f)/255.0f; - } - else - { - vertex[0].sow=gl_ux[0]; - vertex[1].sow=gl_ux[1]; - vertex[2].sow=gl_ux[2]; - vertex[3].sow=gl_ux[3]; - } - - vertex[0].tow=gl_vy[0]; - vertex[1].tow=gl_vy[1]; - vertex[2].tow=gl_vy[2]; - vertex[3].tow=gl_vy[3]; - -#endif -} - -GLuint gLastTex=0; -GLuint gLastFMode=(GLuint)-1; - -///////////////////////////////////////////////////////// - -void assignTextureSprite(void) -{ - if(bUsingTWin) - { - vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor; - vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor; - vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor; - vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor; - gLastTex=gTexName; - - if(iFilterType>0 && iFilterType<3 && iHiResTextures!=2) - { - float fxmin=65536.0f,fxmax=0.0f,fymin=65536.0f,fymax=0.0f;int i; - - for(i=0;i<4;i++) - { - if(vertex[i].sow<fxmin) fxmin=vertex[i].sow; - if(vertex[i].tow<fymin) fymin=vertex[i].tow; - if(vertex[i].sow>fxmax) fxmax=vertex[i].sow; - if(vertex[i].tow>fymax) fymax=vertex[i].tow; - } - - for(i=0;i<4;i++) - { -#ifdef OWNSCALE - if(vertex[i].sow==fxmin) vertex[i].sow+=0.375f/(float)TWin.Position.x1; - if(vertex[i].sow==fxmax) vertex[i].sow-=0.375f/(float)TWin.Position.x1; - if(vertex[i].tow==fymin) vertex[i].tow+=0.375f/(float)TWin.Position.y1; - if(vertex[i].tow==fymax) vertex[i].tow-=0.375f/(float)TWin.Position.y1; -#else - if(vertex[i].sow==fxmin) vertex[i].sow+=96.0f/(float)TWin.Position.x1; - if(vertex[i].sow==fxmax) vertex[i].sow-=96.0f/(float)TWin.Position.x1; - if(vertex[i].tow==fymin) vertex[i].tow+=96.0f/(float)TWin.Position.y1; - if(vertex[i].tow==fymax) vertex[i].tow-=96.0f/(float)TWin.Position.y1; -#endif - } - } - - } - else - { -#ifdef OWNSCALE - - vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE; - vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE; - vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE; - vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE; - -#else - - vertex[0].sow=vertex[3].sow=gl_ux[0]; - vertex[1].sow=vertex[2].sow=sSprite_ux2; - vertex[0].tow=vertex[1].tow=gl_vy[0]; - vertex[2].tow=vertex[3].tow=sSprite_vy2; - -#endif - - if(iFilterType>2) - { - if(gLastTex!=gTexName || gLastFMode!=0) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - gLastTex=gTexName;gLastFMode=0; - } - } - } - - if(usMirror & 0x1000) - { - vertex[0].sow=vertex[1].sow; - vertex[1].sow=vertex[2].sow=vertex[3].sow; - vertex[3].sow=vertex[0].sow; - } - - if(usMirror & 0x2000) - { - vertex[0].tow=vertex[3].tow; - vertex[2].tow=vertex[3].tow=vertex[1].tow; - vertex[1].tow=vertex[0].tow; - } - -} - -///////////////////////////////////////////////////////// - -void assignTexture3(void) -{ - if(bUsingTWin) - { - vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor; - vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor; - vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor; - vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor; - vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor; - vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor; - gLastTex=gTexName; - } - else - { -#ifdef OWNSCALE - vertex[0].sow=(float)gl_ux[0] / ST_FACTRI; - vertex[0].tow=(float)gl_vy[0] / ST_FACTRI; - vertex[1].sow=(float)gl_ux[1] / ST_FACTRI; - - vertex[1].tow=(float)gl_vy[1] / ST_FACTRI; - vertex[2].sow=(float)gl_ux[2] / ST_FACTRI; - vertex[2].tow=(float)gl_vy[2] / ST_FACTRI; -#else - vertex[0].sow=gl_ux[0]; - vertex[0].tow=gl_vy[0]; - vertex[1].sow=gl_ux[1]; - vertex[1].tow=gl_vy[1]; - vertex[2].sow=gl_ux[2]; - vertex[2].tow=gl_vy[2]; -#endif - - if(iFilterType>2) - { - if(gLastTex!=gTexName || gLastFMode!