From 51cf70467dfbcca5fbce7f25761678dd8b487d4e Mon Sep 17 00:00:00 2001 From: "SND\\weimingzhi_cp" Date: Sat, 9 May 2009 10:25:10 +0000 Subject: Integrated P.E.Op.S OpenGL plugin into the build tree (still does NOT work on x86_64) git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@23342 e17a0e51-4ae3-4d35-97c3-1a29b211df97 --- plugins/peopsxgl/prim.c | 4660 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 4660 insertions(+) create mode 100644 plugins/peopsxgl/prim.c (limited to 'plugins/peopsxgl/prim.c') diff --git a/plugins/peopsxgl/prim.c b/plugins/peopsxgl/prim.c new file mode 100644 index 00000000..daf986e3 --- /dev/null +++ b/plugins/peopsxgl/prim.c @@ -0,0 +1,4660 @@ +/*************************************************************************** + prim.c - description + ------------------- + begin : Sun Mar 08 2009 + copyright : (C) 1999-2009 by Pete Bernert + web : www.pbernert.com + ***************************************************************************/ + +/*************************************************************************** + * * + * This program is free software; you can redistribute it and/or modify * + * it under the terms of the GNU General Public License as published by * + * the Free Software Foundation; either version 2 of the License, or * + * (at your option) any later version. See also the license.txt file for * + * additional informations. * + * * + ***************************************************************************/ + +#include "stdafx.h" + +#define _IN_PRIMDRAW + +#include "externals.h" +#include "gpu.h" +#include "draw.h" +#include "soft.h" +#include "texture.h" + +//////////////////////////////////////////////////////////////////////// +// defines +//////////////////////////////////////////////////////////////////////// + +#define DEFOPAQUEON glAlphaFunc(GL_EQUAL,0.0f);bBlendEnable=FALSE;glDisable(GL_BLEND); +#define DEFOPAQUEOFF glAlphaFunc(GL_GREATER,0.49f); + +//////////////////////////////////////////////////////////////////////// +// globals +//////////////////////////////////////////////////////////////////////// + +BOOL bDrawTextured; // current active drawing states +BOOL bDrawSmoothShaded; +BOOL bOldSmoothShaded; +BOOL bDrawNonShaded; +BOOL bDrawMultiPass; +int iOffscreenDrawing; +int iDrawnSomething=0; + +BOOL bRenderFrontBuffer=FALSE; // flag for front buffer rendering + +GLubyte ubGloAlpha; // texture alpha +GLubyte ubGloColAlpha; // color alpha +int iFilterType; // type of filter +BOOL bFullVRam=FALSE; // sign for tex win +BOOL bDrawDither; // sign for dither +BOOL bUseMultiPass; // sign for multi pass +GLuint gTexName; // binded texture +BOOL bTexEnabled; // texture enable flag +BOOL bBlendEnable; // blend enable flag +PSXRect_t xrUploadArea; // rect to upload +PSXRect_t xrUploadAreaIL; // rect to upload +PSXRect_t xrUploadAreaRGB24; // rect to upload rgb24 +int iSpriteTex=0; // flag for "hey, it's a sprite" +unsigned short usMirror; // mirror, mirror on the wall + +BOOL bNeedUploadAfter=FALSE; // sign for uploading in next frame +BOOL bNeedUploadTest=FALSE; // sign for upload test +BOOL bUsingTWin=FALSE; // tex win active flag +BOOL bUsingMovie=FALSE; // movie active flag +PSXRect_t xrMovieArea; // rect for movie upload +short sSprite_ux2; // needed for sprire adjust +short sSprite_vy2; // +unsigned long ulOLDCOL=0; // active color +unsigned long ulClutID; // clut + +unsigned long dwCfgFixes; // game fixes +unsigned long dwActFixes=0; +unsigned long dwEmuFixes=0; +BOOL bUseFixes; + +long drawX,drawY,drawW,drawH; // offscreen drawing checkers +short sxmin,sxmax,symin,symax; + +//////////////////////////////////////////////////////////////////////// +// Update global TP infos +//////////////////////////////////////////////////////////////////////// + +void UpdateGlobalTP(unsigned short gdata) +{ + GlobalTextAddrX = (gdata << 6) & 0x3c0; + + if(iGPUHeight==1024) // ZN mode + { + if(dwGPUVersion==2) // very special zn gpu + { + GlobalTextAddrY =((gdata & 0x60 ) << 3); + GlobalTextIL =(gdata & 0x2000) >> 13; + GlobalTextABR = (unsigned short)((gdata >> 7) & 0x3); + GlobalTextTP = (gdata >> 9) & 0x3; + if(GlobalTextTP==3) GlobalTextTP=2; + GlobalTexturePage = (GlobalTextAddrX>>6)+(GlobalTextAddrY>>4); + usMirror =0; + STATUSREG = (STATUSREG & 0xffffe000 ) | (gdata & 0x1fff ); + return; + } + else // "enhanced" psx gpu + { + GlobalTextAddrY = (unsigned short)(((gdata << 4) & 0x100) | ((gdata >> 2) & 0x200)); + } + } + else GlobalTextAddrY = (gdata << 4) & 0x100; // "normal" psx gpu + + usMirror=gdata&0x3000; + + GlobalTextTP = (gdata >> 7) & 0x3; // tex mode (4,8,15) + if(GlobalTextTP==3) GlobalTextTP=2; // seen in Wild9 :( + GlobalTextABR = (gdata >> 5) & 0x3; // blend mode + + GlobalTexturePage = (GlobalTextAddrX>>6)+(GlobalTextAddrY>>4); + + STATUSREG&=~0x07ff; // Clear the necessary bits + STATUSREG|=(gdata & 0x07ff); // set the necessary bits +} + +unsigned long DoubleBGR2RGB (unsigned long BGR) +{ + unsigned long ebx,eax,edx; + + ebx=(BGR&0x000000ff)<<1; + if(ebx&0x00000100) ebx=0x000000ff; + + eax=(BGR&0x0000ff00)<<1; + if(eax&0x00010000) eax=0x0000ff00; + + edx=(BGR&0x00ff0000)<<1; + if(edx&0x01000000) edx=0x00ff0000; + + return (ebx|eax|edx); +} + +unsigned short BGR24to16 (unsigned long BGR) +{ + return ((BGR>>3)&0x1f)|((BGR&0xf80000)>>9)|((BGR&0xf800)>>6); +} + +//////////////////////////////////////////////////////////////////////// +// OpenGL primitive drawing commands +//////////////////////////////////////////////////////////////////////// + +__inline void PRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_TRIANGLE_STRIP); + glTexCoord2fv(&vertex1->sow); + glVertex3fv(&vertex1->x); + + glTexCoord2fv(&vertex2->sow); + glVertex3fv(&vertex2->x); + + glTexCoord2fv(&vertex4->sow); + glVertex3fv(&vertex4->x); + + glTexCoord2fv(&vertex3->sow); + glVertex3fv(&vertex3->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3) +{ + glBegin(GL_TRIANGLES); + glTexCoord2fv(&vertex1->sow); + glVertex3fv(&vertex1->x); + + glTexCoord2fv(&vertex2->sow); + glVertex3fv(&vertex2->x); + + glTexCoord2fv(&vertex3->sow); + glVertex3fv(&vertex3->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3) +{ + glBegin(GL_TRIANGLES); + + SETPCOL(vertex1); + glTexCoord2fv(&vertex1->sow); + glVertex3fv(&vertex1->x); + + SETPCOL(vertex2); + glTexCoord2fv(&vertex2->sow); + glVertex3fv(&vertex2->x); + + SETPCOL(vertex3); + glTexCoord2fv(&vertex3->sow); + glVertex3fv(&vertex3->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_TRIANGLE_STRIP); + SETPCOL(vertex1); + glTexCoord2fv(&vertex1->sow); + glVertex3fv(&vertex1->x); + + SETPCOL(vertex2); + glTexCoord2fv(&vertex2->sow); + glVertex3fv(&vertex2->x); + + SETPCOL(vertex4); + glTexCoord2fv(&vertex4->sow); + glVertex3fv(&vertex4->x); + + SETPCOL(vertex3); + glTexCoord2fv(&vertex3->sow); + glVertex3fv(&vertex3->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) +{ + glBegin(GL_TRIANGLES); + glVertex3fv(&vertex1->x); + glVertex3fv(&vertex2->x); + glVertex3fv(&vertex3->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_TRIANGLE_STRIP); + glVertex3fv(&vertex1->x); + glVertex3fv(&vertex3->x); + glVertex3fv(&vertex2->x); + glVertex3fv(&vertex4->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3) +{ + glBegin(GL_TRIANGLES); + SETPCOL(vertex1); + glVertex3fv(&vertex1->x); + + SETPCOL(vertex2); + glVertex3fv(&vertex2->x); + + SETPCOL(vertex3); + glVertex3fv(&vertex3->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_TRIANGLE_STRIP); + SETPCOL(vertex1); + glVertex3fv(&vertex1->x); + + SETPCOL(vertex3); + glVertex3fv(&vertex3->x); + + SETPCOL(vertex2); + glVertex3fv(&vertex2->x); + + SETPCOL(vertex4); + glVertex3fv(&vertex4->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_QUADS); + + SETPCOL(vertex1); + + glVertex3fv(&vertex1->x); + glVertex3fv(&vertex2->x); + glVertex3fv(&vertex3->x); + glVertex3fv(&vertex4->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_QUADS); + + SETPCOL(vertex1); + glVertex3fv(&vertex1->x); + + SETPCOL(vertex2); + glVertex3fv(&vertex2->x); + + SETPCOL(vertex3); + glVertex3fv(&vertex3->x); + + SETPCOL(vertex4); + glVertex3fv(&vertex4->x); + glEnd(); +} + +///////////////////////////////////////////////////////// + +__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, + OGLVertex* vertex3, OGLVertex* vertex4) +{ + glBegin(GL_QUADS); + glVertex3fv(&vertex1->x); + glVertex3fv(&vertex2->x); + glVertex3fv(&vertex3->x); + glVertex3fv(&vertex4->x); + glEnd(); +} + +//////////////////////////////////////////////////////////////////////// +// Transparent blending settings +//////////////////////////////////////////////////////////////////////// + +static GLenum obm1=GL_ZERO; +static GLenum obm2=GL_ZERO; + +typedef struct SEMITRANSTAG +{ + GLenum srcFac; + GLenum dstFac; + GLubyte alpha; +} SemiTransParams; + +SemiTransParams TransSets[4]= +{ + {GL_SRC_ALPHA,GL_SRC_ALPHA, 127}, + {GL_ONE, GL_ONE, 255}, + {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255}, + {GL_ONE_MINUS_SRC_ALPHA,GL_ONE, 192} +}; + +//////////////////////////////////////////////////////////////////////// + +void SetSemiTrans(void) +{ +/* +* 0.5 x B + 0.5 x F +* 1.0 x B + 1.0 x F +* 1.0 x B - 1.0 x F +* 1.0 x B +0.25 x F +*/ + + if(!DrawSemiTrans) // no semi trans at all? + { + if(bBlendEnable) + {glDisable(GL_BLEND);bBlendEnable=FALSE;} // -> don't wanna blend + ubGloAlpha=ubGloColAlpha=255; // -> full alpha + return; // -> and bye + } + + ubGloAlpha=ubGloColAlpha=TransSets[GlobalTextABR].alpha; + + if(!bBlendEnable) + {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend + + if(TransSets[GlobalTextABR].srcFac!=obm1 || + TransSets[GlobalTextABR].dstFac!=obm2) + { + if(glBlendEquationEXTEx==NULL) + { + obm1=TransSets[GlobalTextABR].srcFac; + obm2=TransSets[GlobalTextABR].dstFac; + glBlendFunc(obm1,obm2); // set blend func + } + else + if(TransSets[GlobalTextABR].dstFac !=GL_ONE_MINUS_SRC_COLOR) + { + if(obm2==GL_ONE_MINUS_SRC_COLOR) + glBlendEquationEXTEx(FUNC_ADD_EXT); + obm1=TransSets[GlobalTextABR].srcFac; + obm2=TransSets[GlobalTextABR].dstFac; + glBlendFunc(obm1,obm2); // set blend func + } + else + { + glBlendEquationEXTEx(FUNC_REVERSESUBTRACT_EXT); + obm1=TransSets[GlobalTextABR].srcFac; + obm2=TransSets[GlobalTextABR].dstFac; + glBlendFunc(GL_ONE,GL_ONE); // set blend func + } + } +} + +void SetScanTrans(void) // blending for scan lines +{ + if(glBlendEquationEXTEx!=NULL) + { + if(obm2==GL_ONE_MINUS_SRC_COLOR) + glBlendEquationEXTEx(FUNC_ADD_EXT); + } + + obm1=TransSets[0].srcFac; + obm2=TransSets[0].dstFac; + glBlendFunc(obm1,obm2); // set blend func +} + +void SetScanTexTrans(void) // blending for scan mask texture +{ + if(glBlendEquationEXTEx!=NULL) + { + if(obm2==GL_ONE_MINUS_SRC_COLOR) + glBlendEquationEXTEx(FUNC_ADD_EXT); + } + + obm1=TransSets[2].srcFac; + obm2=TransSets[2].dstFac; + glBlendFunc(obm1,obm2); // set blend func +} + +//////////////////////////////////////////////////////////////////////// +// multi pass in old 'Advanced blending' mode... got it from Lewpy :) +//////////////////////////////////////////////////////////////////////// + +SemiTransParams MultiTexTransSets[4][2]= +{ + { + {GL_ONE ,GL_SRC_ALPHA, 127}, + {GL_SRC_ALPHA,GL_ONE, 127} + }, + { + {GL_ONE, GL_SRC_ALPHA, 255}, + {GL_SRC_ALPHA,GL_ONE, 255} + }, + { + {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255}, + {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255} + }, + { + {GL_SRC_ALPHA,GL_ONE, 127}, + {GL_ONE_MINUS_SRC_ALPHA,GL_ONE, 255} + } +}; + +//////////////////////////////////////////////////////////////////////// + +SemiTransParams MultiColTransSets[4]= +{ + {GL_ONE_MINUS_SRC_ALPHA,GL_SRC_ALPHA,127}, + {GL_ONE, GL_ONE, 255}, + {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255}, + {GL_SRC_ALPHA,GL_ONE, 127} +}; + +//////////////////////////////////////////////////////////////////////// + +void SetSemiTransMulti(int Pass) +{ + static GLenum bm1=GL_ZERO; + static GLenum bm2=GL_ONE; + + ubGloAlpha=255; + ubGloColAlpha=255; + + // are we enabling SemiTransparent mode? + if(DrawSemiTrans) + { + if(bDrawTextured) + { + bm1=MultiTexTransSets[GlobalTextABR][Pass].srcFac; + bm2=MultiTexTransSets[GlobalTextABR][Pass].dstFac; + ubGloAlpha=MultiTexTransSets[GlobalTextABR][Pass].alpha; + } + // no texture + else + { + bm1=MultiColTransSets[GlobalTextABR].srcFac; + bm2=MultiColTransSets[GlobalTextABR].dstFac; + ubGloColAlpha=MultiColTransSets[GlobalTextABR].alpha; + } + } + // no shading + else + { + if(Pass==0) + { + // disable blending + bm1=GL_ONE;bm2=GL_ZERO; + } + else + { + // disable blending, but add src col a second time + bm1=GL_ONE;bm2=GL_ONE; + } + } + + if(!bBlendEnable) + {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend + + if(bm1!