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authorPCSX* teams2010-11-16 14:15:22 +0200
committerGrazvydas Ignotas2010-11-16 14:15:22 +0200
commitef79bbde537d6b9c745a7d86cb9df1d04c35590d (patch)
treeef8d2520dbb9e1e345b41b12c9959f300ca8fd10 /plugins/peopsxgl/draw.c
downloadpcsx_rearmed-ef79bbde537d6b9c745a7d86cb9df1d04c35590d.tar.gz
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pcsxr-1.9.92
Diffstat (limited to 'plugins/peopsxgl/draw.c')
-rw-r--r--plugins/peopsxgl/draw.c1517
1 files changed, 1517 insertions, 0 deletions
diff --git a/plugins/peopsxgl/draw.c b/plugins/peopsxgl/draw.c
new file mode 100644
index 0000000..33381e5
--- /dev/null
+++ b/plugins/peopsxgl/draw.c
@@ -0,0 +1,1517 @@
+/***************************************************************************
+ draw.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_DRAW
+
+#include "externals.h"
+#include "gpu.h"
+#include "draw.h"
+#include "prim.h"
+#include "texture.h"
+#include "menu.h"
+
+////////////////////////////////////////////////////////////////////////////////////
+// defines
+
+#define SIGNBIT 0x800
+#define S_MASK 0xf000
+#define L_MASK 0xfffff000
+
+// ownscale: some ogl drivers have buggy texture matrix funcs, so it
+// is safer to calc sow/tow ourselves
+
+#ifdef OWNSCALE
+
+#define ST_FACSPRITE 255.99f
+#define ST_BFFACSPRITE 0.5f/256.0f
+#define ST_BFFACSPRITESORT 0.333f/256.0f
+
+#define ST_OFFSET 0.5f/256.0f;
+
+#define ST_FAC 255.99f
+#define ST_BFFAC 0.5f/256.0f
+#define ST_BFFACSORT 0.333f/256.0f
+
+#define ST_FACTRI 255.99f
+#define ST_BFFACTRI 0.5f/256.0f
+#define ST_BFFACTRISORT 0.333f/256.0f
+
+#define ST_FACVRAMX 255.0f
+#define ST_FACVRAM 256.0f
+
+///////////////////////////////////////////////////////////////
+
+#else
+
+#define ST_BFFACSPRITE 0.5f
+#define ST_BFFACSPRITESORT 0.333f
+
+#define ST_BFFAC 0.5f
+#define ST_BFFACSORT 0.333f
+
+#define ST_BFFACTRI 0.5f
+#define ST_BFFACTRISORT 0.333f
+
+#define ST_OFFSET 0.5f;
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////////////
+// draw globals; most will be initialized again later (by config or checks)
+
+BOOL bIsFirstFrame=TRUE;
+
+// resolution/ratio vars
+
+int iResX;
+int iResY;
+BOOL bKeepRatio=FALSE;
+RECT rRatioRect;
+
+// psx mask related vars
+
+BOOL bCheckMask=FALSE;
+int iUseMask=0;
+int iSetMask=0;
+unsigned short sSetMask=0;
+uint32_t lSetMask=0;
+
+// drawing/coord vars
+
+OGLVertex vertex[4];
+GLubyte gl_ux[8];
+GLubyte gl_vy[8];
+short sprtY,sprtX,sprtH,sprtW;
+
+// drawing options
+
+BOOL bOpaquePass;
+BOOL bAdvancedBlend;
+BOOL bUseLines;
+BOOL bUseAntiAlias;
+int iTexQuality;
+int iUsePalTextures=1;
+BOOL bSnapShot=FALSE;
+BOOL bSmallAlpha=FALSE;
+int iShowFPS=0;
+
+// OGL extension support
+
+int iForceVSync=-1;
+int iUseExts=0;
+BOOL bGLExt;
+BOOL bGLFastMovie=FALSE;
+BOOL bGLSoft;
+BOOL bGLBlend;
+PFNGLBLENDEQU glBlendEquationEXTEx=NULL;
+PFNGLCOLORTABLEEXT glColorTableEXTEx=NULL;
+
+// gfx card buffer infos
+
+int iDepthFunc=0;
+int iZBufferDepth=0;
+GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT;
+
+////////////////////////////////////////////////////////////////////////
+// Get extension infos (f.e. pal textures / packed pixels)
+////////////////////////////////////////////////////////////////////////
+
+void GetExtInfos(void)
+{
+ BOOL bPacked=FALSE; // default: no packed pixel support
+
+ bGLExt=FALSE; // default: no extensions
+ bGLFastMovie=FALSE;
+
+ if(strstr((char *)glGetString(GL_EXTENSIONS), // packed pixels available?
