669 lines
16 KiB
C
669 lines
16 KiB
C
/***************************************************************************
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* Copyright (C) 2016 by iCatButler *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. *
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***************************************************************************/
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/**************************************************************************
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* pgxp_gpu.c
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* PGXP - Parallel/Precision Geometry Xform Pipeline
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*
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* Created on: 25 Mar 2016
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* Author: iCatButler
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***************************************************************************/
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#include "pgxp_gpu.h"
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#include "stdafx.h"
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#include "externals.h"
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#include <math.h>
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typedef struct
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{
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float x;
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float y;
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float z;
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union
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{
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unsigned int flags;
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unsigned char compFlags[4];
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};
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unsigned int count;
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unsigned int value;
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unsigned int mFlags;
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} PGXP_vertex;
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#define NONE 0
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#define ALL 0xFFFFFFFF
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#define VALID 1
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#define VALID_0 (VALID << 0)
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#define VALID_1 (VALID << 8)
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#define VALID_2 (VALID << 16)
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#define VALID_3 (VALID << 24)
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#define VALID_01 (VALID_0 | VALID_1)
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#define VALID_012 (VALID_0 | VALID_1 | VALID_2)
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#define VALID_ALL (VALID_0 | VALID_1 | VALID_2 | VALID_3)
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#define INV_VALID_ALL (ALL ^ VALID_ALL)
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unsigned int PGXP_tDebug = 0;
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/////////////////////////////////
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//// Blade_Arma's Vertex Cache (CatBlade?)
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/////////////////////////////////
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const unsigned int mode_init = 0;
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const unsigned int mode_write = 1;
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const unsigned int mode_read = 2;
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const unsigned int mode_fail = 3;
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PGXP_vertex vertexCache[0x800 * 2][0x800 * 2];
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unsigned int baseID = 0;
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unsigned int lastID = 0;
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unsigned int cacheMode = 0;
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unsigned int IsSessionID(unsigned int vertID)
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{
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// No wrapping
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if (lastID >= baseID)
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return (vertID >= baseID);
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// If vertID is >= baseID it is pre-wrap and in session
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if (vertID >= baseID)
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return 1;
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// vertID is < baseID, If it is <= lastID it is post-wrap and in session
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if (vertID <= lastID)
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return 1;
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return 0;
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}
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void CALLBACK GPUpgxpCacheVertex(short sx, short sy, const unsigned char* _pVertex)
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{
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const PGXP_vertex* pNewVertex = (const PGXP_vertex*)_pVertex;
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PGXP_vertex* pOldVertex = NULL;
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if (!pNewVertex)
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{
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cacheMode = mode_fail;
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return;
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}
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//if (bGteAccuracy)
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{
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if (cacheMode != mode_write)
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{
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// Initialise cache on first use
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if (cacheMode == mode_init)
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memset(vertexCache, 0x00, sizeof(vertexCache));
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// First vertex of write session (frame?)
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cacheMode = mode_write;
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baseID = pNewVertex->count;
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}
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lastID = pNewVertex->count;
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if (sx >= -0x800 && sx <= 0x7ff &&
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sy >= -0x800 && sy <= 0x7ff)
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{
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pOldVertex = &vertexCache[sy + 0x800][sx + 0x800];
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// To avoid ambiguity there can only be one valid entry per-session
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if (IsSessionID(pOldVertex->count) && (pOldVertex->value == pNewVertex->value))
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{
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// check to ensure this isn't identical
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if ((fabsf(pOldVertex->x - pNewVertex->x) > 0.1f) ||
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(fabsf(pOldVertex->y - pNewVertex->y) > 0.1f) ||
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(fabsf(pOldVertex->z - pNewVertex->z) > 0.1f))
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{
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pOldVertex->mFlags = 5;
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return;
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}
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}
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// Write vertex into cache
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*pOldVertex = *pNewVertex;
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pOldVertex->mFlags = 1;
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}
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}
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}
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PGXP_vertex* PGXP_GetCachedVertex(short sx, short sy)
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{
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//if (bGteAccuracy)
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{
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if (cacheMode != mode_read)
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{
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if (cacheMode == mode_fail)
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return NULL;
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// Initialise cache on first use
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if (cacheMode == mode_init)
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memset(vertexCache, 0x00, sizeof(vertexCache));
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// First vertex of read session (frame?)