=1) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - gLastTex=gTexName;gLastFMode=1; - } - } - - if(iFilterType) - { - float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i; - for(i=0;i<3;i++) - { - if(vertex[i].sow<fxmin) fxmin=vertex[i].sow; - if(vertex[i].tow<fymin) fymin=vertex[i].tow; - if(vertex[i].sow>fxmax) fxmax=vertex[i].sow; - if(vertex[i].tow>fymax) fymax=vertex[i].tow; - } - - for(i=0;i<3;i++) - { - if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT; - if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT; - if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT; - if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT; - } - } - } -} - -///////////////////////////////////////////////////////// - -void assignTexture4(void) -{ - if(bUsingTWin) - { - vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor; - vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor; - vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor; - vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor; - vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor; - vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor; - vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor; - vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor; - gLastTex=gTexName; - } - else - { -#ifdef OWNSCALE - vertex[0].sow=(float)gl_ux[0] / ST_FAC; - vertex[0].tow=(float)gl_vy[0] / ST_FAC; - vertex[1].sow=(float)gl_ux[1] / ST_FAC; - vertex[1].tow=(float)gl_vy[1] / ST_FAC; - vertex[2].sow=(float)gl_ux[2] / ST_FAC; - vertex[2].tow=(float)gl_vy[2] / ST_FAC; - vertex[3].sow=(float)gl_ux[3] / ST_FAC; - vertex[3].tow=(float)gl_vy[3] / ST_FAC; -#else - vertex[0].sow=gl_ux[0]; - vertex[0].tow=gl_vy[0]; - vertex[1].sow=gl_ux[1]; - vertex[1].tow=gl_vy[1]; - vertex[2].sow=gl_ux[2]; - vertex[2].tow=gl_vy[2]; - vertex[3].sow=gl_ux[3]; - vertex[3].tow=gl_vy[3]; -#endif - - if(iFilterType>2) - { - if(gLastTex!=gTexName || gLastFMode!=1) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - gLastTex=gTexName;gLastFMode=1; - } - } - - if(iFilterType) - { - float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i; - for(i=0;i<4;i++) - { - if(vertex[i].sow<fxmin) fxmin=vertex[i].sow; - if(vertex[i].tow<fymin) fymin=vertex[i].tow; - if(vertex[i].sow>fxmax) fxmax=vertex[i].sow; - if(vertex[i].tow>fymax) fymax=vertex[i].tow; - } - - for(i=0;i<4;i++) - { - if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT; - if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT; - if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT; - if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT; - } - } - } -} - -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// - -//////////////////////////////////////////////////////////////////////// -// render pos / buffers -//////////////////////////////////////////////////////////////////////// - -#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom) -
-//////////////////////////////////////////////////////////////////////// + vertex[0].sow=(float)gl_ux[0] / ST_FAC;
+ vertex[0].tow=(float)gl_vy[0] / ST_FAC;
+ vertex[1].sow=(float)gl_ux[1] / ST_FAC;
+ vertex[1].tow=(float)gl_vy[1] / ST_FAC;
+ vertex[2].sow=(float)gl_ux[2] / ST_FAC;
+ vertex[2].tow=(float)gl_vy[2] / ST_FAC;
+ vertex[3].sow=(float)gl_ux[3] / ST_FAC;
+ vertex[3].tow=(float)gl_vy[3] / ST_FAC;
+#else
+ vertex[0].sow=gl_ux[0];
+ vertex[0].tow=gl_vy[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[2].tow=gl_vy[2];
+ vertex[3].sow=gl_ux[3];
+ vertex[3].tow=gl_vy[3];
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=1;
+ }
+ }
+
+ if(iFilterType)
+ {
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// render pos / buffers
+////////////////////////////////////////////////////////////////////////