+ "GL_EXT_packed_pixels"))
+ bPacked=TRUE; // -> ok
+
+ if(bPacked && bUse15bitMdec) // packed available and 15bit mdec wanted?
+ bGLFastMovie=TRUE; // -> ok
+
+ if(bPacked && (iTexQuality==1 || iTexQuality==2)) // packed available and 16 bit texture format?
+ {
+ bGLFastMovie=TRUE; // -> ok
+ bGLExt=TRUE;
+ }
+
+ if(iUseExts && // extension support wanted?
+ (strstr((char *)glGetString(GL_EXTENSIONS),
+ "GL_EXT_texture_edge_clamp") ||
+ strstr((char *)glGetString(GL_EXTENSIONS), // -> check clamp support, if yes: use it
+ "GL_SGIS_texture_edge_clamp")))
+ iClampType=GL_TO_EDGE_CLAMP;
+ else iClampType=GL_CLAMP;
+
+ glColorTableEXTEx=(PFNGLCOLORTABLEEXT)NULL; // init ogl palette func pointer
+
+#ifndef __sun
+ if(iGPUHeight!=1024 && // no pal textures in ZN mode (height=1024)!
+ strstr((char *)glGetString(GL_EXTENSIONS), // otherwise: check ogl support
+ "GL_EXT_paletted_texture"))
+ {
+ iUsePalTextures=1; // -> wow, supported, get func pointer
+
+ glColorTableEXTEx=(PFNGLCOLORTABLEEXT)glXGetProcAddress("glColorTableEXT");
+
+ if(glColorTableEXTEx==NULL) iUsePalTextures=0; // -> ha, cheater... no func, no support
+ }
+ else iUsePalTextures=0;
+#else
+ iUsePalTextures=0;
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// Setup some stuff depending on user settings or in-game toggle
+////////////////////////////////////////////////////////////////////////
+
+void SetExtGLFuncs(void)
+{
+ //----------------------------------------------------//
+
+ SetFixes(); // update fix infos
+
+ //----------------------------------------------------//
+
+ if(iUseExts && !(dwActFixes&1024) && // extensions wanted? and not turned off by game fix?
+ strstr((char *)glGetString(GL_EXTENSIONS), // and blend_subtract available?
+ "GL_EXT_blend_subtract"))
+ { // -> get ogl blend function pointer
+ glBlendEquationEXTEx=(PFNGLBLENDEQU)glXGetProcAddress("glBlendEquationEXT");
+ }
+ else // no subtract blending?
+ {
+ if(glBlendEquationEXTEx) // -> change to additive blending (if subract was active)
+ glBlendEquationEXTEx(FUNC_ADD_EXT);
+ glBlendEquationEXTEx=(PFNGLBLENDEQU)NULL; // -> no more blend function pointer
+ }
+
+ //----------------------------------------------------//
+
+ if(iUseExts && bAdvancedBlend && // advanced blending wanted ?
+ strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail?
+ "GL_EXT_texture_env_combine"))
+ {
+ bUseMultiPass=FALSE;bGLBlend=TRUE; // -> no need for 2 passes, perfect
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT);
+ glTexEnvf(GL_TEXTURE_ENV, COMBINE_RGB_EXT, GL_MODULATE);
+ glTexEnvf(GL_TEXTURE_ENV, COMBINE_ALPHA_EXT, GL_MODULATE);
+ glTexEnvf(GL_TEXTURE_ENV, RGB_SCALE_EXT, 2.0f);
+ }
+ else // no advanced blending wanted/available:
+ {
+ if(bAdvancedBlend) bUseMultiPass=TRUE; // -> pseudo-advanced with 2 passes
+ else bUseMultiPass=FALSE; // -> or simple 'bright color' mode
+ bGLBlend=FALSE; // -> no ext blending!