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cacheMode = mode_read;
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}
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if (sx >= -0x800 && sx <= 0x7ff &&
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sy >= -0x800 && sy <= 0x7ff)
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{
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// Return pointer to cache entry
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return &vertexCache[sy + 0x800][sx + 0x800];
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}
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}
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return NULL;
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}
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/////////////////////////////////
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//// PGXP Implementation
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/////////////////////////////////
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const unsigned int primStrideTable[] = { 1, 2, 1, 2, 2, 3, 2, 3, 0 };
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const unsigned int primCountTable[] = { 3, 3, 4, 4, 3, 3, 4, 4, 0 };
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PGXP_vertex* PGXP_Mem = NULL; // pointer to parallel memory
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unsigned int currentAddr = 0; // address of current DMA
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unsigned int numVertices = 0; // iCB: Used for glVertex3fv fix
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unsigned int vertexIdx = 0;
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// Set current DMA address and pointer to parallel memory
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void CALLBACK GPUpgxpMemory(unsigned int addr, unsigned char* pVRAM)
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{
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PGXP_Mem = (PGXP_vertex*)(pVRAM);
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currentAddr = addr;
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}
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// Set current DMA address
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void PGXP_SetAddress(unsigned int addr)
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{
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currentAddr = addr;
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}
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void PGXP_SetMatrix(float left, float right, float bottom, float top, float zNear, float zFar)
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{
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GLfloat m[16];
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for (unsigned int i = 0; i < 16; ++i)
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m[i] = 0.f;
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//if ((right-left) != 0)
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//{
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// m[0] = 2 / (right - left);
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// m[12] = -((right + left) / (right - left));
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//}
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//if ((top-bottom) != 0)
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//{
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// m[5] = 2 / (top - bottom);
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// m[13] = -((top + bottom) / (top - bottom));
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//}
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//m[10] = -2 / (zFar - zNear);
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//m[14] = -((zFar + zNear) / (zFar - zNear));
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//m[15] = 1;
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if ((right-left) != 0)
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{
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m[0] = 2 / (right - left);
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m[8] = -((right + left) / (right - left));
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}
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if ((top-bottom) != 0)
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{
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m[5] = 2 / (top - bottom);
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m[9] = -((top + bottom) / (top - bottom));
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}
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m[10] = -2 / (zFar - zNear);
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m[14] = -((zFar + zNear) / (zFar - zNear));
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m[11] = 1;
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glLoadMatrixf(m);
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//glOrtho(left, right, bottom, top, zNear, zFar);
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}
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// Wrap glVertex3fv/glVertex4fv
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void PGXP_glVertexfv(GLfloat* pV)
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{
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// If there are PGXP vertices expected
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if (1)//(vertexIdx < numVertices)
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{
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float temp[4];
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memcpy(temp, pV, sizeof(float) * 4);
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//pre-multiply each element by w (to negate perspective divide)
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for (unsigned int i = 0; i < 3; i++)
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temp[i] *= temp[3];
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//pass complete vertex to OpenGL
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glVertex4fv(temp);
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vertexIdx++;
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//pV[3] = 1.f;
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}
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else
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{
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glVertex3fv(pV);
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}
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}
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// Get parallel vertex values
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int PGXP_GetVertices(unsigned int* addr, void* pOutput, int xOffs, int yOffs)
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{