+
+#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)
+
+////////////////////////////////////////////////////////////////////////
// SetDisplaySettings: "simply" calcs the new drawing area and updates
// the ogl clipping (scissor)
- -BOOL bSetClip=FALSE; - -void SetOGLDisplaySettings(BOOL DisplaySet) -{ - static RECT rprev={0,0,0,0}; - static RECT rC ={0,0,0,0}; - static int iOldX=0; - static int iOldY=0; - RECT r;float XS,YS; - - bDisplayNotSet = FALSE; - - //----------------------------------------------------// that's a whole screen upload - if(!DisplaySet) - { - RECT rX; - PSXDisplay.GDrawOffset.x=0; - PSXDisplay.GDrawOffset.y=0; - - PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0; - PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0; - - rprev.left=rprev.left+1; - - rX=rRatioRect; - rX.top=iResY-(rRatioRect.top+rRatioRect.bottom); - - if(bSetClip || !EqualRect(&rC,&rX)) - { - rC=rX; - glScissor(rC.left,rC.top,rC.right,rC.bottom); - bSetClip=FALSE; - } - return; - } - //----------------------------------------------------// - - PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y; - PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x; - PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0; - PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0; - - r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y; - r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y; - - if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y) - { - r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y; - r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y; - } - - r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x; - r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x; - - if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x) - { - r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x; - r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x; - } - - if(!bSetClip && EqualRect(&r,&rprev) && - iOldX == PSXDisplay.DisplayMode.x && - iOldY == PSXDisplay.DisplayMode.y) - return; - - rprev = r; - iOldX = PSXDisplay.DisplayMode.x; - iOldY = PSXDisplay.DisplayMode.y; - - XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x; - YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y; - - if(PreviousPSXDisplay.Range.x0) - { - short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1; - - r.left+=PreviousPSXDisplay.Range.x0+1; - - r.right+=PreviousPSXDisplay.Range.x0; - - if(r.left>s) r.left=s; - if(r.right>s) r.right=s; - } - - if(PreviousPSXDisplay.Range.y0) - { - short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1; - - r.top+=PreviousPSXDisplay.Range.y0+1; - r.bottom+=PreviousPSXDisplay.Range.y0; - - if(r.top>s) r.top=s; - if(r.bottom>s) r.bottom=s; - } - - // Set the ClipArea variables to reflect the new screen, - // offset from zero (since it is a new display buffer) - r.left = (int)(((float)(r.left)) *XS); - r.top = (int)(((float)(r.top)) *YS); - r.right = (int)(((float)(r.right + 1))*XS); - r.bottom = (int)(((float)(r.bottom + 1))*YS); - - // Limit clip area to the screen size - if (r.left > iResX) r.left = iResX; - if (r.left < 0) r.left = 0; - if (r.top > iResY) r.top = iResY; - if (r.top < 0) r.top = 0; - if (r.right > iResX) r.right = iResX; - if (r.right < 0) r.right = 0; - if (r.bottom > iResY) r.bottom = iResY; - if (r.bottom < 0) r.bottom = 0; - - r.right -=r.left; - r.bottom-=r.top; - r.top=iResY-(r.top+r.bottom); - - r.left+=rRatioRect.left; - r.top -=rRatioRect.top; - - if(bSetClip || !EqualRect(&r,&rC)) - { - glScissor(r.left,r.top,r.right,r.bottom); - rC=r; - bSetClip=FALSE; - } -} - -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// -//////////////////////////////////////////////////////////////////////// - +