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ }
+
+ //----------------------------------------------------//
+ // init standard tex quality 0-2, and big alpha mode 3
+
+ if(!(dwActFixes&0x4000) && iFilterType && iTexQuality>=3)
+ bSmallAlpha=TRUE;
+ else bSmallAlpha=FALSE;
+
+ if(bOpaquePass) // opaque mode?
+ {
+ if(dwActFixes&32)
+ {
+ TCF[0]=CP8RGBA_0;
+ PalTexturedColourFn=CP8RGBA; // -> init col func
+ }
+ else
+ {
+ TCF[0]=XP8RGBA_0;
+ PalTexturedColourFn=XP8RGBA; // -> init col func
+ }
+
+ TCF[1]=XP8RGBA_1;
+ glAlphaFunc(GL_GREATER,0.49f);
+ }
+ else // no opaque mode?
+ {
+ TCF[0]=TCF[1]=P8RGBA;
+ PalTexturedColourFn=P8RGBA; // -> init col func
+ glAlphaFunc(GL_NOTEQUAL,0); // --> set alpha func
+ }
+
+ //----------------------------------------------------//
+
+ LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr
+
+ giWantedFMT=GL_RGBA; // init ogl tex format
+
+ switch(iTexQuality) // -> quality:
+ {
+ //--------------------------------------------------//
+ case 0: // -> don't care
+ giWantedRGBA=4;
+ giWantedTYPE=GL_UNSIGNED_BYTE;
+ break;
+ //--------------------------------------------------//
+ case 1: // -> R4G4B4A4
+ if(bGLExt)
+ {
+ giWantedRGBA=GL_RGBA4;
+ giWantedTYPE=GL_UNSIGNED_SHORT_4_4_4_4_EXT;
+ LoadSubTexFn=LoadPackedSubTexturePageSort;
+ if(bOpaquePass)
+ {
+ if(dwActFixes&32) PTCF[0]=CP4RGBA_0;
+ else PTCF[0]=XP4RGBA_0;
+ PTCF[1]=XP4RGBA_1;
+ }
+ else
+ {
+ PTCF[0]=PTCF[1]=P4RGBA;
+ }
+ }
+ else
+ {
+ giWantedRGBA=GL_RGBA4;
+ giWantedTYPE=GL_UNSIGNED_BYTE;
+ }
+ break;
+ //--------------------------------------------------//
+ case 2: // -> R5B5G5A1
+ if(bGLExt)
+ {
+ giWantedRGBA=GL_RGB5_A1;
+ giWantedTYPE=GL_UNSIGNED_SHORT_5_5_5_1_EXT;
+ LoadSubTexFn=LoadPackedSubTexturePageSort;
+ if(bOpaquePass)
+ {
+ if(dwActFixes&32) PTCF[0]=CP5RGBA_0;
+ else PTCF[0]=XP5RGBA_0;
+ PTCF[1]=XP5RGBA_1;
+ }
+ else
+ {
+ PTCF[0]=PTCF[1]=P5RGBA;
+ }
+ }
+ else
+ {
+ giWantedRGBA=GL_RGB5_A1;giWantedTYPE=GL_UNSIGNED_BYTE;
+ }
+ break;
+ //--------------------------------------------------//
+ case 3: // -> R8G8B8A8
+ giWantedRGBA=GL_RGBA8;
+ giWantedTYPE=GL_UNSIGNED_BYTE;
+
+ if(bSmallAlpha)
+ {
+ if(bOpaquePass) // opaque mode?
+ {
+ if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}
+ else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}
+ TCF[1]=XP8RGBAEx_1;
+ }
+ }
+
+ break;
+ //--------------------------------------------------//
+ case 4: // -> R8G8B8A8
+ giWantedRGBA = GL_RGBA8;
+ giWantedTYPE = GL_UNSIGNED_BYTE;
+
+ if(strstr((char *)glGetString(GL_EXTENSIONS), // and extension avail?