=obm1 || bm2!=obm2) + { + glBlendFunc(bm1,bm2); // set blend func + obm1=bm1;obm2=bm2; + } +} + +//////////////////////////////////////////////////////////////////////// +// Set several rendering stuff including blending +//////////////////////////////////////////////////////////////////////// + +__inline void SetZMask3O(void) +{ + if(iUseMask && DrawSemiTrans && !iSetMask) + { + vertex[0].z=vertex[1].z=vertex[2].z=gl_z; + gl_z+=0.00004f; + } +} + +__inline void SetZMask3(void) +{ + if(iUseMask) + { + if(iSetMask || DrawSemiTrans) + {vertex[0].z=vertex[1].z=vertex[2].z=0.95f;} + else + { + vertex[0].z=vertex[1].z=vertex[2].z=gl_z; + gl_z+=0.00004f; + } + } +} + +__inline void SetZMask3NT(void) +{ + if(iUseMask) + { + if(iSetMask) + {vertex[0].z=vertex[1].z=vertex[2].z=0.95f;} + else + { + vertex[0].z=vertex[1].z=vertex[2].z=gl_z; + gl_z+=0.00004f; + } + } +} + +//////////////////////////////////////////////////////////////////////// + +__inline void SetZMask4O(void) +{ + if(iUseMask && DrawSemiTrans && !iSetMask) + { + vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z; + gl_z+=0.00004f; + } +} + +__inline void SetZMask4(void) +{ + if(iUseMask) + { + if(iSetMask || DrawSemiTrans) + {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;} + else + { + vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z; + gl_z+=0.00004f; + } + } +} + +__inline void SetZMask4NT(void) +{ + if(iUseMask) + { + if(iSetMask==1) + {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;} + else + { + vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z; + gl_z+=0.00004f; + } + } +} + +__inline void SetZMask4SP(void) +{ + if(iUseMask) + { + if(iSetMask==1) + {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;} + else + { + if(bCheckMask) + { + vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z; + gl_z+=0.00004f; + } + else + {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;} + } + } +} + +//////////////////////////////////////////////////////////////////////// + +__inline void SetRenderState(unsigned long DrawAttributes) +{ + bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE; + DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE; +} + +//////////////////////////////////////////////////////////////////////// + +__inline void SetRenderColor(unsigned long DrawAttributes) +{ + if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;} + else + { + g_m1=DrawAttributes&0xff; + g_m2=(DrawAttributes>>8)&0xff; + g_m3=(DrawAttributes>>16)&0xff; + } +} + +//////////////////////////////////////////////////////////////////////// + +void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol) +{ + if((bUseMultiPass) && (bDrawTextured) && !(bDrawNonShaded)) + {bDrawMultiPass = TRUE; SetSemiTransMulti(0);} + else {bDrawMultiPass = FALSE;SetSemiTrans();} + + if(bDrawTextured) // texture ? build it/get it from cache + { + GLuint currTex; + if(bUsingTWin) currTex=LoadTextureWnd(GlobalTexturePage,GlobalTextTP, ulClutID); + else if(bUsingMovie) currTex=LoadTextureMovie(); + else currTex=SelectSubTextureS(GlobalTextTP,ulClutID); + + if(gTexName!=currTex) + {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex);} + + if(!bTexEnabled) // -> turn texturing on + {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D);} + } + else // no texture ? + if(bTexEnabled) + {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D);} // -> turn texturing off + + if(bSCol) // also set color ? + { + if((dwActFixes&4) && ((DrawAttributes&0x00ffffff)==0)) + DrawAttributes|=0x007f7f7f; + + if(bDrawNonShaded) // -> non shaded? + { + if(bGLBlend) vertex[0].c.lcol=0x7f7f7f; // --> solid color... + else vertex[0].c.lcol=0xffffff; + } + else // -> shaded? + { + if(!bUseMultiPass && !bGLBlend) // --> given color... + vertex[0].c.lcol=DoubleBGR2RGB(DrawAttributes); + else vertex[0].c.lcol=DrawAttributes; + } + vertex[0].c.col[3]=ubGloAlpha; // -> set color with + SETCOL(vertex[0]); // texture alpha + } + + if(bDrawSmoothShaded!=bOldSmoothShaded) // shading changed? + { + if(bDrawSmoothShaded) glShadeModel(GL_SMOOTH); // -> set actual shading + else glShadeModel(GL_FLAT); + bOldSmoothShaded=bDrawSmoothShaded; + } +} + +//////////////////////////////////////////////////////////////////////// +// Set Opaque multipass color +//////////////////////////////////////////////////////////////////////// + +void SetOpaqueColor(unsigned long DrawAttributes) +{ + if(bDrawNonShaded) return; // no shading? bye + + DrawAttributes=DoubleBGR2RGB(DrawAttributes); // multipass is just half color, so double it on opaque pass + vertex[0].c.lcol=DrawAttributes|0xff000000; + SETCOL(vertex[0]); // set color +} + +//////////////////////////////////////////////////////////////////////// +// Fucking stupid screen coord checking +//////////////////////////////////////////////////////////////////////// + +BOOL ClipVertexListScreen(void) +{ + if (lx0 >= PSXDisplay.DisplayEnd.x) goto NEXTSCRTEST; + if (ly0 >= PSXDisplay.DisplayEnd.y) goto NEXTSCRTEST; + if (lx2 < PSXDisplay.DisplayPosition.x) goto NEXTSCRTEST; + if (ly2 < PSXDisplay.DisplayPosition.y) goto NEXTSCRTEST; + + return TRUE; + +NEXTSCRTEST: + if(PSXDisplay.InterlacedTest) return FALSE; + + if (lx0 >= PreviousPSXDisplay.DisplayEnd.x) return FALSE; + if (ly0 >= PreviousPSXDisplay.DisplayEnd.y) return FALSE; + if (lx2 < PreviousPSXDisplay.DisplayPosition.x) return FALSE; + if (ly2 < PreviousPSXDisplay.DisplayPosition.y) return FALSE; + + return TRUE; +} + +//////////////////////////////////////////////////////////////////////// + +BOOL bDrawOffscreenFront(void) +{ + if(sxmin < PSXDisplay.DisplayPosition.x) return FALSE; // must be complete in front + if(symin < PSXDisplay.DisplayPosition.y) return FALSE; + if(sxmax > PSXDisplay.DisplayEnd.x) return FALSE; + if(symax > PSXDisplay.DisplayEnd.y) return FALSE; + return TRUE; +} + +BOOL bOnePointInFront(void) +{ + if(sxmax< PSXDisplay.DisplayPosition.x) + return FALSE; + + if(symax< PSXDisplay.DisplayPosition.y) + return FALSE; + + if(sxmin>=PSXDisplay.DisplayEnd.x) + return FALSE; + + if(symin>=PSXDisplay.DisplayEnd.y) + return FALSE; + + return TRUE; +} + + +BOOL bOnePointInBack(void) +{ + if(sxmax< PreviousPSXDisplay.DisplayPosition.x) + return FALSE; + + if(symax< PreviousPSXDisplay.DisplayPosition.y) + return FALSE; + + if(sxmin>=PreviousPSXDisplay.DisplayEnd.x) + return FALSE; + + if(symin>=PreviousPSXDisplay.DisplayEnd.y) + return FALSE; + + return TRUE; +} + +BOOL bDrawOffscreen4(void) +{ + BOOL bFront;short sW,sH; + + sxmax=max(lx0,max(lx1,max(lx2,lx3))); + if(sxmaxdrawW) return FALSE; + symax=max(ly0,max(ly1,max(ly2,ly3))); + if(symaxdrawH) return FALSE; + + if(PSXDisplay.Disabled) return TRUE; // disabled? ever + + if(iOffscreenDrawing==1) return bFullVRam; + + if(dwActFixes&1 && iOffscreenDrawing==4) + { + if(PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x && + PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y && + PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x && + PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y) + { + bRenderFrontBuffer=TRUE; + return FALSE; + } + } + + sW=drawW-1;sH=drawH-1; + + sxmin=min(sW,max(sxmin,drawX)); + sxmax=max(drawX,min(sxmax,sW)); + symin=min(sH,max(symin,drawY)); + symax=max(drawY,min(symax,sH)); + + if(bOnePointInBack()) return bFullVRam; + + if(iOffscreenDrawing==2) + bFront=bDrawOffscreenFront(); + else bFront=bOnePointInFront(); + + if(bFront) + { + if(PSXDisplay.InterlacedTest) return bFullVRam; // -> ok, no need for adjust + + vertex[0].x=lx0 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[1].x=lx1 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[2].x=lx2 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[3].x=lx3 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[0].y=ly0 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + vertex[1].y=ly1 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + vertex[2].y=ly2 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + vertex[3].y=ly3 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + + if(iOffscreenDrawing==4 && !(dwActFixes&1)) // -> frontbuffer wanted + { + bRenderFrontBuffer=TRUE; + //return TRUE; + } + return bFullVRam; // -> but no od + } + + return TRUE; +} + +//////////////////////////////////////////////////////////////////////// + +BOOL bDrawOffscreen3(void) +{ + BOOL bFront;short sW,sH; + + sxmax=max(lx0,max(lx1,lx2)); + if(sxmaxdrawW) return FALSE; + symax=max(ly0,max(ly1,ly2)); + if(symaxdrawH) return FALSE; + + if(PSXDisplay.Disabled) return TRUE; // disabled? ever + + if(iOffscreenDrawing==1) return bFullVRam; + + sW=drawW-1;sH=drawH-1; + sxmin=min(sW,max(sxmin,drawX)); + sxmax=max(drawX,min(sxmax,sW)); + symin=min(sH,max(symin,drawY)); + symax=max(drawY,min(symax,sH)); + + if(bOnePointInBack()) return bFullVRam; + + if(iOffscreenDrawing==2) + bFront=bDrawOffscreenFront(); + else bFront=bOnePointInFront(); + + if(bFront) + { + if(PSXDisplay.InterlacedTest) return bFullVRam; // -> ok, no need for adjust + + vertex[0].x=lx0 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[1].x=lx1 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[2].x=lx2 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0; + vertex[0].y=ly0 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + vertex[1].y=ly1 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + vertex[2].y=ly2 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0; + + if(iOffscreenDrawing==4) // -> frontbuffer wanted + { + bRenderFrontBuffer=TRUE; + // return TRUE; + } + + return bFullVRam; // -> but no od + } + + return TRUE; +} + +//////////////////////////////////////////////////////////////////////// + +BOOL FastCheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1) +{ + PSXRect_t xUploadArea; + + imageX1 += imageX0; + imageY1 += imageY0; + + if (imageX0 < PreviousPSXDisplay.DisplayPosition.x) + xUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x; + else + if (imageX0 > PreviousPSXDisplay.DisplayEnd.x) + xUploadArea.x0 = PreviousPSXDisplay.DisplayEnd.x; + else + xUploadArea.x0 = imageX0; + + if(imageX1 < PreviousPSXDisplay.DisplayPosition.x) + xUploadArea.x1 = PreviousPSXDisplay.DisplayPosition.x; + else + if (imageX1 > PreviousPSXDisplay.DisplayEnd.x) + xUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x; + else + xUploadArea.x1 = imageX1; + + if (imageY0 < PreviousPSXDisplay.DisplayPosition.y) + xUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y; + else + if (imageY0 > PreviousPSXDisplay.DisplayEnd.y) + xUploadArea.y0 = PreviousPSXDisplay.DisplayEnd.y; + else + xUploadArea.y0 = imageY0; + + if (imageY1 < PreviousPSXDisplay.DisplayPosition.y) + xUploadArea.y1 = PreviousPSXDisplay.DisplayPosition.y; + else + if (imageY1 > PreviousPSXDisplay.DisplayEnd.y) + xUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y; + else + xUploadArea.y1 = imageY1; + + if ((xUploadArea.x0 != xUploadArea.x1) && (xUploadArea.y0 != xUploadArea.y1)) + return TRUE; + else return FALSE; +} + +BOOL CheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1) +{ + imageX1 += imageX0; + imageY1 += imageY0; + + if (imageX0 < PreviousPSXDisplay.DisplayPosition.x) + xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x; + else + if (imageX0 > PreviousPSXDisplay.DisplayEnd.x) + xrUploadArea.x0 = PreviousPSXDisplay.DisplayEnd.x; + else + xrUploadArea.x0 = imageX0; + + if(imageX1 < PreviousPSXDisplay.DisplayPosition.x) + xrUploadArea.x1 = PreviousPSXDisplay.DisplayPosition.x; + else + if (imageX1 > PreviousPSXDisplay.DisplayEnd.x) + xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x; + else + xrUploadArea.x1 = imageX1; + + if (imageY0 < PreviousPSXDisplay.DisplayPosition.y) + xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y; + else + if (imageY0 > PreviousPSXDisplay.DisplayEnd.y) + xrUploadArea.y0 = PreviousPSXDisplay.DisplayEnd.y; + else + xrUploadArea.y0 = imageY0; + + if (imageY1 < PreviousPSXDisplay.DisplayPosition.y) + xrUploadArea.y1 = PreviousPSXDisplay.DisplayPosition.y; + else + if (imageY1 > PreviousPSXDisplay.DisplayEnd.y) + xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y; + else + xrUploadArea.y1 = imageY1; + + if ((xrUploadArea.x0 != xrUploadArea.x1) && (xrUploadArea.y0 != xrUploadArea.y1)) + return TRUE; + else return FALSE; +} + +BOOL FastCheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1) +{ + PSXRect_t xUploadArea; + + imageX1 += imageX0; + imageY1 += imageY0; + + if (imageX0 < PSXDisplay.DisplayPosition.x) + xUploadArea.x0 = PSXDisplay.DisplayPosition.x; + else + if (imageX0 > PSXDisplay.DisplayEnd.x) + xUploadArea.x0 = PSXDisplay.DisplayEnd.x; + else + xUploadArea.x0 = imageX0; + + if(imageX1 < PSXDisplay.DisplayPosition.x) + xUploadArea.x1 = PSXDisplay.DisplayPosition.x; + else + if (imageX1 > PSXDisplay.DisplayEnd.x) + xUploadArea.x1 = PSXDisplay.DisplayEnd.x; + else + xUploadArea.x1 = imageX1; + + if (imageY0 < PSXDisplay.DisplayPosition.y) + xUploadArea.y0 = PSXDisplay.DisplayPosition.y; + else + if (imageY0 > PSXDisplay.DisplayEnd.y) + xUploadArea.y0 = PSXDisplay.DisplayEnd.y; + else + xUploadArea.y0 = imageY0; + + if (imageY1 < PSXDisplay.DisplayPosition.y) + xUploadArea.y1 = PSXDisplay.DisplayPosition.y; + else + if (imageY1 > PSXDisplay.DisplayEnd.y) + xUploadArea.y1 = PSXDisplay.DisplayEnd.y; + else + xUploadArea.y1 = imageY1; + + if ((xUploadArea.x0 != xUploadArea.x1) && (xUploadArea.y0 != xUploadArea.y1)) + return TRUE; + else return FALSE; +} + +BOOL CheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1) +{ + imageX1 += imageX0; + imageY1 += imageY0; + + if (imageX0 < PSXDisplay.DisplayPosition.x) + xrUploadArea.x0 = PSXDisplay.DisplayPosition.x; + else + if (imageX0 > PSXDisplay.DisplayEnd.x) + xrUploadArea.x0 = PSXDisplay.DisplayEnd.x; + else + xrUploadArea.x0 = imageX0; + + if(imageX1 < PSXDisplay.DisplayPosition.x) + xrUploadArea.x1 = PSXDisplay.DisplayPosition.x; + else + if (imageX1 > PSXDisplay.DisplayEnd.x) + xrUploadArea.x1 = PSXDisplay.DisplayEnd.x; + else + xrUploadArea.x1 = imageX1; + + if (imageY0 < PSXDisplay.DisplayPosition.y) + xrUploadArea.y0 = PSXDisplay.DisplayPosition.y; + else + if (imageY0 > PSXDisplay.DisplayEnd.y) + xrUploadArea.y0 = PSXDisplay.DisplayEnd.y; + else + xrUploadArea.y0 = imageY0; + + if (imageY1 < PSXDisplay.DisplayPosition.y) + xrUploadArea.y1 = PSXDisplay.DisplayPosition.y; + else + if (imageY1 > PSXDisplay.DisplayEnd.y) + xrUploadArea.y1 = PSXDisplay.DisplayEnd.y; + else + xrUploadArea.y1 = imageY1; + + if ((xrUploadArea.x0 != xrUploadArea.x1) && (xrUploadArea.y0 != xrUploadArea.y1)) + return TRUE; + else return FALSE; +} + +//////////////////////////////////////////////////////////////////////// + +void PrepareFullScreenUpload (long Position) +{ + if (Position==-1) // rgb24 + { + if(PSXDisplay.Interlaced) + { + xrUploadArea.x0 = PSXDisplay.DisplayPosition.x; + xrUploadArea.x1 = PSXDisplay.DisplayEnd.x; + xrUploadArea.y0 = PSXDisplay.DisplayPosition.y; + xrUploadArea.y1 = PSXDisplay.DisplayEnd.y; + } + else + { + xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x; + xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x; + xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y; + xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y; + } + + if(bNeedRGB24Update) + { + if(lClearOnSwap) + { +// lClearOnSwap=0; + } + else + if(PSXDisplay.Interlaced && PreviousPSXDisplay.RGB24<2) // in interlaced mode we upload at least two full frames (GT1 menu) + { + PreviousPSXDisplay.RGB24++; + } + else + { + xrUploadArea.y1 = min(xrUploadArea.y0+xrUploadAreaRGB24.y1,xrUploadArea.y1); + xrUploadArea.y0+=xrUploadAreaRGB24.y0; + } + } + } + else + if (Position) + { + xrUploadArea.x0 = PSXDisplay.DisplayPosition.x; + xrUploadArea.x1 = PSXDisplay.DisplayEnd.x; + xrUploadArea.y0 = PSXDisplay.DisplayPosition.y; + xrUploadArea.y1 = PSXDisplay.DisplayEnd.y; + } + else + { + xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x; + xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x; + xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y; + xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y; + } + + if (xrUploadArea.x0 < 0) xrUploadArea.x0 = 0; + else + if (xrUploadArea.x0 > 1023) xrUploadArea.x0 = 1023; + + if (xrUploadArea.x1 < 0) xrUploadArea.x1 = 0; + else + if (xrUploadArea.x1 > 1024) xrUploadArea.x1 = 1024; + + if (xrUploadArea.y0 < 0) xrUploadArea.y0 = 0; + else + if (xrUploadArea.y0 > iGPUHeightMask) xrUploadArea.y0 = iGPUHeightMask; + + if (xrUploadArea.y1 < 0) xrUploadArea.y1 = 0; + else + if (xrUploadArea.y1 > iGPUHeight) xrUploadArea.y1 = iGPUHeight; + + if (PSXDisplay.RGB24) + { + InvalidateTextureArea(xrUploadArea.x0,xrUploadArea.y0,xrUploadArea.x1-xrUploadArea.x0,xrUploadArea.y1-xrUploadArea.y0); + } +} + +//////////////////////////////////////////////////////////////////////// +// Upload screen (MDEC and such) +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// + +unsigned char * LoadDirectMovieFast(void); + +void UploadScreenEx(long Position) +{ + short ya,yb,xa,xb,x, y, YStep, XStep, U, UStep,ux[4],vy[4]; + + if(!PSXDisplay.DisplayMode.x) return; + if(!PSXDisplay.DisplayMode.y) return; + + glDisable(GL_SCISSOR_TEST); + glShadeModel(GL_FLAT); + bOldSmoothShaded=FALSE; + glDisable(GL_BLEND); + bBlendEnable=FALSE; + glDisable(GL_TEXTURE_2D); + bTexEnabled=FALSE; + glDisable(GL_ALPHA_TEST); + + glPixelZoom(((float)rRatioRect.right)/((float)PSXDisplay.DisplayMode.x), + -1.0f*(((float)rRatioRect.bottom)/((float)PSXDisplay.DisplayMode.y))); + + //----------------------------------------------------// + + YStep = 256; // max texture size + XStep = 256; + UStep = (PSXDisplay.RGB24 ? 128 : 0); + ya = xrUploadArea.y0; + yb = xrUploadArea.y1; + xa = xrUploadArea.x0; + xb = xrUploadArea.x1; + + for(y=ya;y<=yb;y+=YStep) // loop y + { + U = 0; + for(x=xa;x<=xb;x+=XStep) // loop x + { + ly0 = ly1 = y; // -> get y coords + ly2 = y + YStep; + if (ly2 > yb) ly2 = yb; + ly3 = ly2; + + lx0 = lx3 = x; // -> get x coords + lx1 = x + XStep; + if (lx1 > xb) lx1 = xb; + + lx2 = lx1; + + ux[0]=ux[3]=(xa - x); // -> set tex x coords + if (ux[0] < 0) ux[0]=ux[3]=0; + ux[2]=ux[1]=(xb - x); + if (ux[2] > 256) ux[2]=ux[1]=256; + + vy[0]=vy[1]=(ya - y); // -> set tex y coords + if (vy[0] < 0) vy[0]=vy[1]=0; + vy[2]=vy[3]=(yb - y); + if (vy[2] > 256) vy[2]=vy[3]=256; + + if ((ux[0] >= ux[2]) || // -> cheaters never win... + (vy[0] >= vy[2])) continue; // (but winners always cheat...) + + xrMovieArea.x0=lx0+U; xrMovieArea.y0=ly0; + xrMovieArea.x1=lx2+U; xrMovieArea.y1=ly2; + + offsetScreenUpload(Position); + + glRasterPos2f(vertex[0].x,vertex[0].y); + + glDrawPixels(xrMovieArea.x1-xrMovieArea.x0, + xrMovieArea.y1-xrMovieArea.y0, + GL_RGBA,GL_UNSIGNED_BYTE, + LoadDirectMovieFast()); + + U+=UStep; + } + } + + //----------------------------------------------------// + + glPixelZoom(1.0F,1.0F); + + glEnable(GL_ALPHA_TEST); + glEnable(GL_SCISSOR_TEST); +} + +//////////////////////////////////////////////////////////////////////// + +void UploadScreen(long Position) +{ + short x, y, YStep, XStep, U, s, UStep,ux[4],vy[4]; + short xa,xb,ya,yb; + + if(xrUploadArea.x0>1023) xrUploadArea.x0=1023; + if(xrUploadArea.x1>1024) xrUploadArea.x1=1024; + if(xrUploadArea.y0>iGPUHeightMask) xrUploadArea.y0=iGPUHeightMask; + if(xrUploadArea.y1>iGPUHeight) xrUploadArea.y1=iGPUHeight; + + if(xrUploadArea.x0==xrUploadArea.x1) return; + if(xrUploadArea.y0==xrUploadArea.y1) return; + + if(PSXDisplay.Disabled && iOffscreenDrawing<4) return; + + iDrawnSomething = 2; + iLastRGB24=PSXDisplay.RGB24+1; + + if(bSkipNextFrame) return; + + if(dwActFixes & 2) {UploadScreenEx(Position);return;} + + bUsingMovie = TRUE; + bDrawTextured = TRUE; // just doing textures + bDrawSmoothShaded = FALSE; + + if(bGLBlend) vertex[0].c.lcol=0xff7f7f7f; // set solid col + else vertex[0].c.lcol=0xffffffff; + SETCOL(vertex[0]); + + SetOGLDisplaySettings(0); + + YStep = 256; // max texture size + XStep = 256; + + UStep = (PSXDisplay.RGB24 ? 128 : 0); + + ya=xrUploadArea.y0; + yb=xrUploadArea.y1; + xa=xrUploadArea.x0; + xb=xrUploadArea.x1; + + for(y=ya;y<=yb;y+=YStep) // loop y + { + U = 0; + for(x=xa;x<=xb;x+=XStep) // loop x + { + ly0 = ly1 = y; // -> get y coords + ly2 = y + YStep; + if (ly2 > yb) ly2 = yb; + ly3 = ly2; + + lx0 = lx3 = x; // -> get x coords + lx1 = x + XStep; + if (lx1 > xb) lx1 = xb; + + lx2 = lx1; + + ux[0]=ux[3]=(xa - x); // -> set tex x coords + if (ux[0] < 0) ux[0]=ux[3]=0; + ux[2]=ux[1]=(xb - x); + if (ux[2] > 256) ux[2]=ux[1]=256; + + vy[0]=vy[1]=(ya - y); // -> set tex y coords + if (vy[0] < 0) vy[0]=vy[1]=0; + vy[2]=vy[3]=(yb - y); + if (vy[2] > 256) vy[2]=vy[3]=256; + + if ((ux[0] >= ux[2]) || // -> cheaters never win... + (vy[0] >= vy[2])) continue; // (but winners always cheat...) + + xrMovieArea.x0=lx0+U; xrMovieArea.y0=ly0; + xrMovieArea.x1=lx2+U; xrMovieArea.y1=ly2; + + s=ux[2] - ux[0]; if(s>255) s=255; + + gl_ux[2] = gl_ux[1] = s; + s=vy[2] - vy[0]; if(s>255) s=255; + gl_vy[2] = gl_vy[3] = s; + gl_ux[0] = gl_ux[3] = gl_vy[0] = gl_vy[1] = 0; + + SetRenderState((unsigned long)0x01000000); + SetRenderMode((unsigned long)0x01000000, FALSE); // upload texture data + offsetScreenUpload(Position); + assignTextureVRAMWrite(); + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + U+=UStep; + } + } + + bUsingMovie=FALSE; // done... + bDisplayNotSet = TRUE; +} + +//////////////////////////////////////////////////////////////////////// +// Detect next screen +//////////////////////////////////////////////////////////////////////// + +BOOL IsCompleteInsideNextScreen(short x, short y, short xoff, short yoff) +{ + if (x > PSXDisplay.DisplayPosition.x+1) return FALSE; + if ((x + xoff) < PSXDisplay.DisplayEnd.x-1) return FALSE; + yoff+=y; + if (y >= PSXDisplay.DisplayPosition.y && + y <= PSXDisplay.DisplayEnd.y ) + { + if ((yoff) >= PSXDisplay.DisplayPosition.y && + (yoff) <= PSXDisplay.DisplayEnd.y ) return TRUE; + } + if (y > PSXDisplay.DisplayPosition.y+1) return FALSE; + if (yoff < PSXDisplay.DisplayEnd.y-1) return FALSE; + return TRUE; +} + +BOOL IsPrimCompleteInsideNextScreen(short x, short y, short xoff, short yoff) +{ + x+=PSXDisplay.DrawOffset.x; + if (x > PSXDisplay.DisplayPosition.x+1) return FALSE; + y+=PSXDisplay.DrawOffset.y; + if (y > PSXDisplay.DisplayPosition.y+1) return FALSE; + xoff+=PSXDisplay.DrawOffset.x; + if (xoff < PSXDisplay.DisplayEnd.x-1) return FALSE; + yoff+=PSXDisplay.DrawOffset.y; + if (yoff < PSXDisplay.DisplayEnd.y-1) return FALSE; + return TRUE; +} + +BOOL IsInsideNextScreen(short x, short y, short xoff, short yoff) +{ + if (x > PSXDisplay.DisplayEnd.x) return FALSE; + if (y > PSXDisplay.DisplayEnd.y) return FALSE; + if ((x + xoff) < PSXDisplay.DisplayPosition.x) return FALSE; + if ((y + yoff) < PSXDisplay.DisplayPosition.y) return FALSE; + return TRUE; +} + +//////////////////////////////////////////////////////////////////////// +// mask stuff... +//////////////////////////////////////////////////////////////////////// + +//Mask1 Set mask bit while drawing. 