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unsigned int primCmd = ((*addr >> 24) & 0xff); // primitive command
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unsigned int primIdx = min((primCmd - 0x20) >> 2, 8); // index to primitive lookup
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OGLVertex* pVertex = (OGLVertex*)pOutput; // pointer to output vertices
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unsigned int stride = primStrideTable[primIdx]; // stride between vertices
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unsigned int count = primCountTable[primIdx]; // number of vertices
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PGXP_vertex* primStart = NULL; // pointer to first vertex
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char invalidVert = 0; // Number of vertices without valid PGXP values
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short* pPrimData = ((short*)addr) + 2; // primitive data for cache lookups
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PGXP_vertex* pCacheVert = NULL;
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// Reset vertex count
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numVertices = count;
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vertexIdx = 0;
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// if PGXP is enabled
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if (PGXP_Mem != NULL)
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{
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// Offset to start of primitive
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primStart = &PGXP_Mem[currentAddr + 1];
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// Find any invalid vertices
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for (unsigned i = 0; i < count; ++i)
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{
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if (!((primStart[stride * i].flags & VALID_012) == VALID_012))
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invalidVert++;
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}
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}
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else
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invalidVert = count;
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for (unsigned i = 0; i < count; ++i)
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{
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if (primStart && ((primStart[stride * i].flags & VALID_01) == VALID_01) && (primStart[stride * i].value == *(unsigned int*)(&pPrimData[stride * i * 2])))
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{
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pVertex[i].x = (primStart[stride * i].x + xOffs);
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pVertex[i].y = (primStart[stride * i].y + yOffs);
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pVertex[i].z = 0.95f;
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pVertex[i].w = primStart[stride * i].z;
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pVertex[i].PGXP_flag = 1;
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if ((primStart[stride * i].flags & VALID_2) != VALID_2)
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{
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pVertex[i].PGXP_flag = 6;
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// __Log("GPPV No W: v:%x (%d, %d) pgxp(%f, %f)|\n", (currentAddr + 1 + (i * stride)) * 4, pPrimData[stride * i * 2], pPrimData[(stride * i * 2) + 1], primStart[stride * i].x, primStart[stride * i].y);
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}
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// Log incorrect vertices
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//if (PGXP_tDebug &&
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// (fabs((float)pPrimData[stride * i * 2] - primStart[stride * i].x) > debug_tolerance) ||
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// (fabs((float)pPrimData[(stride * i * 2) + 1] - primStart[stride * i].y) > debug_tolerance))
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// __Log("GPPV: v:%x (%d, %d) pgxp(%f, %f)|\n", (currentAddr + 1 + (i * stride)) * 4, pPrimData[stride * i * 2], pPrimData[(stride * i * 2) + 1], primStart[stride * i].x, primStart[stride * i].y);
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}
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else
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{
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// Default to low precision vertex data
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//if (primStart && ((primStart[stride * i].flags & VALID_01) == VALID_01) && primStart[stride * i].value != *(unsigned int*)(&pPrimData[stride * i * 2]))
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// pVertex[i].PGXP_flag = 6;
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//else
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pVertex[i].PGXP_flag = 2;
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// Look in cache for valid vertex
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pCacheVert = PGXP_GetCachedVertex(pPrimData[stride * i * 2], pPrimData[(stride * i * 2) + 1]);
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if (pCacheVert)
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{
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if (IsSessionID(pCacheVert->count))
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{
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if (pCacheVert->mFlags == 1)
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{
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pVertex[i].x = (pCacheVert->x + xOffs);
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pVertex[i].y = (pCacheVert->y + yOffs);
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pVertex[i].z = 0.95f;
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pVertex[i].w = pCacheVert->z;
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pVertex[i].PGXP_flag = 3;
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// reduce number of invalid vertices
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invalidVert--;
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}
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else if(pCacheVert->mFlags > 1)
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pVertex[i].PGXP_flag = 4;
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}
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}
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// Log unprocessed vertices
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//if(PGXP_tDebug)
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// __Log("GPPV: v:%x (%d, %d)|\n", (currentAddr + 1 + (i * stride))*4, pPrimData[stride * i * 2], pPrimData[(stride * i * 2) + 1]);
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}