+ "GL_EXT_bgra"))
+ {
+ giWantedFMT = GL_BGRA_EXT;
+
+ if(bOpaquePass) // opaque mode?
+ {
+ if(bSmallAlpha)
+ {
+ if(dwActFixes&32) {TCF[0]=CP8BGRAEx_0;PalTexturedColourFn=CP8RGBAEx;}
+ else {TCF[0]=XP8BGRAEx_0;PalTexturedColourFn=XP8RGBAEx;}
+ TCF[1]=XP8BGRAEx_1;
+ }
+ else
+ {
+ if(dwActFixes&32) {TCF[0]=CP8BGRA_0;PalTexturedColourFn=CP8RGBA;}
+ else {TCF[0]=XP8BGRA_0;PalTexturedColourFn=XP8RGBA;}
+ TCF[1]=XP8BGRA_1;
+ }
+ }
+ else // no opaque mode?
+ {
+ TCF[0]=TCF[1]=P8BGRA; // -> init col func
+ }
+ }
+ else
+ {
+ iTexQuality=3;
+ if(bSmallAlpha)
+ {
+ if(bOpaquePass) // opaque mode?
+ {
+ if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}
+ else {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}
+ TCF[1]=XP8RGBAEx_1;
+ }
+ }
+ }
+
+ break;
+ //--------------------------------------------------//
+ }
+
+ bBlendEnable=FALSE; // init blending: off
+ glDisable(GL_BLEND);
+
+ SetScanTrans(); // init scan lines (if wanted)
+}
+
+////////////////////////////////////////////////////////////////////////
+// setup scan lines
+////////////////////////////////////////////////////////////////////////
+
+#define R_TSP 0x00,0x45,0x00,0xff
+#define G_TSP 0x00,0x00,0x45,0xff
+#define B_TSP 0x45,0x00,0x00,0xff
+#define O_TSP 0x45,0x45,0x45,0xff
+#define N_TSP 0x00,0x00,0x00,0xff
+
+GLuint gTexScanName=0;
+
+GLubyte texscan[4][16]=
+{
+{R_TSP, G_TSP, B_TSP, N_TSP},
+{O_TSP, N_TSP, O_TSP, N_TSP},
+{B_TSP, N_TSP, R_TSP, G_TSP},
+{O_TSP, N_TSP, O_TSP, N_TSP}
+};
+
+void CreateScanLines(void)
+{
+ if(iUseScanLines)
+ {
+ int y;
+ if(iScanBlend<0) // special scan mask mode
+ {
+ glGenTextures(1, &gTexScanName);
+ glBindTexture(GL_TEXTURE_2D, gTexScanName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, 4, 4, 0,GL_RGBA, GL_UNSIGNED_BYTE, texscan);
+ }
+ else // otherwise simple lines in a display list
+ {
+ uiScanLine=glGenLists(1);
+ glNewList(uiScanLine,GL_COMPILE);
+
+ for(y=0;y<iResY;y+=2)
+ {
+ glBegin(GL_QUADS);
+ glVertex2f(0,y);
+ glVertex2f(iResX,y);
+ glVertex2f(iResX,y+1);
+ glVertex2f(0,y+1);
+ glEnd();
+ }
+ glEndList();
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Initialize OGL
+////////////////////////////////////////////////////////////////////////
+
+int GLinitialize()
+{
+ glViewport(rRatioRect.left, // init viewport by ratio rect
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom);
+
+ glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)
+ glEnable(GL_SCISSOR_TEST);
+
+#ifndef OWNSCALE
+ glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"
+ glLoadIdentity();
+ glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack
+#endif
+
+ glMatrixMode(GL_PROJECTION); // init projection with psx resolution
+ glLoadIdentity();
+ glOrtho(0,PSXDisplay.DisplayMode.x,
+ PSXDisplay.DisplayMode.y, 0, -1, 1);
+
+ if(iZBufferDepth) // zbuffer?
+ {
+ uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ iDepthFunc=1;
+ }
+ else // no zbuffer?