1 = on +//Mask2 Do not draw to mask areas. 1= on + +void cmdSTP(unsigned char * baseAddr) +{ + unsigned long gdata = ((unsigned long*)baseAddr)[0]; + + STATUSREG&=~0x1800; // clear the necessary bits + STATUSREG|=((gdata & 0x03) << 11); // set the current bits + + if(!iUseMask) return; + + if(gdata&1) {sSetMask=0x8000;lSetMask=0x80008000;iSetMask=1;} + else {sSetMask=0; lSetMask=0; iSetMask=0;} + + if(gdata&2) + { + if(!(gdata&1)) iSetMask=2; + bCheckMask=TRUE; + if(iDepthFunc==0) return; + iDepthFunc=0; + glDepthFunc(GL_LESS); + } + else + { + bCheckMask=FALSE; + if(iDepthFunc==1) return; + glDepthFunc(GL_ALWAYS); + iDepthFunc=1; + } +} + +//////////////////////////////////////////////////////////////////////// +// cmd: Set texture page infos +//////////////////////////////////////////////////////////////////////// + +void cmdTexturePage(unsigned char * baseAddr) +{ + unsigned long gdata = ((unsigned long*)baseAddr)[0]; + UpdateGlobalTP((unsigned short)gdata); + GlobalTextREST = (gdata&0x00ffffff)>>9; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: turn on/off texture window +//////////////////////////////////////////////////////////////////////// + +void cmdTextureWindow(unsigned char *baseAddr) +{ + unsigned long gdata = ((unsigned long*)baseAddr)[0]; + + unsigned long YAlign,XAlign; + + ulGPUInfoVals[INFO_TW]=gdata&0xFFFFF; + + if(gdata & 0x020) + TWin.Position.y1 = 8; // xxxx1 + else if (gdata & 0x040) + TWin.Position.y1 = 16; // xxx10 + else if (gdata & 0x080) + TWin.Position.y1 = 32; // xx100 + else if (gdata & 0x100) + TWin.Position.y1 = 64; // x1000 + else if (gdata & 0x200) + TWin.Position.y1 = 128; // 10000 + else + TWin.Position.y1 = 256; // 00000 + + // Texture window size is determined by the least bit set of the relevant 5 bits + + if (gdata & 0x001) + TWin.Position.x1 = 8; // xxxx1 + else if (gdata & 0x002) + TWin.Position.x1 = 16; // xxx10 + else if (gdata & 0x004) + TWin.Position.x1 = 32; // xx100 + else if (gdata & 0x008) + TWin.Position.x1 = 64; // x1000 + else if (gdata & 0x010) + TWin.Position.x1 = 128; // 10000 + else + TWin.Position.x1 = 256; // 00000 + + // Re-calculate the bit field, because we can't trust what is passed in the data + + YAlign = (unsigned long)(32 - (TWin.Position.y1 >> 3)); + XAlign = (unsigned long)(32 - (TWin.Position.x1 >> 3)); + + // Absolute position of the start of the texture window + + TWin.Position.y0 = (short)(((gdata >> 15) & YAlign) << 3); + TWin.Position.x0 = (short)(((gdata >> 10) & XAlign) << 3); + + if((TWin.Position.x0 == 0 && // tw turned off + TWin.Position.y0 == 0 && + TWin.Position.x1 == 0 && + TWin.Position.y1 == 0) || + (TWin.Position.x1 == 256 && + TWin.Position.y1 == 256)) + { + bUsingTWin = FALSE; // -> just do it + +#ifdef OWNSCALE + TWin.UScaleFactor = 1.0f; + TWin.VScaleFactor = 1.0f; +#else + TWin.UScaleFactor = + TWin.VScaleFactor = 1.0f/256.0f; +#endif + } + else // tw turned on + { + bUsingTWin = TRUE; + + TWin.OPosition.y1 = TWin.Position.y1; // -> get psx sizes + TWin.OPosition.x1 = TWin.Position.x1; + + if(TWin.Position.x1<=2) TWin.Position.x1=2; // -> set OGL sizes + else + if(TWin.Position.x1<=4) TWin.Position.x1=4; + else + if(TWin.Position.x1<=8) TWin.Position.x1=8; + else + if(TWin.Position.x1<=16) TWin.Position.x1=16; + else + if(TWin.Position.x1<=32) TWin.Position.x1=32; + else + if(TWin.Position.x1<=64) TWin.Position.x1=64; + else + if(TWin.Position.x1<=128) TWin.Position.x1=128; + else + if(TWin.Position.x1<=256) TWin.Position.x1=256; + + if(TWin.Position.y1<=2) TWin.Position.y1=2; + else + if(TWin.Position.y1<=4) TWin.Position.y1=4; + else + if(TWin.Position.y1<=8) TWin.Position.y1=8; + else + if(TWin.Position.y1<=16) TWin.Position.y1=16; + else + if(TWin.Position.y1<=32) TWin.Position.y1=32; + else + if(TWin.Position.y1<=64) TWin.Position.y1=64; + else + if(TWin.Position.y1<=128) TWin.Position.y1=128; + else + if(TWin.Position.y1<=256) TWin.Position.y1=256; + +#ifdef OWNSCALE + TWin.UScaleFactor = (float)TWin.Position.x1; + TWin.VScaleFactor = (float)TWin.Position.y1; +#else + TWin.UScaleFactor = ((float)TWin.Position.x1)/256.0f; // -> set scale factor + TWin.VScaleFactor = ((float)TWin.Position.y1)/256.0f; +#endif + } +} + +//////////////////////////////////////////////////////////////////////// +// mmm, Lewpy uses that in TileS ... I don't ;) +//////////////////////////////////////////////////////////////////////// + +/* +void ClampToPSXDrawAreaOffset(short *x0, short *y0, short *x1, short *y1) +{ + if (*x0 < PSXDisplay.DrawArea.x0) + { + *x1 -= (PSXDisplay.DrawArea.x0 - *x0); + *x0 = PSXDisplay.DrawArea.x0; + } + else + if (*x0 > PSXDisplay.DrawArea.x1) + { + *x0 = PSXDisplay.DrawArea.x1; + *x1 = 0; + } + + if (*y0 < PSXDisplay.DrawArea.y0) + { + *y1 -= (PSXDisplay.DrawArea.y0 - *y0); + *y0 = PSXDisplay.DrawArea.y0; + } + else + if (*y0 > PSXDisplay.DrawArea.y1) + { + *y0 = PSXDisplay.DrawArea.y1; + *y1 = 0; + } + + if (*x1 < 0) *x1 = 0; + + if ((*x1 + *x0) > PSXDisplay.DrawArea.x1) + *x1 = (PSXDisplay.DrawArea.x1 - *x0 + 1); + + if (*y1 < 0) *y1 = 0; + + if ((*y1 + *y0) > PSXDisplay.DrawArea.y1) + *y1 = (PSXDisplay.DrawArea.y1 - *y0 + 1); +} +*/ + +//////////////////////////////////////////////////////////////////////// +// Check draw area dimensions +//////////////////////////////////////////////////////////////////////// + +void ClampToPSXScreen(short *x0, short *y0, short *x1, short *y1) +{ + if (*x0 < 0) *x0 = 0; + else + if (*x0 > 1023) *x0 = 1023; + + if (*x1 < 0) *x1 = 0; + else + if (*x1 > 1023) *x1 = 1023; + + if (*y0 < 0) *y0 = 0; + else + if (*y0 > iGPUHeightMask) *y0 = iGPUHeightMask; + + if (*y1 < 0) *y1 = 0; + else + if (*y1 > iGPUHeightMask) *y1 = iGPUHeightMask; +} + +//////////////////////////////////////////////////////////////////////// +// Used in Load Image and Blk Fill +//////////////////////////////////////////////////////////////////////// + +void ClampToPSXScreenOffset(short *x0, short *y0, short *x1, short *y1) +{ + if (*x0 < 0) + { *x1 += *x0; *x0 = 0; } + else + if (*x0 > 1023) + { *x0 = 1023; *x1 = 0; } + + if (*y0 < 0) + { *y1 += *y0; *y0 = 0; } + else + if (*y0 > iGPUHeightMask) + { *y0 = iGPUHeightMask; *y1 = 0; } + + if (*x1 < 0) *x1 = 0; + + if ((*x1 + *x0) > 1024) *x1 = (1024 - *x0); + + if (*y1 < 0) *y1 = 0; + + if ((*y1 + *y0) > iGPUHeight) *y1 = (iGPUHeight - *y0); +} + +//////////////////////////////////////////////////////////////////////// +// cmd: start of drawing area... primitives will be clipped inside +//////////////////////////////////////////////////////////////////////// + +void cmdDrawAreaStart(unsigned char * baseAddr) +{ + unsigned long gdata = ((unsigned long*)baseAddr)[0]; + + drawX = gdata & 0x3ff; // for soft drawing + if(drawX>=1024) drawX=1023; + + if(dwGPUVersion==2) + { + ulGPUInfoVals[INFO_DRAWSTART]=gdata&0x3FFFFF; + drawY = (gdata>>12)&0x3ff; + } + else + { + ulGPUInfoVals[INFO_DRAWSTART]=gdata&0xFFFFF; + drawY = (gdata>>10)&0x3ff; + } + + if(drawY>=iGPUHeight) drawY=iGPUHeightMask; + + PreviousPSXDisplay.DrawArea.y0=PSXDisplay.DrawArea.y0; + PreviousPSXDisplay.DrawArea.x0=PSXDisplay.DrawArea.x0; + + PSXDisplay.DrawArea.y0 = (short)drawY; // for OGL drawing + PSXDisplay.DrawArea.x0 = (short)drawX; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: end of drawing area... primitives will be clipped inside +//////////////////////////////////////////////////////////////////////// + +void cmdDrawAreaEnd(unsigned char * baseAddr) +{ + unsigned long gdata = ((unsigned long*)baseAddr)[0]; + + drawW = gdata & 0x3ff; // for soft drawing + if(drawW>=1024) drawW=1023; + + if(dwGPUVersion==2) + { + ulGPUInfoVals[INFO_DRAWEND]=gdata&0x3FFFFF; + drawH = (gdata>>12)&0x3ff; + } + else + { + ulGPUInfoVals[INFO_DRAWEND]=gdata&0xFFFFF; + drawH = (gdata>>10)&0x3ff; + } + + if(drawH>=iGPUHeight) drawH=iGPUHeightMask; + + PSXDisplay.DrawArea.y1 = (short)drawH; // for OGL drawing + PSXDisplay.DrawArea.x1 = (short)drawW; + + ClampToPSXScreen(&PSXDisplay.DrawArea.x0, // clamp + &PSXDisplay.DrawArea.y0, + &PSXDisplay.DrawArea.x1, + &PSXDisplay.DrawArea.y1); + + bDisplayNotSet = TRUE; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: draw offset... will be added to prim coords +//////////////////////////////////////////////////////////////////////// + +void cmdDrawOffset(unsigned char * baseAddr) +{ + unsigned long gdata = ((unsigned long*)baseAddr)[0]; + + PreviousPSXDisplay.DrawOffset.x = + PSXDisplay.DrawOffset.x = (short)(gdata & 0x7ff); + + if(dwGPUVersion==2) + { + ulGPUInfoVals[INFO_DRAWOFF]=gdata&0x7FFFFF; + PSXDisplay.DrawOffset.y = (short)((gdata>>12) & 0x7ff); + } + else + { + ulGPUInfoVals[INFO_DRAWOFF]=gdata&0x3FFFFF; + PSXDisplay.DrawOffset.y = (short)((gdata>>11) & 0x7ff); + } + + PSXDisplay.DrawOffset.x=(short)(((int)PSXDisplay.DrawOffset.x<<21)>>21); + PSXDisplay.DrawOffset.y=(short)(((int)PSXDisplay.DrawOffset.y<<21)>>21); + + PSXDisplay.CumulOffset.x = // new OGL prim offsets + PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0; + PSXDisplay.CumulOffset.y = + PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: load image to vram +//////////////////////////////////////////////////////////////////////// + +void primLoadImage(unsigned char * baseAddr) +{ + unsigned short *sgpuData = ((unsigned short *) baseAddr); + + VRAMWrite.x = sgpuData[2]&0x03ff; + VRAMWrite.y = sgpuData[3]&iGPUHeightMask; + VRAMWrite.Width = sgpuData[4]; + VRAMWrite.Height = sgpuData[5]; + + iDataWriteMode = DR_VRAMTRANSFER; + VRAMWrite.ImagePtr = psxVuw + (VRAMWrite.y<<10) + VRAMWrite.x; + VRAMWrite.RowsRemaining = VRAMWrite.Width; + VRAMWrite.ColsRemaining = VRAMWrite.Height; + + bNeedWriteUpload=TRUE; +} + +//////////////////////////////////////////////////////////////////////// + +void PrepareRGB24Upload(void) +{ + VRAMWrite.x=(VRAMWrite.x*2)/3; + VRAMWrite.Width=(VRAMWrite.Width*2)/3; + + if(!PSXDisplay.InterlacedTest && // NEW + CheckAgainstScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height)) + { + xrUploadArea.x0-=PreviousPSXDisplay.DisplayPosition.x; + xrUploadArea.x1-=PreviousPSXDisplay.DisplayPosition.x; + xrUploadArea.y0-=PreviousPSXDisplay.DisplayPosition.y; + xrUploadArea.y1-=PreviousPSXDisplay.DisplayPosition.y; + } + else + if(CheckAgainstFrontScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height)) + { + xrUploadArea.x0-=PSXDisplay.DisplayPosition.x; + xrUploadArea.x1-=PSXDisplay.DisplayPosition.x; + xrUploadArea.y0-=PSXDisplay.DisplayPosition.y; + xrUploadArea.y1-=PSXDisplay.DisplayPosition.y; + } + else return; + + if(bRenderFrontBuffer) + { + updateFrontDisplay(); + } + + if(bNeedRGB24Update==FALSE) + { + xrUploadAreaRGB24=xrUploadArea; + bNeedRGB24Update=TRUE; + } + else + { + xrUploadAreaRGB24.x0=min(xrUploadAreaRGB24.x0,xrUploadArea.x0); + xrUploadAreaRGB24.x1=max(xrUploadAreaRGB24.x1,xrUploadArea.x1); + xrUploadAreaRGB24.y0=min(xrUploadAreaRGB24.y0,xrUploadArea.y0); + xrUploadAreaRGB24.y1=max(xrUploadAreaRGB24.y1,xrUploadArea.y1); + } +} + +//////////////////////////////////////////////////////////////////////// + +void CheckWriteUpdate() +{ + int iX=0,iY=0; + + if(VRAMWrite.Width) iX=1; + if(VRAMWrite.Height) iY=1; + + InvalidateTextureArea(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width-iX, VRAMWrite.Height-iY); + + if(PSXDisplay.Interlaced && !iOffscreenDrawing) return; + + if(PSXDisplay.RGB24) {PrepareRGB24Upload();return;} + + if(!PSXDisplay.InterlacedTest && + CheckAgainstScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height)) + { + if(dwActFixes&0x800) return; + + if(bRenderFrontBuffer) + { + updateFrontDisplay(); + } + + UploadScreen(FALSE); + + bNeedUploadTest=TRUE; + } + else + if(iOffscreenDrawing) + { + if (CheckAgainstFrontScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height)) + { + if(PSXDisplay.InterlacedTest) + { + if(PreviousPSXDisplay.InterlacedNew) + { + PreviousPSXDisplay.InterlacedNew=FALSE; + bNeedInterlaceUpdate=TRUE; + xrUploadAreaIL.x0=PSXDisplay.DisplayPosition.x; + xrUploadAreaIL.y0=PSXDisplay.DisplayPosition.y; + xrUploadAreaIL.x1=PSXDisplay.DisplayPosition.x+PSXDisplay.DisplayModeNew.x; + xrUploadAreaIL.y1=PSXDisplay.DisplayPosition.y+PSXDisplay.DisplayModeNew.y; + if(xrUploadAreaIL.x1>1023) xrUploadAreaIL.x1=1023; + if(xrUploadAreaIL.y1>511) xrUploadAreaIL.y1=511; + } + + if(bNeedInterlaceUpdate==FALSE) + { + xrUploadAreaIL=xrUploadArea; + bNeedInterlaceUpdate=TRUE; + } + else + { + xrUploadAreaIL.x0=min(xrUploadAreaIL.x0,xrUploadArea.x0); + xrUploadAreaIL.x1=max(xrUploadAreaIL.x1,xrUploadArea.x1); + xrUploadAreaIL.y0=min(xrUploadAreaIL.y0,xrUploadArea.y0); + xrUploadAreaIL.y1=max(xrUploadAreaIL.y1,xrUploadArea.y1); + } + return; + } + + if(!bNeedUploadAfter) + { + bNeedUploadAfter = TRUE; + xrUploadArea.x0=VRAMWrite.x; + xrUploadArea.x1=VRAMWrite.x+VRAMWrite.Width; + xrUploadArea.y0=VRAMWrite.y; + xrUploadArea.y1=VRAMWrite.y+VRAMWrite.Height; + } + else + { + xrUploadArea.x0=min(xrUploadArea.x0,VRAMWrite.x); + xrUploadArea.x1=max(xrUploadArea.x1,VRAMWrite.x+VRAMWrite.Width); + xrUploadArea.y0=min(xrUploadArea.y0,VRAMWrite.y); + xrUploadArea.y1=max(xrUploadArea.y1,VRAMWrite.y+VRAMWrite.Height); + } + + if(dwActFixes&0x8000) + { + if((xrUploadArea.x1-xrUploadArea.x0)>=(PSXDisplay.DisplayMode.x-32) && + (xrUploadArea.y1-xrUploadArea.y0)>=(PSXDisplay.DisplayMode.y-32)) + { + UploadScreen(-1); + updateFrontDisplay(); + } + } + } + } +} + +//////////////////////////////////////////////////////////////////////// +// cmd: vram -> psx mem +//////////////////////////////////////////////////////////////////////// + +void primStoreImage(unsigned char * baseAddr) +{ + unsigned short *sgpuData = ((unsigned short *) baseAddr); + + VRAMRead.x = sgpuData[2]&0x03ff; + VRAMRead.y = sgpuData[3]&iGPUHeightMask; + VRAMRead.Width = sgpuData[4]; + VRAMRead.Height = sgpuData[5]; + + VRAMRead.ImagePtr = psxVuw + (VRAMRead.y<<10) + VRAMRead.x; + VRAMRead.RowsRemaining = VRAMRead.Width; + VRAMRead.ColsRemaining = VRAMRead.Height; + + iDataReadMode = DR_VRAMTRANSFER; + + STATUSREG |= GPUSTATUS_READYFORVRAM; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: blkfill - NO primitive! Doesn't care about draw areas... +//////////////////////////////////////////////////////////////////////// + +void primBlkFill(unsigned char * baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + iDrawnSomething=1; + + sprtX = sgpuData[2]; + sprtY = sgpuData[3]; + sprtW = sgpuData[4] & 0x3ff; + sprtH = sgpuData[5] & iGPUHeightMask; + + sprtW = (sprtW+15) & ~15; + + // Increase H & W if they are one short of full values, because they never can be full values + if (sprtH == iGPUHeightMask) sprtH=iGPUHeight; + if (sprtW == 1023) sprtW=1024; + + // x and y of start + ly0 = ly1 = sprtY; + ly2 = ly3 = (sprtY+sprtH); + lx0 = lx3 = sprtX; + lx1 = lx2 = (sprtX+sprtW); + + offsetBlk(); + + if(ClipVertexListScreen()) + { + PSXDisplay_t * pd; + if(PSXDisplay.InterlacedTest) pd=&PSXDisplay; + else pd=&PreviousPSXDisplay; + + if ((lx0 <= pd->DisplayPosition.x+16) && + (ly0 <= pd->DisplayPosition.y+16) && + (lx2 >= pd->DisplayEnd.x-16) && + (ly2 >= pd->DisplayEnd.y-16)) + { + GLclampf g,b,r; + g=((GLclampf)GREEN(gpuData[0]))/255.0f; + b=((GLclampf)BLUE(gpuData[0]))/255.0f; + r=((GLclampf)RED(gpuData[0]))/255.0f; + + glDisable(GL_SCISSOR_TEST); + glClearColor(r,g,b,1.0f); + glClear(uiBufferBits); + gl_z=0.0f; + + if(gpuData[0]!=0x02000000 && + (ly0>pd->DisplayPosition.y || + ly2DisplayEnd.y)) + { + bDrawTextured = FALSE; + bDrawSmoothShaded = FALSE; + SetRenderState((unsigned long)0x01000000); + SetRenderMode((unsigned long)0x01000000, FALSE); + vertex[0].c.lcol=0xff000000; + SETCOL(vertex[0]); + if(ly0>pd->DisplayPosition.y) + { + vertex[0].x=0;vertex[0].y=0; + vertex[1].x=pd->DisplayEnd.x-pd->DisplayPosition.x;vertex[1].y=0; + vertex[2].x=vertex[1].x;vertex[2].y=ly0-pd->DisplayPosition.y; + vertex[3].x=0;vertex[3].y=vertex[2].y; + PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + if(ly2DisplayEnd.y) + { + vertex[0].x=0;vertex[0].y=(pd->DisplayEnd.y-pd->DisplayPosition.y)-(pd->DisplayEnd.y-ly2); + vertex[1].x=pd->DisplayEnd.x-pd->DisplayPosition.x;vertex[1].y=vertex[0].y; + vertex[2].x=vertex[1].x;vertex[2].y=pd->DisplayEnd.y; + vertex[3].x=0;vertex[3].y=vertex[2].y; + PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + } + + glEnable(GL_SCISSOR_TEST); + } + else + { + bDrawTextured = FALSE; + bDrawSmoothShaded = FALSE; + SetRenderState((unsigned long)0x01000000); + SetRenderMode((unsigned long)0x01000000, FALSE); + vertex[0].c.lcol=gpuData[0]|0xff000000; + SETCOL(vertex[0]); + glDisable(GL_SCISSOR_TEST); + PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + glEnable(GL_SCISSOR_TEST); + } + } + + //mmm... will clean all stuff, also if not all _should_ be cleaned... + //if (IsInsideNextScreen(sprtX, sprtY, sprtW, sprtH)) + // try this: + if (IsCompleteInsideNextScreen(sprtX, sprtY, sprtW, sprtH)) + { + lClearOnSwapColor = COLOR(gpuData[0]); + lClearOnSwap = 1; + } + + if(iOffscreenDrawing) + { + ClampToPSXScreenOffset( &sprtX, &sprtY, &sprtW, &sprtH); + if ((sprtW == 0) || (sprtH == 0)) return; + InvalidateTextureArea(sprtX, sprtY, sprtW-1, sprtH-1); + + sprtW+=sprtX; + sprtH+=sprtY; + + FillSoftwareArea(sprtX, sprtY, sprtW, sprtH, BGR24to16(gpuData[0])); + } +} + +//////////////////////////////////////////////////////////////////////// +// cmd: move image vram -> vram +//////////////////////////////////////////////////////////////////////// + +void MoveImageWrapped(short imageX0,short imageY0, + short imageX1,short imageY1, + short imageSX,short imageSY) +{ + int i,j,imageXE,imageYE; + + if(iFrameReadType&2) + { + imageXE=imageX0+imageSX; + imageYE=imageY0+imageSY; + + if(imageYE>iGPUHeight && imageXE>1024) + { + CheckVRamRead(0,0, + (imageXE&0x3ff), + (imageY0&iGPUHeightMask), + FALSE); + } + + if(imageXE>1024) + { + CheckVRamRead(0,imageY0, + (imageXE&0x3ff), + (imageYE>iGPUHeight)?iGPUHeight:imageYE, + FALSE); + } + + if(imageYE>iGPUHeight) + { + CheckVRamRead(imageX0,0, + (imageXE>1024)?1024:imageXE, + imageYE&iGPUHeightMask, + FALSE); + } + + CheckVRamRead(imageX0,imageY0, + (imageXE>1024)?1024:imageXE, + (imageYE>iGPUHeight)?iGPUHeight:imageYE, + FALSE); + } + + for(j=0;jiGPUHeight && imageXE>1024) + { + InvalidateTextureArea(0,0, + (imageXE&0x3ff)-1, + (imageYE&iGPUHeightMask)-1); + } + + if(imageXE>1024) + { + InvalidateTextureArea(0,imageY1, + (imageXE&0x3ff)-1, + ((imageYE>iGPUHeight)?iGPUHeight:imageYE)-imageY1-1); + } + + if(imageYE>iGPUHeight) + { + InvalidateTextureArea(imageX1,0, + ((imageXE>1024)?1024:imageXE)-imageX1-1, + (imageYE&iGPUHeightMask)-1); + } + + InvalidateTextureArea(imageX1,imageY1, + ((imageXE>1024)?1024:imageXE)-imageX1-1, + ((imageYE>iGPUHeight)?iGPUHeight:imageYE)-imageY1-1); + } +} + +//////////////////////////////////////////////////////////////////////// + +void primMoveImage(unsigned char * baseAddr) +{ + short *sgpuData = ((short *) baseAddr); + short imageY0,imageX0,imageY1,imageX1,imageSX,imageSY,i,j; + + imageX0 = sgpuData[2]&0x03ff; + imageY0 = sgpuData[3]&iGPUHeightMask; + imageX1 = sgpuData[4]&0x03ff; + imageY1 = sgpuData[5]&iGPUHeightMask; + imageSX = sgpuData[6]; + imageSY = sgpuData[7]; + + if((imageX0 == imageX1) && (imageY0 == imageY1)) return; + if(imageSX<=0) return; + if(imageSY<=0) return; + + if(iGPUHeight==1024 && sgpuData[7]>1024) return; + + if((imageY0+imageSY)>iGPUHeight || + (imageX0+imageSX)>1024 || + (imageY1+imageSY)>iGPUHeight || + (imageX1+imageSX)>1024) + { + MoveImageWrapped(imageX0,imageY0,imageX1,imageY1,imageSX,imageSY); + if((imageY0+imageSY)>iGPUHeight) imageSY=iGPUHeight-imageY0; + if((imageX0+imageSX)>1024) imageSX=1024-imageX0; + if((imageY1+imageSY)>iGPUHeight) imageSY=iGPUHeight-imageY1; + if((imageX1+imageSX)>1024) imageSX=1024-imageX1; + } + + if(iFrameReadType&2) + CheckVRamRead(imageX0,imageY0, + imageX0+imageSX, + imageY0+imageSY, + FALSE); + + if(imageSX&1) + { + unsigned short *SRCPtr, *DSTPtr; + unsigned short LineOffset; + + SRCPtr = psxVuw + (1024*imageY0) + imageX0; + DSTPtr = psxVuw + (1024*imageY1) + imageX1; + + LineOffset = 1024 - imageSX; + + for(j=0;j>1; + + SRCPtr = (unsigned long *)(psxVuw + (1024*imageY0) + imageX0); + DSTPtr = (unsigned long *)(psxVuw + (1024*imageY1) + imageX1); + + LineOffset = 512 - dx; + + for(j=0;j=PreviousPSXDisplay.DisplayPosition.x && + imageX1=PreviousPSXDisplay.DisplayPosition.y && + imageY1=PreviousPSXDisplay.DisplayPosition.x && + imageX1<=PreviousPSXDisplay.DisplayEnd.x && + imageY1>=PreviousPSXDisplay.DisplayPosition.y && + imageY1<=PreviousPSXDisplay.DisplayEnd.y) + { + if(!( + imageX0>=PSXDisplay.DisplayPosition.x && + imageX0=PSXDisplay.DisplayPosition.y && + imageY0=PreviousPSXDisplay.DisplayPosition.x && + imageX0=PreviousPSXDisplay.DisplayPosition.y && + imageY0=PSXDisplay.DisplayPosition.x && + imageX0=PSXDisplay.DisplayPosition.y && + imageY0 set color with + SETCOL(vertex[0]); // texture alpha + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + vertex[0].x+=POFF;vertex[1].x+=POFF; + vertex[2].x+=POFF;vertex[3].x+=POFF; + vertex[0].y+=POFF;vertex[1].y+=POFF; + vertex[2].y+=POFF;vertex[3].y+=POFF; + GlobalTextABR=0; + DrawSemiTrans=1; + SetSemiTrans(); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + GlobalTextABR=lABR; + DrawSemiTrans=lDST; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: small sprite (textured rect) +//////////////////////////////////////////////////////////////////////// + +void primSprt8(unsigned char * baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + short s; + + iSpriteTex=1; + + sprtX = sgpuData[2]; + sprtY = sgpuData[3]; + sprtW = 8; + sprtH = 8; + + lx0 = sprtX; + ly0 = sprtY; + + offsetST(); + + // do texture stuff + gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff; + + if(usMirror & 0x1000) + { + s=gl_ux[0]; + s-=sprtW-1; + if(s<0) {s=0;} + gl_ux[0]=gl_ux[3]=s; + } + + sSprite_ux2=s=gl_ux[0]+sprtW; + if(s) s--; + if(s>255) s=255; + gl_ux[1]=gl_ux[2]=s; + // Y coords + gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff; + + if(usMirror & 0x2000) + { + s=gl_vy[0]; + s-=sprtH-1; + if(s<0) {s=0;} + gl_vy[0]=gl_vy[1]=s; + } + + sSprite_vy2=s=gl_vy[0]+sprtH; + if(s) s--; + if(s>255) s=255; + gl_vy[2]=gl_vy[3]=s; + + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + SetRenderColor(gpuData[0]); + lx0-=PSXDisplay.DrawOffset.x; + ly0-=PSXDisplay.DrawOffset.y; + + if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,8,8); + else + if(usMirror) DrawSoftwareSpriteMirror(baseAddr,8,8); + else + DrawSoftwareSprite(baseAddr,8,8,baseAddr[8],baseAddr[9]); + } + } + + SetRenderMode(gpuData[0], TRUE); + SetZMask4SP(); + + sSprite_ux2=gl_ux[0]+sprtW; + sSprite_vy2=gl_vy[0]+sprtH; + + assignTextureSprite(); + + if(iFilterType>4) + DrawMultiFilterSprite(); + else + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + + if(bSmallAlpha && iFilterType<=2) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + SetZMask4O(); + } + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + DEFOPAQUEOFF + } + + iSpriteTex=0; + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: medium sprite (textured rect) +//////////////////////////////////////////////////////////////////////// + +void primSprt16(unsigned char * baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + short s; + + iSpriteTex=1; + + sprtX = sgpuData[2]; + sprtY = sgpuData[3]; + sprtW = 16; + sprtH = 16; + + lx0 = sprtX; + ly0 = sprtY; + + offsetST(); + + // do texture stuff + gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff; + + if(usMirror & 0x1000) + { + s=gl_ux[0]; + s-=sprtW-1; + if(s<0) {s=0;} + gl_ux[0]=gl_ux[3]=s; + } + + sSprite_ux2=s=gl_ux[0]+sprtW; + if(s) s--; + if(s>255) s=255; + gl_ux[1]=gl_ux[2]=s; + // Y coords + gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff; + + if(usMirror & 0x2000) + { + s=gl_vy[0]; + s-=sprtH-1; + if(s<0) {s=0;} + gl_vy[0]=gl_vy[1]=s; + } + + sSprite_vy2=s=gl_vy[0]+sprtH; + if(s) s--; + if(s>255) s=255; + gl_vy[2]=gl_vy[3]=s; + + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + SetRenderColor(gpuData[0]); + lx0-=PSXDisplay.DrawOffset.x; + ly0-=PSXDisplay.DrawOffset.y; + if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,16,16); + else + if(usMirror) DrawSoftwareSpriteMirror(baseAddr,16,16); + else + DrawSoftwareSprite(baseAddr,16,16,baseAddr[8],baseAddr[9]); + } + } + + SetRenderMode(gpuData[0], TRUE); + SetZMask4SP(); + + sSprite_ux2=gl_ux[0]+sprtW; + sSprite_vy2=gl_vy[0]+sprtH; + + assignTextureSprite(); + + if(iFilterType>4) + DrawMultiFilterSprite(); + else + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + + if(bSmallAlpha && iFilterType<=2) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + SetZMask4O(); + } + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + DEFOPAQUEOFF + } + + iSpriteTex=0; + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: free-size sprite (textured rect) +//////////////////////////////////////////////////////////////////////// + +void primSprtSRest(unsigned char * baseAddr,unsigned short type) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + short s;unsigned short sTypeRest=0; + + sprtX = sgpuData[2]; + sprtY = sgpuData[3]; + sprtW = sgpuData[6] & 0x3ff; + sprtH = sgpuData[7] & 0x1ff; + + + // do texture stuff + switch(type) + { + case 1: + gl_vy[0]=gl_vy[1]=baseAddr[9]; + s=256-baseAddr[8]; + sprtW-=s; + sprtX+=s; + gl_ux[0]=gl_ux[3]=0; + break; + case 2: + gl_ux[0]=gl_ux[3]=baseAddr[8]; + s=256-baseAddr[9]; + sprtH-=s; + sprtY+=s; + gl_vy[0]=gl_vy[1]=0; + break; + case 3: + s=256-baseAddr[8]; + sprtW-=s; + sprtX+=s; + gl_ux[0]=gl_ux[3]=0; + s=256-baseAddr[9]; + sprtH-=s; + sprtY+=s; + gl_vy[0]=gl_vy[1]=0; + break; + + case 4: + gl_vy[0]=gl_vy[1]=baseAddr[9]; + s=512-baseAddr[8]; + sprtW-=s; + sprtX+=s; + gl_ux[0]=gl_ux[3]=0; + break; + case 5: + gl_ux[0]=gl_ux[3]=baseAddr[8]; + s=512-baseAddr[9]; + sprtH-=s; + sprtY+=s; + gl_vy[0]=gl_vy[1]=0; + break; + case 6: + s=512-baseAddr[8]; + sprtW-=s; + sprtX+=s; + gl_ux[0]=gl_ux[3]=0; + s=512-baseAddr[9]; + sprtH-=s; + sprtY+=s; + gl_vy[0]=gl_vy[1]=0; + break; + + } + + if(usMirror & 0x1000) + { + s=gl_ux[0]; + s-=sprtW-1;if(s<0) s=0; + gl_ux[0]=gl_ux[3]=s; + } + if(usMirror & 0x2000) + { + s=gl_vy[0]; + s-=sprtH-1;if(s<0) {s=0;} + gl_vy[0]=gl_vy[1]=s; + } + + sSprite_ux2=s=gl_ux[0]+sprtW; + if(s>255) s=255; + gl_ux[1]=gl_ux[2]=s; + sSprite_vy2=s=gl_vy[0]+sprtH; + if(s>255) s=255; + gl_vy[2]=gl_vy[3]=s; + + if(!bUsingTWin) + { + if(sSprite_ux2>256) + {sprtW=256-gl_ux[0];sSprite_ux2=256;sTypeRest+=1;} + if(sSprite_vy2>256) + {sprtH=256-gl_vy[0];sSprite_vy2=256;sTypeRest+=2;} + } + + lx0 = sprtX; + ly0 = sprtY; + + offsetST(); + + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + SetRenderColor(gpuData[0]); + lx0-=PSXDisplay.DrawOffset.x; + ly0-=PSXDisplay.DrawOffset.y; + if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,sprtW,sprtH); + else + if(usMirror) DrawSoftwareSpriteMirror(baseAddr,sprtW,sprtH); + else + DrawSoftwareSprite(baseAddr,sprtW,sprtH,baseAddr[8],baseAddr[9]); + } + } + + SetRenderMode(gpuData[0], TRUE); + SetZMask4SP(); + + sSprite_ux2=gl_ux[0]+sprtW; + sSprite_vy2=gl_vy[0]+sprtH; + + assignTextureSprite(); + + if(iFilterType>4) + DrawMultiFilterSprite(); + else + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + + if(bSmallAlpha && iFilterType<=2) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + SetZMask4O(); + } + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + DEFOPAQUEOFF + } + + if(sTypeRest && type<4) + { + if(sTypeRest&1 && type==1) primSprtSRest(baseAddr,4); + if(sTypeRest&2 && type==2) primSprtSRest(baseAddr,5); + if(sTypeRest==3 && type==3) primSprtSRest(baseAddr,6); + } +} + +void primSprtS(unsigned char * baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + short s;unsigned short sTypeRest=0; + + sprtX = sgpuData[2]; + sprtY = sgpuData[3]; + sprtW = sgpuData[6] & 0x3ff; + sprtH = sgpuData[7] & 0x1ff; + + if(!sprtH) return; + if(!sprtW) return; + + iSpriteTex=1; + + // do texture stuff + gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff; + gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff; + + if(usMirror & 0x1000) + { + s=gl_ux[0]; + s-=sprtW-1; + if(s<0) {s=0;} + gl_ux[0]=gl_ux[3]=s; + } + if(usMirror & 0x2000) + { + s=gl_vy[0]; + s-=sprtH-1; + if(s<0) {s=0;} + gl_vy[0]=gl_vy[1]=s; + } + + sSprite_ux2=s=gl_ux[0]+sprtW; + if(s) s--; + if(s>255) s=255; + gl_ux[1]=gl_ux[2]=s; + sSprite_vy2=s=gl_vy[0]+sprtH; + if(s) s--; + if(s>255) s=255; + gl_vy[2]=gl_vy[3]=s; + + if(!bUsingTWin) + { + if(sSprite_ux2>256) + {sprtW=256-gl_ux[0];sSprite_ux2=256;sTypeRest+=1;} + if(sSprite_vy2>256) + {sprtH=256-gl_vy[0];sSprite_vy2=256;sTypeRest+=2;} + } + + lx0 = sprtX; + ly0 = sprtY; + + offsetST(); + + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + SetRenderColor(gpuData[0]); + lx0-=PSXDisplay.DrawOffset.x; + ly0-=PSXDisplay.DrawOffset.y; + if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,sprtW,sprtH); + else + if(usMirror) DrawSoftwareSpriteMirror(baseAddr,sprtW,sprtH); + else + DrawSoftwareSprite(baseAddr,sprtW,sprtH,baseAddr[8],baseAddr[9]); + } + } + + SetRenderMode(gpuData[0], TRUE); + SetZMask4SP(); + + if((dwActFixes&1) && gTexFrameName && gTexName==gTexFrameName) + {iSpriteTex=0;return;} + + sSprite_ux2=gl_ux[0]+sprtW; + sSprite_vy2=gl_vy[0]+sprtH; + + assignTextureSprite(); + + if(iFilterType>4) + DrawMultiFilterSprite(); + else + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + + if(bSmallAlpha && iFilterType<=2) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + SetZMask4O(); + } + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + DEFOPAQUEOFF + } + + if(sTypeRest) + { + if(sTypeRest&1) primSprtSRest(baseAddr,1); + if(sTypeRest&2) primSprtSRest(baseAddr,2); + if(sTypeRest==3) primSprtSRest(baseAddr,3); + } + + iSpriteTex=0; + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: flat shaded Poly4 +//////////////////////////////////////////////////////////////////////// + +void primPolyF4(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[4]; + ly1 = sgpuData[5]; + lx2 = sgpuData[6]; + ly2 = sgpuData[7]; + lx3 = sgpuData[8]; + ly3 = sgpuData[9]; + + if(offset4()) return; + + bDrawTextured = FALSE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4F(gpuData[0]); + } + } + + SetRenderMode(gpuData[0], FALSE); + SetZMask4NT(); + + vertex[0].c.lcol=gpuData[0];vertex[0].c.col[3]=ubGloColAlpha; + SETCOL(vertex[0]); + + PRIMdrawTri2(&vertex[0], &vertex[1], &vertex[2],&vertex[3]); + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: smooth shaded Poly4 +//////////////////////////////////////////////////////////////////////// + +void primPolyG4(unsigned char * baseAddr); + +BOOL bDrawOffscreenFrontFF9G4(void) +{ + if(lx0< PSXDisplay.DisplayPosition.x) return FALSE; // must be complete in front + if(lx0> PSXDisplay.DisplayEnd.x) return FALSE; + if(ly0< PSXDisplay.DisplayPosition.y) return FALSE; + if(ly0> PSXDisplay.DisplayEnd.y) return FALSE; + if(lx1< PSXDisplay.DisplayPosition.x) return FALSE; + if(lx1> PSXDisplay.DisplayEnd.x) return FALSE; + if(ly1< PSXDisplay.DisplayPosition.y) return FALSE; + if(ly1> PSXDisplay.DisplayEnd.y) return FALSE; + if(lx2< PSXDisplay.DisplayPosition.x) return FALSE; + if(lx2> PSXDisplay.DisplayEnd.x) return FALSE; + if(ly2< PSXDisplay.DisplayPosition.y) return FALSE; + if(ly2> PSXDisplay.DisplayEnd.y) return FALSE; + if(lx3< PSXDisplay.DisplayPosition.x) return FALSE; + if(lx3> PSXDisplay.DisplayEnd.x) return FALSE; + if(ly3< PSXDisplay.DisplayPosition.y) return FALSE; + if(ly3> PSXDisplay.DisplayEnd.y) return FALSE; + return TRUE; +} + +BOOL bCheckFF9G4(unsigned char * baseAddr) +{ + static unsigned char pFF9G4Cache[32]; + static int iFF9Fix=0; + + if(baseAddr) + { + if(iFF9Fix==0) + { + if(bDrawOffscreenFrontFF9G4()) + { + short *sgpuData = ((short *) pFF9G4Cache); + iFF9Fix=2; + memcpy(pFF9G4Cache,baseAddr,32); + + if(sgpuData[2]==142) + { + sgpuData[2] +=65; + sgpuData[10]+=65; + } + return TRUE; + } + else iFF9Fix=1; + } + return FALSE; + } + + if(iFF9Fix==2) + { + long labr=GlobalTextABR; + GlobalTextABR=1; + primPolyG4(pFF9G4Cache); + GlobalTextABR=labr; + } + iFF9Fix=0; + + return FALSE; +} + +//////////////////////////////////////////////////////////////////////// + +void primPolyG4(unsigned char * baseAddr) +{ + unsigned long *gpuData = (unsigned long *)baseAddr; + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[6]; + ly1 = sgpuData[7]; + lx2 = sgpuData[10]; + ly2 = sgpuData[11]; + lx3 = sgpuData[14]; + ly3 = sgpuData[15]; + + if(offset4()) return; + + bDrawTextured = FALSE; + bDrawSmoothShaded = TRUE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + + if((dwActFixes&512) && bCheckFF9G4(baseAddr)) return; + + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4G(gpuData[0], gpuData[2], gpuData[4], gpuData[6]); + } + } + + SetRenderMode(gpuData[0], FALSE); + SetZMask4NT(); + + vertex[0].c.lcol=gpuData[0]; + vertex[1].c.lcol=gpuData[2]; + vertex[2].c.lcol=gpuData[4]; + vertex[3].c.lcol=gpuData[6]; + + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha; + + + PRIMdrawGouraudTri2Color(&vertex[0],&vertex[1], &vertex[2], &vertex[3]); + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: flat shaded Texture3 +//////////////////////////////////////////////////////////////////////// + +BOOL DoLineCheck(unsigned long * gpuData) +{ + BOOL bQuad=FALSE;short dx,dy; + + if(lx0==lx1) + { + dx=lx0-lx2;if(dx<0) dx=-dx; + + if(ly1==ly2) + { + dy=ly1-ly0;if(dy<0) dy=-dy; + if(dx<=1) + { + vertex[3]=vertex[2]; + vertex[2]=vertex[0]; + vertex[2].x=vertex[3].x; + } + else + if(dy<=1) + { + vertex[3]=vertex[2]; + vertex[2].y=vertex[0].y; + } + else return FALSE; + + bQuad=TRUE; + } + else + if(ly0==ly2) + { + dy=ly0-ly1;if(dy<0) dy=-dy; + if(dx<=1) + { + vertex[3]=vertex[1]; + vertex[3].x=vertex[2].x; + } + else + if(dy<=1) + { + vertex[3]=vertex[2]; + vertex[3].y=vertex[1].y; + } + else return FALSE; + + bQuad=TRUE; + } + } + + if(lx0==lx2) + { + dx=lx0-lx1;if(dx<0) dx=-dx; + + if(ly2==ly1) + { + dy=ly2-ly0;if(dy<0) dy=-dy; + if(dx<=1) + { + vertex[3]=vertex[1]; + vertex[1]=vertex[0]; + vertex[1].x=vertex[3].x; + } + else + if(dy<=1) + { + vertex[3]=vertex[1]; + vertex[1].y=vertex[0].y; + } + else return FALSE; + + bQuad=TRUE; + } + else + if(ly0==ly1) + { + dy=ly2-ly0;if(dy<0) dy=-dy; + if(dx<=1) + { + vertex[3]=vertex[2]; + vertex[3].x=vertex[1].x; + } + else + if(dy<=1) + { + vertex[3]=vertex[1]; + vertex[3].y=vertex[2].y; + } + else return FALSE; + + bQuad=TRUE; + } + } + + if(lx1==lx2) + { + dx=lx1-lx0;if(dx<0) dx=-dx; + + if(ly1==ly0) + { + dy=ly1-ly2;if(dy<0) dy=-dy; + + if(dx<=1) + { + vertex[3]=vertex[2]; + vertex[2].x=vertex[0].x; + } + else + if(dy<=1) + { + vertex[3]=vertex[2]; + vertex[2]=vertex[0]; + vertex[2].y=vertex[3].y; + } + else return FALSE; + + bQuad=TRUE; + } + else + if(ly2==ly0) + { + dy=ly2-ly1;if(dy<0) dy=-dy; + + if(dx<=1) + { + vertex[3]=vertex[1]; + vertex[1].x=vertex[0].x; + } + else + if(dy<=1) + { + vertex[3]=vertex[1]; + vertex[1]=vertex[0]; + vertex[1].y=vertex[3].y; + } + else return FALSE; + + bQuad=TRUE; + } + } + + if(!bQuad) return FALSE; + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + DEFOPAQUEOFF + } + + iDrawnSomething=1; + + return TRUE; +} + +//////////////////////////////////////////////////////////////////////// + +void primPolyFT3(unsigned char * baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[6]; + ly1 = sgpuData[7]; + lx2 = sgpuData[10]; + ly2 = sgpuData[11]; + + if(offset3()) return; + + // do texture UV coordinates stuff + gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff; + gl_vy[0]=gl_vy[3]=baseAddr[9];//(gpuData[2]>>8)&0xff; + gl_ux[1]=baseAddr[16];//gpuData[4]&0xff; + gl_vy[1]=baseAddr[17];//(gpuData[4]>>8)&0xff; + gl_ux[2]=baseAddr[24];//gpuData[6]&0xff; + gl_vy[2]=baseAddr[25];//(gpuData[6]>>8)&0xff; + + UpdateGlobalTP((unsigned short)(gpuData[4]>>16)); + ulClutID=gpuData[2]>>16; + + bDrawTextured = TRUE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX3(); + if(bDrawOffscreen3()) + { + InvalidateTextureAreaEx(); + SetRenderColor(gpuData[0]); + drawPoly3FT(baseAddr); + } + } + + SetRenderMode(gpuData[0], TRUE); + SetZMask3(); + + assignTexture3(); + + if(!