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}
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// If there are any invalid vertices set all w values to 1
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// iCB: Could use plane equation to find w for single invalid vertex in a quad
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if (invalidVert > 0)
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for (unsigned i = 0; i < count; ++i)
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pVertex[i].w = 1;
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if(PGXP_vDebug == 3)
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for (unsigned i = 0; i < count; ++i)
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pVertex[i].PGXP_flag = primIdx;
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return 1;
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}
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/////////////////////////////////
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//// Visual Debugging Functions
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/////////////////////////////////
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unsigned int PGXP_vDebug = 0;
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const unsigned int PGXP_maxDebug = 4;
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const char red[4] = { 255, 0, 0, 255 };
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const char blue[4] = { 0, 0, 255, 255 };
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const char green[4] = { 0, 255, 0, 255 };
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const char yellow[4] = { 255, 255, 0, 255 };
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const char magenta[4] = { 255, 0, 255, 255 };
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const char cyan[4] = { 0, 255, 255, 255 };
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const char orange[4] = { 255, 128 ,0 ,255 };
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const char black[4] = { 0, 0, 0, 255 };
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//void CALLBACK GPUtoggleDebug(void)
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//{
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// PGXP_tDebug = (PGXP_tDebug) ? 0 : 1;
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//}
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void CALLBACK GPUtoggleDebug(void)
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{
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PGXP_vDebug++;
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if (PGXP_vDebug == PGXP_maxDebug)
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PGXP_vDebug = 0;
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}
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void PGXP_colour(OGLVertex* vertex)
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{
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const char* pColour;
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float fDepth;
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switch (PGXP_vDebug)
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{
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case 1:
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// Vertex origin mode
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switch (vertex->PGXP_flag)
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{
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case 0:
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pColour = yellow;
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break;
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case 1:
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pColour = blue;
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break;
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case 2:
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pColour = red;
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break;
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case 3:
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pColour = green;
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break;
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case 4:
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pColour = magenta;
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break;
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case 6:
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pColour = cyan;
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break;
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default:
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pColour = black;
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break;
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}
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glColor4ubv(pColour);
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break;
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case 2:
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// W component visualisation
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fDepth = vertex->w / (float)(0xFFFF);
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glColor4f(fDepth, fDepth, fDepth, 1.f);
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break;
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case 3:
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// Primitive type
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switch (vertex->PGXP_flag)
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{
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case 0:
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pColour = yellow;
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break;
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case 1:
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pColour = blue;
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break;
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case 2:
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pColour = red;
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break;
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case 3:
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pColour = green;
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break;
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case 4:
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pColour = magenta;
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break;
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case 6:
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pColour = cyan;
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break;
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case 7:
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pColour = orange;
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default:
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pColour = black;
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break;
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}
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glColor4ubv(pColour);
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break;
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}
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}
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int PGXP_DrawDebugTriQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4)
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{
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GLboolean bTexture = glIsEnabled(GL_TEXTURE_2D);
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GLfloat fColour[4];
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GLint iShadeModel;
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//if ((vertex1->PGXP_flag == 0) ||
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// (vertex2->PGXP_flag == 0) ||
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// (vertex3->PGXP_flag == 0) ||
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// (vertex4->PGXP_flag == 0))
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// return 0;
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// Quit if PGXP_flag == ignore
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if ((vertex1->PGXP_flag == 5) ||
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(vertex2->PGXP_flag == 5) ||
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(vertex3->PGXP_flag == 5) ||
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(vertex4->PGXP_flag == 5))
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return 1;
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glGetIntegerv(GL_SHADE_MODEL, &iShadeModel);
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glGetFloatv(GL_CURRENT_COLOR, fColour);
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glDisable(GL_TEXTURE_2D);
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glShadeModel(GL_SMOOTH);
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glBegin(GL_TRIANGLE_STRIP);
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PGXP_colour(vertex1);
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PGXP_glVertexfv(&vertex1->x);
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PGXP_colour(vertex2);
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PGXP_glVertexfv(&vertex2->x);
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PGXP_colour(vertex3);
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PGXP_glVertexfv(&vertex3->x);
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PGXP_colour(vertex4);
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PGXP_glVertexfv(&vertex4->x);
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glEnd();
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glPolygonMode(GL_FRONT, GL_LINE);
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glPolygonMode(GL_BACK, GL_LINE);
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glBegin(GL_TRIANGLE_STRIP);
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glColor4ubv(black);
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PGXP_glVertexfv(&vertex1->x);
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PGXP_glVertexfv(&vertex2->x);
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PGXP_glVertexfv(&vertex3->x);
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PGXP_glVertexfv(&vertex4->x);
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glColor4fv(fColour);
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glEnd();
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glPolygonMode(GL_FRONT, GL_FILL);
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glPolygonMode(GL_BACK, GL_FILL);
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if(bTexture == GL_TRUE)
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glEnable(GL_TEXTURE_2D);
|
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|
|
glShadeModel(iShadeModel);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int PGXP_DrawDebugTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3)
|
|
{
|
|
GLboolean bTexture = glIsEnabled(GL_TEXTURE_2D);
|
|
GLfloat fColour[4];
|
|
GLint iShadeModel;
|
|
|
|
|
|
//if ((vertex1->PGXP_flag == 0) ||
|
|
// (vertex2->PGXP_flag == 0) ||
|
|
// (vertex3->PGXP_flag == 0))
|
|
// return 0;
|
|
|
|
|
|
// Quit if PGXP_flag == ignore
|
|
if ((vertex1->PGXP_flag == 5) ||
|
|
(vertex2->PGXP_flag == 5) ||
|
|
(vertex3->PGXP_flag == 5))
|
|
return 1;
|
|
|
|
glGetIntegerv(GL_SHADE_MODEL, &iShadeModel);
|
|
glGetFloatv(GL_CURRENT_COLOR, fColour);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
|
|
PGXP_colour(vertex1);
|
|
PGXP_glVertexfv(&vertex1->x);
|
|
|
|
PGXP_colour(vertex2);
|
|
PGXP_glVertexfv(&vertex2->x);
|
|
|
|
PGXP_colour(vertex3);
|
|
PGXP_glVertexfv(&vertex3->x);
|
|
|
|
glEnd();
|
|
|
|
glPolygonMode(GL_FRONT, GL_LINE);
|
|
glPolygonMode(GL_BACK, GL_LINE);
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
|
|
glColor4ubv(black);
|
|
PGXP_glVertexfv(&vertex1->x);
|
|
PGXP_glVertexfv(&vertex2->x);
|
|
PGXP_glVertexfv(&vertex3->x);
|
|
|
|
glColor4fv(fColour);
|
|
|
|
glEnd();
|
|
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
glPolygonMode(GL_BACK, GL_FILL);
|
|
|
|
if (bTexture == GL_TRUE)
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glShadeModel(iShadeModel);
|
|
|
|
return 1;
|
|
}
|
|
|
|
int PGXP_DrawDebugQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4)
|
|
{
|
|
GLboolean bTexture = glIsEnabled(GL_TEXTURE_2D);
|
|
GLfloat fColour[4];
|
|
GLint iShadeModel;
|
|
|
|
|
|
//if ((vertex1->PGXP_flag == 0) ||
|
|
// (vertex2->PGXP_flag == 0) ||
|
|
// (vertex3->PGXP_flag == 0) ||
|
|
// (vertex4->PGXP_flag == 0))
|
|
// return 0;
|
|
|
|
|
|
// Quit if PGXP_flag == ignore
|
|
if ((vertex1->PGXP_flag == 5) ||
|
|
(vertex2->PGXP_flag == 5) ||
|
|
(vertex3->PGXP_flag == 5) ||
|
|
(vertex4->PGXP_flag == 5))
|
|
return 1;
|
|
|
|
glGetIntegerv(GL_SHADE_MODEL, &iShadeModel);
|
|
glGetFloatv(GL_CURRENT_COLOR, fColour);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
PGXP_colour(vertex1);
|
|
PGXP_glVertexfv(&vertex1->x);
|
|
|
|
PGXP_colour(vertex2);
|
|
PGXP_glVertexfv(&vertex2->x);
|
|
|
|
PGXP_colour(vertex3);
|
|
PGXP_glVertexfv(&vertex3->x);
|
|
|
|
PGXP_colour(vertex4);
|
|
PGXP_glVertexfv(&vertex4->x);
|
|
|
|
glEnd();
|
|
|
|
glPolygonMode(GL_FRONT, GL_LINE);
|
|
glPolygonMode(GL_BACK, GL_LINE);
|
|
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
|
|
glColor4ubv(black);
|
|
PGXP_glVertexfv(&vertex1->x);
|
|
PGXP_glVertexfv(&vertex2->x);
|
|
PGXP_glVertexfv(&vertex3->x);
|
|
PGXP_glVertexfv(&vertex4->x);
|
|
|
|
glColor4fv(fColour);
|
|
|
|
glEnd();
|
|
|
|
glPolygonMode(GL_FRONT, GL_FILL);
|
|
glPolygonMode(GL_BACK, GL_FILL);
|
|
|
|
if (bTexture == GL_TRUE)
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
glShadeModel(iShadeModel);
|
|
|
|
return 1;
|
|
} |