+ {
+ uiBufferBits=GL_COLOR_BUFFER_BIT;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear
+ glClear(uiBufferBits);
+
+ if(bUseLines) // funny lines
+ {
+ glPolygonMode(GL_FRONT, GL_LINE);
+ glPolygonMode(GL_BACK, GL_LINE);
+ }
+ else // or the real filled thing
+ {
+ glPolygonMode(GL_FRONT, GL_FILL);
+ glPolygonMode(GL_BACK, GL_FILL);
+ }
+
+ MakeDisplayLists(); // lists for menu/opaque
+ GetExtInfos(); // get ext infos
+ SetExtGLFuncs(); // init all kind of stuff (tex function pointers)
+
+ glEnable(GL_ALPHA_TEST); // wanna alpha test
+
+ if(!bUseAntiAlias) // no anti-alias (default)
+ {
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_POLYGON_SMOOTH);
+ glDisable(GL_POINT_SMOOTH);
+ }
+ else // wanna try it? glitches galore...
+ {
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
+ glEnable(GL_LINE_SMOOTH);
+ glEnable(GL_POLYGON_SMOOTH);
+ glEnable(GL_POINT_SMOOTH);
+ glHint(GL_LINE_SMOOTH_HINT,GL_NICEST);
+ glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);
+ glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST);
+ }
+
+ ubGloAlpha=127; // init some drawing vars
+ ubGloColAlpha=127;
+ TWin.UScaleFactor = 1;
+ TWin.VScaleFactor = 1;
+ bDrawMultiPass=FALSE;
+ bTexEnabled=FALSE;
+ bUsingTWin=FALSE;
+
+ if(bDrawDither) glEnable(GL_DITHER); // dither mode
+ else glDisable(GL_DITHER);
+
+ glDisable(GL_FOG); // turn all (currently) unused modes off
+ glDisable(GL_LIGHTING);
+ glDisable(GL_LOGIC_OP);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_TEXTURE_1D);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_CULL_FACE);
+
+ glPixelTransferi(GL_RED_SCALE, 1); // to be sure:
+ glPixelTransferi(GL_RED_BIAS, 0); // init more OGL vals
+ glPixelTransferi(GL_GREEN_SCALE, 1);
+ glPixelTransferi(GL_GREEN_BIAS, 0);
+ glPixelTransferi(GL_BLUE_SCALE, 1);
+ glPixelTransferi(GL_BLUE_BIAS, 0);
+ glPixelTransferi(GL_ALPHA_SCALE, 1);
+ glPixelTransferi(GL_ALPHA_BIAS, 0);
+
+ printf(glGetString(GL_VENDOR)); // linux: tell user what is getting used
+ printf("\n");
+ printf(glGetString(GL_RENDERER));
+ printf("\n");
+
+ glFlush(); // we are done...
+ glFinish();
+
+ CreateScanLines(); // setup scanline stuff (if wanted)
+
+ CheckTextureMemory(); // check available tex memory
+
+ if(bKeepRatio) SetAspectRatio(); // set ratio
+
+ if(iShowFPS) // user wants FPS display on startup?
+ {
+ ulKeybits|=KEY_SHOWFPS; // -> ok, turn display on
+ szDispBuf[0]=0;
+ BuildDispMenu(0);
+ }
+
+ bIsFirstFrame = FALSE; // we have survived the first frame :)
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// clean up OGL stuff
+////////////////////////////////////////////////////////////////////////
+
+void GLcleanup()
+{
+ KillDisplayLists(); // bye display lists
+
+ if(iUseScanLines) // scanlines used?
+ {
+ if(iScanBlend<0)
+ {
+ if(gTexScanName!=0) // some scanline tex?