+BOOL bSetClip=FALSE;
+
+void SetOGLDisplaySettings(BOOL DisplaySet)
+{
+ static RECT rprev={0,0,0,0};
+ static RECT rC ={0,0,0,0};
+ static int iOldX=0;
+ static int iOldY=0;
+ RECT r;float XS,YS;
+
+ bDisplayNotSet = FALSE;
+
+ //----------------------------------------------------// that's a whole screen upload
+ if(!DisplaySet)
+ {
+ RECT rX;
+ PSXDisplay.GDrawOffset.x=0;
+ PSXDisplay.GDrawOffset.y=0;
+
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;
+
+ rprev.left=rprev.left+1;
+
+ rX=rRatioRect;
+ rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);
+
+ if(bSetClip || !EqualRect(&rC,&rX))
+ {
+ rC=rX;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ bSetClip=FALSE;
+ }
+ return;
+ }
+ //----------------------------------------------------//
+
+ PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;
+ PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;
+
+ r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;
+ r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;
+
+ if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)
+ {
+ r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;
+ r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;
+ }
+
+ r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;
+ r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;
+
+ if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)
+ {
+ r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;
+ r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;
+ }
+
+ if(!bSetClip && EqualRect(&r,&rprev) &&
+ iOldX == PSXDisplay.DisplayMode.x &&
+ iOldY == PSXDisplay.DisplayMode.y)
+ return;
+
+ rprev = r;
+ iOldX = PSXDisplay.DisplayMode.x;
+ iOldY = PSXDisplay.DisplayMode.y;
+
+ XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
+ YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;
+
+ if(PreviousPSXDisplay.Range.x0)
+ {
+ short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;
+
+ r.left+=PreviousPSXDisplay.Range.x0+1;
+
+ r.right+=PreviousPSXDisplay.Range.x0;
+
+ if(r.left>s) r.left=s;
+ if(r.right>s) r.right=s;
+ }
+
+ if(PreviousPSXDisplay.Range.y0)
+ {
+ short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;
+
+ r.top+=PreviousPSXDisplay.Range.y0+1;
+ r.bottom+=PreviousPSXDisplay.Range.y0;
+
+ if(r.top>s) r.top=s;
+ if(r.bottom>s) r.bottom=s;
+ }
+
+ // Set the ClipArea variables to reflect the new screen,
+ // offset from zero (since it is a new display buffer)
+ r.left = (int)(((float)(r.left)) *XS);
+ r.top = (int)(((float)(r.top)) *YS);
+ r.right = (int)(((float)(r.right + 1))*XS);
+ r.bottom = (int)(((float)(r.bottom + 1))*YS);
+
+ // Limit clip area to the screen size
+ if (r.left > iResX) r.left = iResX;
+ if (r.left < 0) r.left = 0;
+ if (r.top > iResY) r.top = iResY;
+ if (r.top < 0) r.top = 0;
+ if (r.right > iResX) r.right = iResX;
+ if (r.right < 0) r.right = 0;
+ if (r.bottom > iResY) r.bottom = iResY;
+ if (r.bottom < 0) r.bottom = 0;
+
+ r.right -=r.left;
+ r.bottom-=r.top;
+ r.top=iResY-(r.top+r.bottom);
+
+ r.left+=rRatioRect.left;
+ r.top -=rRatioRect.top;
+
+ if(bSetClip || !EqualRect(&r,&rC))
+ {
+ glScissor(r.left,r.top,r.right,r.bottom);
+ rC=r;
+ bSetClip=FALSE;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
diff --git a/plugins/peopsxgl/gpucfg/main.c b/plugins/peopsxgl/gpucfg/main.c index 71d94b58..a3d21661 100644 --- a/plugins/peopsxgl/gpucfg/main.c +++ b/plugins/peopsxgl/gpucfg/main.c @@ -320,7 +320,7 @@ int main (int argc, char *argv[]) } if(val) SETCHECK("chkFastMdec"); - val=1; + val=0; if(pB) { strcpy(t,"\nOGLExtensions");p=strstr(pB,t);if(p) {p=strstr(p,"=");len=1;} |