(dwActFixes&0x10)) + { + if(DoLineCheck(gpuData)) return; + } + + PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]); + } + + if(ubOpaqueDraw) + { + SetZMask3O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]); + DEFOPAQUEOFF + } + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: flat shaded Texture4 +//////////////////////////////////////////////////////////////////////// + +#define ST_FAC 255.99f + +void RectTexAlign(void) +{ + int UFlipped = FALSE; + int VFlipped = FALSE; + + if(gTexName==gTexFrameName) return; + + if(ly0==ly1) + { + if(!((lx1==lx3 && ly3==ly2 && lx2==lx0) || + (lx1==lx2 && ly2==ly3 && lx3==lx0))) + return; + + if(ly0 vertex[2].tow) + VFlipped = 1; + } + else + { + if (vertex[0].tow < vertex[2].tow) + VFlipped = 2; + } + } + else + if(ly0==ly2) + { + if(!((lx2==lx3 && ly3==ly1 && lx1==lx0) || + (lx2==lx1 && ly1==ly3 && lx3==lx0))) + return; + + if(ly0 vertex[1].tow) + VFlipped = 3; + } + else + { + if (vertex[0].tow < vertex[1].tow) + VFlipped = 4; + } + } + else + if(ly0==ly3) + { + if(!((lx3==lx2 && ly2==ly1 && lx1==lx0) || + (lx3==lx1 && ly1==ly2 && lx2==lx0))) + return; + + if(ly0 vertex[1].tow) + VFlipped = 5; + } + else + { + if (vertex[0].tow < vertex[1].tow) + VFlipped = 6; + } + } + else return; + + if(lx0==lx1) + { + if(lx0 vertex[2].sow) + UFlipped = 1; + } + else + { + if (vertex[0].sow < vertex[2].sow) + UFlipped = 2; + } + } + else + if(lx0==lx2) + { + if(lx0 vertex[1].sow) + UFlipped = 3; + } + else + { + if (vertex[0].sow < vertex[1].sow) + UFlipped = 4; + } + } + else + if(lx0==lx3) + { + if(lx0 vertex[1].sow) + UFlipped = 5; + } + else + { + if (vertex[0].sow < vertex[1].sow) + UFlipped = 6; + } + } + + if (UFlipped) + { +#ifdef OWNSCALE + if(bUsingTWin) + { + switch(UFlipped) + { + case 1: + vertex[2].sow+=0.95f/TWin.UScaleFactor; + vertex[3].sow+=0.95f/TWin.UScaleFactor; + break; + case 2: + vertex[0].sow+=0.95f/TWin.UScaleFactor; + vertex[1].sow+=0.95f/TWin.UScaleFactor; + break; + case 3: + vertex[1].sow+=0.95f/TWin.UScaleFactor; + vertex[3].sow+=0.95f/TWin.UScaleFactor; + break; + case 4: + vertex[0].sow+=0.95f/TWin.UScaleFactor; + vertex[2].sow+=0.95f/TWin.UScaleFactor; + break; + case 5: + vertex[1].sow+=0.95f/TWin.UScaleFactor; + vertex[2].sow+=0.95f/TWin.UScaleFactor; + break; + case 6: + vertex[0].sow+=0.95f/TWin.UScaleFactor; + vertex[3].sow+=0.95f/TWin.UScaleFactor; + break; + } + } + else + { + switch(UFlipped) + { + case 1: + vertex[2].sow+=1.0f/ST_FAC; + vertex[3].sow+=1.0f/ST_FAC; + break; + case 2: + vertex[0].sow+=1.0f/ST_FAC; + vertex[1].sow+=1.0f/ST_FAC; + break; + case 3: + vertex[1].sow+=1.0f/ST_FAC; + vertex[3].sow+=1.0f/ST_FAC; + break; + case 4: + vertex[0].sow+=1.0f/ST_FAC; + vertex[2].sow+=1.0f/ST_FAC; + break; + case 5: + vertex[1].sow+=1.0f/ST_FAC; + vertex[2].sow+=1.0f/ST_FAC; + break; + case 6: + vertex[0].sow+=1.0f/ST_FAC; + vertex[3].sow+=1.0f/ST_FAC; + break; + } + } +#else + if(bUsingTWin) + { + switch(UFlipped) + { + case 1: + vertex[2].sow+=1.0f/TWin.UScaleFactor; + vertex[3].sow+=1.0f/TWin.UScaleFactor; + break; + case 2: + vertex[0].sow+=1.0f/TWin.UScaleFactor; + vertex[1].sow+=1.0f/TWin.UScaleFactor; + break; + case 3: + vertex[1].sow+=1.0f/TWin.UScaleFactor; + vertex[3].sow+=1.0f/TWin.UScaleFactor; + break; + case 4: + vertex[0].sow+=1.0f/TWin.UScaleFactor; + vertex[2].sow+=1.0f/TWin.UScaleFactor; + break; + case 5: + vertex[1].sow+=1.0f/TWin.UScaleFactor; + vertex[2].sow+=1.0f/TWin.UScaleFactor; + break; + case 6: + vertex[0].sow+=1.0f/TWin.UScaleFactor; + vertex[3].sow+=1.0f/TWin.UScaleFactor; + break; + } + } + else + { + switch(UFlipped) + { + case 1: + vertex[2].sow+=1.0f; + vertex[3].sow+=1.0f; + break; + case 2: + vertex[0].sow+=1.0f; + vertex[1].sow+=1.0f; + break; + case 3: + vertex[1].sow+=1.0f; + vertex[3].sow+=1.0f; + break; + case 4: + vertex[0].sow+=1.0f; + vertex[2].sow+=1.0f; + break; + case 5: + vertex[1].sow+=1.0f; + vertex[2].sow+=1.0f; + break; + case 6: + vertex[0].sow+=1.0f; + vertex[3].sow+=1.0f; + break; + } + } +#endif + } + + if (VFlipped) + { +#ifdef OWNSCALE + if(bUsingTWin) + { + switch(VFlipped) + { + case 1: + vertex[2].tow+=0.95f/TWin.VScaleFactor; + vertex[3].tow+=0.95f/TWin.VScaleFactor; + break; + case 2: + vertex[0].tow+=0.95f/TWin.VScaleFactor; + vertex[1].tow+=0.95f/TWin.VScaleFactor; + break; + case 3: + vertex[1].tow+=0.95f/TWin.VScaleFactor; + vertex[3].tow+=0.95f/TWin.VScaleFactor; + break; + case 4: + vertex[0].tow+=0.95f/TWin.VScaleFactor; + vertex[2].tow+=0.95f/TWin.VScaleFactor; + break; + case 5: + vertex[1].tow+=0.95f/TWin.VScaleFactor; + vertex[2].tow+=0.95f/TWin.VScaleFactor; + break; + case 6: + vertex[0].tow+=0.95f/TWin.VScaleFactor; + vertex[3].tow+=0.95f/TWin.VScaleFactor; + break; + } + } + else + { + switch(VFlipped) + { + case 1: + vertex[2].tow+=1.0f/ST_FAC; + vertex[3].tow+=1.0f/ST_FAC; + break; + case 2: + vertex[0].tow+=1.0f/ST_FAC; + vertex[1].tow+=1.0f/ST_FAC; + break; + case 3: + vertex[1].tow+=1.0f/ST_FAC; + vertex[3].tow+=1.0f/ST_FAC; + break; + case 4: + vertex[0].tow+=1.0f/ST_FAC; + vertex[2].tow+=1.0f/ST_FAC; + break; + case 5: + vertex[1].tow+=1.0f/ST_FAC; + vertex[2].tow+=1.0f/ST_FAC; + break; + case 6: + vertex[0].tow+=1.0f/ST_FAC; + vertex[3].tow+=1.0f/ST_FAC; + break; + } + } +#else + if(bUsingTWin) + { + switch(VFlipped) + { + case 1: + vertex[2].tow+=1.0f/TWin.VScaleFactor; + vertex[3].tow+=1.0f/TWin.VScaleFactor; + break; + case 2: + vertex[0].tow+=1.0f/TWin.VScaleFactor; + vertex[1].tow+=1.0f/TWin.VScaleFactor; + break; + case 3: + vertex[1].tow+=1.0f/TWin.VScaleFactor; + vertex[3].tow+=1.0f/TWin.VScaleFactor; + break; + case 4: + vertex[0].tow+=1.0f/TWin.VScaleFactor; + vertex[2].tow+=1.0f/TWin.VScaleFactor; + break; + case 5: + vertex[1].tow+=1.0f/TWin.VScaleFactor; + vertex[2].tow+=1.0f/TWin.VScaleFactor; + break; + case 6: + vertex[0].tow+=1.0f/TWin.VScaleFactor; + vertex[3].tow+=1.0f/TWin.VScaleFactor; + break; + } + } + else + { + switch(VFlipped) + { + case 1: + vertex[2].tow+=1.0f; + vertex[3].tow+=1.0f; + break; + case 2: + vertex[0].tow+=1.0f; + vertex[1].tow+=1.0f; + break; + case 3: + vertex[1].tow+=1.0f; + vertex[3].tow+=1.0f; + break; + case 4: + vertex[0].tow+=1.0f; + vertex[2].tow+=1.0f; + break; + case 5: + vertex[1].tow+=1.0f; + vertex[2].tow+=1.0f; + break; + case 6: + vertex[0].tow+=1.0f; + vertex[3].tow+=1.0f; + break; + } + } +#endif + } + +} + +void primPolyFT4(unsigned char * baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[6]; + ly1 = sgpuData[7]; + lx2 = sgpuData[10]; + ly2 = sgpuData[11]; + lx3 = sgpuData[14]; + ly3 = sgpuData[15]; + + if(offset4()) return; + + gl_vy[0]=baseAddr[9];//((gpuData[2]>>8)&0xff); + gl_vy[1]=baseAddr[17];//((gpuData[4]>>8)&0xff); + gl_vy[2]=baseAddr[25];//((gpuData[6]>>8)&0xff); + gl_vy[3]=baseAddr[33];//((gpuData[8]>>8)&0xff); + + gl_ux[0]=baseAddr[8];//(gpuData[2]&0xff); + gl_ux[1]=baseAddr[16];//(gpuData[4]&0xff); + gl_ux[2]=baseAddr[24];//(gpuData[6]&0xff); + gl_ux[3]=baseAddr[32];//(gpuData[8]&0xff); + + UpdateGlobalTP((unsigned short)(gpuData[4]>>16)); + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + SetRenderColor(gpuData[0]); + drawPoly4FT(baseAddr); + } + } + + SetRenderMode(gpuData[0], TRUE); + + SetZMask4(); + + assignTexture4(); + + RectTexAlign(); + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) SetOpaqueColor(gpuData[0]); + DEFOPAQUEON + + if(bSmallAlpha && iFilterType<=2) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + SetZMask4O(); + } + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + DEFOPAQUEOFF + } + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: smooth shaded Texture3 +//////////////////////////////////////////////////////////////////////// + +void primPolyGT3(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[8]; + ly1 = sgpuData[9]; + lx2 = sgpuData[14]; + ly2 = sgpuData[15]; + + if(offset3()) return; + + // do texture stuff + gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff; + gl_vy[0]=gl_vy[3]=baseAddr[9];//(gpuData[2]>>8)&0xff; + gl_ux[1]=baseAddr[20];//gpuData[5]&0xff; + gl_vy[1]=baseAddr[21];//(gpuData[5]>>8)&0xff; + gl_ux[2]=baseAddr[32];//gpuData[8]&0xff; + gl_vy[2]=baseAddr[33];//(gpuData[8]>>8)&0xff; + + UpdateGlobalTP((unsigned short)(gpuData[5]>>16)); + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = TRUE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX3(); + if(bDrawOffscreen3()) + { + InvalidateTextureAreaEx(); + drawPoly3GT(baseAddr); + } + } + + SetRenderMode(gpuData[0], FALSE); + SetZMask3(); + + assignTexture3(); + + if(bDrawNonShaded) + { + //if(!bUseMultiPass) vertex[0].lcol=DoubleBGR2RGB(gpuData[0]); else vertex[0].lcol=gpuData[0]; + // eat this... + if(bGLBlend) vertex[0].c.lcol=0x7f7f7f; + else vertex[0].c.lcol=0xffffff; + vertex[0].c.col[3]=ubGloAlpha; + SETCOL(vertex[0]); + + PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]); + + if(ubOpaqueDraw) + { + SetZMask3O(); + DEFOPAQUEON + PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]); + DEFOPAQUEOFF + } + return; + } + + if(!bUseMultiPass && !bGLBlend) + { + vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]); + vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]); + vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]); + } + else + { + vertex[0].c.lcol=gpuData[0]; + vertex[1].c.lcol=gpuData[3]; + vertex[2].c.lcol=gpuData[6]; + } + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloAlpha; + + PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]); + } + + if(ubOpaqueDraw) + { + SetZMask3O(); + if(bUseMultiPass) + { + vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]); + vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]); + vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]); + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloAlpha; + } + DEFOPAQUEON + PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]); + DEFOPAQUEOFF + } + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: smooth shaded Poly3 +//////////////////////////////////////////////////////////////////////// + +void primPolyG3(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[6]; + ly1 = sgpuData[7]; + lx2 = sgpuData[10]; + ly2 = sgpuData[11]; + + if(offset3()) return; + + bDrawTextured = FALSE; + bDrawSmoothShaded = TRUE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX3(); + if(bDrawOffscreen3()) + { + InvalidateTextureAreaEx(); + drawPoly3G(gpuData[0], gpuData[2], gpuData[4]); + } + } + + SetRenderMode(gpuData[0], FALSE); + SetZMask3NT(); + + vertex[0].c.lcol=gpuData[0]; + vertex[1].c.lcol=gpuData[2]; + vertex[2].c.lcol=gpuData[4]; + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloColAlpha; + + PRIMdrawGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]); + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: smooth shaded Texture4 +//////////////////////////////////////////////////////////////////////// + +void primPolyGT4(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[8]; + ly1 = sgpuData[9]; + lx2 = sgpuData[14]; + ly2 = sgpuData[15]; + lx3 = sgpuData[20]; + ly3 = sgpuData[21]; + + if(offset4()) return; + + // do texture stuff + gl_ux[0]=baseAddr[8];//gpuData[2]&0xff; + gl_vy[0]=baseAddr[9];//(gpuData[2]>>8)&0xff; + gl_ux[1]=baseAddr[20];//gpuData[5]&0xff; + gl_vy[1]=baseAddr[21];//(gpuData[5]>>8)&0xff; + gl_ux[2]=baseAddr[32];//gpuData[8]&0xff; + gl_vy[2]=baseAddr[33];//(gpuData[8]>>8)&0xff; + gl_ux[3]=baseAddr[44];//gpuData[11]&0xff; + gl_vy[3]=baseAddr[45];//(gpuData[11]>>8)&0xff; + + UpdateGlobalTP((unsigned short)(gpuData[5]>>16)); + ulClutID=(gpuData[2]>>16); + + bDrawTextured = TRUE; + bDrawSmoothShaded = TRUE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX4(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4GT(baseAddr); + } + } + + SetRenderMode(gpuData[0], FALSE); + SetZMask4(); + + assignTexture4(); + + RectTexAlign(); + + if(bDrawNonShaded) + { + //if(!bUseMultiPass) vertex[0].lcol=DoubleBGR2RGB(gpuData[0]); else vertex[0].lcol=gpuData[0]; + if(bGLBlend) vertex[0].c.lcol=0x7f7f7f; + else vertex[0].c.lcol=0xffffff; + vertex[0].c.col[3]=ubGloAlpha; + SETCOL(vertex[0]); + + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + + if(ubOpaqueDraw) + { + SetZMask4O(); + ubGloAlpha=ubGloColAlpha=0xff; + DEFOPAQUEON + PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]); + DEFOPAQUEOFF + } + return; + } + + if(!bUseMultiPass && !bGLBlend) + { + vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]); + vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]); + vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]); + vertex[3].c.lcol=DoubleBGR2RGB(gpuData[9]); + } + else + { + vertex[0].c.lcol=gpuData[0]; + vertex[1].c.lcol=gpuData[3]; + vertex[2].c.lcol=gpuData[6]; + vertex[3].c.lcol=gpuData[9]; + } + + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha; + + PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]); + + if(bDrawMultiPass) + { + SetSemiTransMulti(1); + PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]); + } + + if(ubOpaqueDraw) + { + SetZMask4O(); + if(bUseMultiPass) + { + vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]); + vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]); + vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]); + vertex[3].c.lcol=DoubleBGR2RGB(gpuData[9]); + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha; + } + ubGloAlpha=ubGloColAlpha=0xff; + DEFOPAQUEON + PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]); + DEFOPAQUEOFF + } + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: smooth shaded Poly3 +//////////////////////////////////////////////////////////////////////// + +void primPolyF3(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[4]; + ly1 = sgpuData[5]; + lx2 = sgpuData[6]; + ly2 = sgpuData[7]; + + if(offset3()) return; + + bDrawTextured = FALSE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + + if(iOffscreenDrawing) + { + offsetPSX3(); + if(bDrawOffscreen3()) + { + InvalidateTextureAreaEx(); + drawPoly3F(gpuData[0]); + } + } + + SetRenderMode(gpuData[0], FALSE); + SetZMask3NT(); + + vertex[0].c.lcol=gpuData[0]; + vertex[0].c.col[3]=ubGloColAlpha; + SETCOL(vertex[0]); + + PRIMdrawTri(&vertex[0], &vertex[1], &vertex[2]); + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: skipping shaded polylines +//////////////////////////////////////////////////////////////////////// + +void primLineGSkip(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + int iMax=255; + int i=2; + + lx1 = sgpuData[2]; + ly1 = sgpuData[3]; + + while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=4)) + { + i++; + + ly1 = (short)((gpuData[i]>>16) & 0xffff); + lx1 = (short)(gpuData[i] & 0xffff); + + i++;if(i>iMax) break; + } +} + +//////////////////////////////////////////////////////////////////////// +// cmd: shaded polylines +//////////////////////////////////////////////////////////////////////// + +void primLineGEx(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + int iMax=255; + short cx0,cx1,cy0,cy1;int i;BOOL bDraw=TRUE; + + bDrawTextured = FALSE; + bDrawSmoothShaded = TRUE; + SetRenderState(gpuData[0]); + SetRenderMode(gpuData[0], FALSE); + SetZMask4NT(); + + vertex[0].c.lcol=vertex[3].c.lcol=gpuData[0]; + vertex[0].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha; + ly1 = (short)((gpuData[1]>>16) & 0xffff); + lx1 = (short)(gpuData[1] & 0xffff); + + i=2; + + //while((gpuData[i]>>24)!=0x55) + //while((gpuData[i]&0x50000000)!=0x50000000) + // currently best way to check for poly line end: + while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=4)) + { + ly0 = ly1;lx0=lx1; + vertex[1].c.lcol=vertex[2].c.lcol=vertex[0].c.lcol; + vertex[0].c.lcol=vertex[3].c.lcol=gpuData[i]; + vertex[0].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha; + + i++; + + ly1 = (short)((gpuData[i]>>16) & 0xffff); + lx1 = (short)(gpuData[i] & 0xffff); + + if(offsetline()) bDraw=FALSE; else bDraw=TRUE; + + if (bDraw && ((lx0 != lx1) || (ly0 != ly1))) + { + if(iOffscreenDrawing) + { + cx0=lx0;cx1=lx1;cy0=ly0;cy1=ly1; + offsetPSXLine(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4G(gpuData[i-3],gpuData[i-1],gpuData[i-3],gpuData[i-1]); + } + lx0=cx0;lx1=cx1;ly0=cy0;ly1=cy1; + } + + PRIMdrawGouraudLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + i++; + + if(i>iMax) break; + } + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: shaded polyline2 +//////////////////////////////////////////////////////////////////////// + +void primLineG2(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[6]; + ly1 = sgpuData[7]; + + vertex[0].c.lcol=vertex[3].c.lcol=gpuData[0]; + vertex[1].c.lcol=vertex[2].c.lcol=gpuData[2]; + vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha; + + bDrawTextured = FALSE; + bDrawSmoothShaded = TRUE; + + if((lx0 == lx1) && (ly0 == ly1)) return; + + if(offsetline()) return; + + SetRenderState(gpuData[0]); + SetRenderMode(gpuData[0], FALSE); + SetZMask4NT(); + + if(iOffscreenDrawing) + { + offsetPSXLine(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4G(gpuData[0],gpuData[2],gpuData[0],gpuData[2]); + } + } + + //if(ClipVertexList4()) + PRIMdrawGouraudLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: skipping flat polylines +//////////////////////////////////////////////////////////////////////// + +void primLineFSkip(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + int i=2,iMax=255; + + ly1 = (short)((gpuData[1]>>16) & 0xffff); + lx1 = (short)(gpuData[1] & 0xffff); + + while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=3)) + { + ly1 = (short)((gpuData[i]>>16) & 0xffff); + lx1 = (short)(gpuData[i] & 0xffff); + i++;if(i>iMax) break; + } +} + +//////////////////////////////////////////////////////////////////////// +// cmd: drawing flat polylines +//////////////////////////////////////////////////////////////////////// + +void primLineFEx(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + int iMax; + short cx0,cx1,cy0,cy1;int i; + + iMax=255; + + bDrawTextured = FALSE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + SetRenderMode(gpuData[0], FALSE); + SetZMask4NT(); + + vertex[0].c.lcol=gpuData[0]; + vertex[0].c.col[3]=ubGloColAlpha; + + ly1 = (short)((gpuData[1]>>16) & 0xffff); + lx1 = (short)(gpuData[1] & 0xffff); + + i=2; + +// while(!(gpuData[i]&0x40000000)) +// while((gpuData[i]>>24)!=0x55) +// while((gpuData[i]&0x50000000)!=0x50000000) +// currently best way to check for poly line end: + while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=3)) + { + ly0 = ly1;lx0=lx1; + ly1 = (short)((gpuData[i]>>16) & 0xffff); + lx1 = (short)(gpuData[i] & 0xffff); + + if(!offsetline()) + { + if(iOffscreenDrawing) + { + cx0=lx0;cx1=lx1;cy0=ly0;cy1=ly1; + offsetPSXLine(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4F(gpuData[0]); + } + lx0=cx0;lx1=cx1;ly0=cy0;ly1=cy1; + } + PRIMdrawFlatLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + } + + i++;if(i>iMax) break; + } + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: drawing flat polyline2 +//////////////////////////////////////////////////////////////////////// + +void primLineF2(unsigned char *baseAddr) +{ + unsigned long *gpuData = ((unsigned long *) baseAddr); + short *sgpuData = ((short *) baseAddr); + + lx0 = sgpuData[2]; + ly0 = sgpuData[3]; + lx1 = sgpuData[4]; + ly1 = sgpuData[5]; + + if(offsetline()) return; + + bDrawTextured = FALSE; + bDrawSmoothShaded = FALSE; + SetRenderState(gpuData[0]); + SetRenderMode(gpuData[0], FALSE); + SetZMask4NT(); + + vertex[0].c.lcol=gpuData[0]; + vertex[0].c.col[3]=ubGloColAlpha; + + if(iOffscreenDrawing) + { + offsetPSXLine(); + if(bDrawOffscreen4()) + { + InvalidateTextureAreaEx(); + drawPoly4F(gpuData[0]); + } + } + + //if(ClipVertexList4()) + PRIMdrawFlatLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); + + iDrawnSomething=1; +} + +//////////////////////////////////////////////////////////////////////// +// cmd: well, easiest command... not implemented +//////////////////////////////////////////////////////////////////////// + +void primNI(unsigned char *bA) +{ +} + +//////////////////////////////////////////////////////////////////////// +// cmd func ptr table +//////////////////////////////////////////////////////////////////////// + +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 + primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx, + // 50 + primLineG2,primLineG2,primLineG2,primLineG2,primNI,primNI,primNI,primNI, + // 58 + primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx, + // 60 + primTileS,primTileS,primTileS,primTileS,primSprtS,primSprtS,primSprtS,primSprtS, + // 68 + primTile1,primTile1,primTile1,primTile1,primNI,primNI,primNI,primNI, + // 70 + primTile8,primTile8,primTile8,primTile8,primSprt8,primSprt8,primSprt8,primSprt8, + // 78 + primTile16,primTile16,primTile16,primTile16,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 +}; + +//////////////////////////////////////////////////////////////////////// +// cmd func ptr table for skipping +//////////////////////////////////////////////////////////////////////// + +void (*primTableSkip[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 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 28 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 30 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 38 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 40 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 48 + primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip, + // 50 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 58 + primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip, + // 60 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 68 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 70 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 78 + primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI, + // 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 +}; 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