+ glDeleteTextures(1, &gTexScanName); // -> delete it
+ gTexScanName=0;
+ }
+ else glDeleteLists(uiScanLine,1); // otherwise del scanline display list
+ }
+
+ CleanupTextureStore(); // bye textures
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// Offset stuff
+////////////////////////////////////////////////////////////////////////
+
+// please note: it is hardly do-able in a hw/accel plugin to get the
+// real psx polygon coord mapping right... the following
+// works not to bad with many games, though
+
+__inline BOOL CheckCoord4()
+{
+ if(lx0<0)
+ {
+ if(((lx1-lx0)>CHKMAX_X) ||
+ ((lx2-lx0)>CHKMAX_X))
+ {
+ if(lx3<0)
+ {
+ if((lx1-lx3)>CHKMAX_X) return TRUE;
+ if((lx2-lx3)>CHKMAX_X) return TRUE;
+ }
+ }
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ if((lx2-lx1)>CHKMAX_X) return TRUE;
+ if((lx3-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(lx2<0)
+ {
+ if((lx0-lx2)>CHKMAX_X) return TRUE;
+ if((lx1-lx2)>CHKMAX_X) return TRUE;
+ if((lx3-lx2)>CHKMAX_X) return TRUE;
+ }
+ if(lx3<0)
+ {
+ if(((lx1-lx3)>CHKMAX_X) ||
+ ((lx2-lx3)>CHKMAX_X))
+ {
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ if((lx2-lx0)>CHKMAX_X) return TRUE;
+ }
+ }
+ }
+
+
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;
+ if((ly3-ly1)>CHKMAX_Y) return TRUE;
+ }
+ if(ly2<0)
+ {
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;
+ if((ly3-ly2)>CHKMAX_Y) return TRUE;
+ }
+ if(ly3<0)
+ {
+ if((ly1-ly3)>CHKMAX_Y) return TRUE;
+ if((ly2-ly3)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+__inline BOOL CheckCoord3()
+{
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ if((lx2-lx0)>CHKMAX_X) return TRUE;
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ if((lx2-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(lx2<0)
+ {
+ if((lx0-lx2)>CHKMAX_X) return TRUE;
+ if((lx1-lx2)>CHKMAX_X) return TRUE;
+ }
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;
+ }
+ if(ly2<0)
+ {
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+
+__inline BOOL CheckCoord2()
+{
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+/*
+//Lewpys "offsetline" func:
+
+void offsetline(void)
+{
+ float x0, x1, y0, y1, oolength, xl, yl;
+
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ if((lx0 & SIGNBIT)) lx0|=S_MASK;
+ else lx0&=~S_MASK;
+ if((lx1 & SIGNBIT)) lx1|=S_MASK;
+ else lx1&=~S_MASK;
+ if((ly0 & SIGNBIT)) ly0|=S_MASK;
+ else ly0&=~S_MASK;
+ if((ly1 & SIGNBIT)) ly1|=S_MASK;
+ else ly1&=~S_MASK;
+ }
+
+ x0 = (float)(lx0 + PSXDisplay.CumulOffset.x);
+ x1 = (float)(lx1 + PSXDisplay.CumulOffset.x);
+ y0 = (float)(ly0 + PSXDisplay.CumulOffset.y);
+ y1 = (float)(ly1 + PSXDisplay.CumulOffset.y);
+
+ oolength = (float)1/((float)sqrt((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2);
+// oolength = (float)1/((float)sqrt(((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2));
+
+ xl = (x1 - x0) * oolength;
+ yl = (y1 - y0) * oolength;
+
+ x0 += 0.5f;
+ x1 += 0.5f;
+
+ x0 -= xl - yl;
+ x1 += xl + yl;
+ y0 -= yl + xl;
+ y1 += yl - xl;
+
+ vertex[0].x=x0;
+ vertex[1].x=x1;
+ vertex[0].y=y0;
+ vertex[1].y=y1;
+
+ x0 -= yl * 2;
+ x1 -= yl * 2;
+ y0 += xl * 2;
+ y1 += xl * 2;
+
+ vertex[2].x=x1;
+ vertex[3].x=x0;
+ vertex[2].y=y1;
+ vertex[3].y=y0;
+}
+*/
+
+
+// Pete's way: a very easy (and hopefully fast) approach for lines
+// without sqrt... using a small float -> short cast trick :)
+
+#define VERTEX_OFFX 0.2f
+#define VERTEX_OFFY 0.2f
+
+BOOL offsetline(void)
+{
+ short x0,x1,y0,y1,dx,dy;float px,py;
+
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord2()) return TRUE;
+ }
+
+ x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;
+ x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;
+ y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;
+ y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;
+
+ dx=x1-x0;
+ dy=y1-y0;
+
+ if(dx>=0)
+ {
+ if(dy>=0)
+ {
+ px=0.5f;
+ if(dx>dy) py=-0.5f;
+ else if(dx<dy) py= 0.5f;
+ else py= 0.0f;
+ }
+ else
+ {
+ py=-0.5f;
+ dy=-dy;
+ if(dx>dy) px= 0.5f;
+ else if(dx<dy) px=-0.5f;
+ else px= 0.0f;
+ }
+ }
+ else
+ {
+ if(dy>=0)
+ {
+ py=0.5f;
+ dx=-dx;
+ if(dx>dy) px=-0.5f;
+ else if(dx<dy) px= 0.5f;
+ else px= 0.0f;
+ }
+ else
+ {
+ px=-0.5f;
+ if(dx>dy) py=-0.5f;
+ else if(dx<dy) py= 0.5f;
+ else py= 0.0f;
+ }
+ }
+
+ vertex[0].x=(short)((float)x0-px);
+ vertex[3].x=(short)((float)x0+py);
+
+ vertex[0].y=(short)((float)y0-py);
+ vertex[3].y=(short)((float)y0-px);
+
+ vertex[1].x=(short)((float)x1-py);
+ vertex[2].x=(short)((float)x1+px);
+
+ vertex[1].y=(short)((float)y1+px);
+ vertex[2].y=(short)((float)y1+py);
+
+ if(vertex[0].x==vertex[3].x && // ortho rect? done
+ vertex[1].x==vertex[2].x &&
+ vertex[0].y==vertex[1].y &&
+ vertex[2].y==vertex[3].y) return FALSE;
+ if(vertex[0].x==vertex[1].x &&
+ vertex[2].x==vertex[3].x &&
+ vertex[0].y==vertex[3].y &&
+ vertex[1].y==vertex[2].y) return FALSE;
+
+ vertex[0].x-=VERTEX_OFFX; // otherwise a small offset
+ vertex[0].y-=VERTEX_OFFY; // to get better accuracy
+ vertex[1].x-=VERTEX_OFFX;
+ vertex[1].y-=VERTEX_OFFY;
+ vertex[2].x-=VERTEX_OFFX;
+ vertex[2].y-=VERTEX_OFFY;
+ vertex[3].x-=VERTEX_OFFX;
+ vertex[3].y-=VERTEX_OFFY;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset2(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord2()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset3(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord3()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset4(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
+ lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
+ ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord4()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetST(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)
+ lx0+=2048;
+
+ if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)
+ ly0+=2048;
+ }
+
+ ly1 = ly0;
+ ly2 = ly3 = ly0+sprtH;
+ lx3 = lx0;
+ lx1 = lx2 = lx0+sprtW;
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetScreenUpload(int Position)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(Position==-1)
+ {
+ int lmdx,lmdy;
+
+ lmdx=xrUploadArea.x0;
+ lmdy=xrUploadArea.y0;
+
+ lx0-=lmdx;
+ ly0-=lmdy;
+ lx1-=lmdx;
+ ly1-=lmdy;
+ lx2-=lmdx;
+ ly2-=lmdy;
+ lx3-=lmdx;
+ ly3-=lmdy;
+ }
+ else
+ if(Position)
+ {
+ lx0-=PSXDisplay.DisplayPosition.x;
+ ly0-=PSXDisplay.DisplayPosition.y;
+ lx1-=PSXDisplay.DisplayPosition.x;
+ ly1-=PSXDisplay.DisplayPosition.y;
+ lx2-=PSXDisplay.DisplayPosition.x;
+ ly2-=PSXDisplay.DisplayPosition.y;
+ lx3-=PSXDisplay.DisplayPosition.x;
+ ly3-=PSXDisplay.DisplayPosition.y;
+ }
+ else
+ {
+ lx0-=PreviousPSXDisplay.DisplayPosition.x;
+ ly0-=PreviousPSXDisplay.DisplayPosition.y;
+ lx1-=PreviousPSXDisplay.DisplayPosition.x;
+ ly1-=PreviousPSXDisplay.DisplayPosition.y;
+ lx2-=PreviousPSXDisplay.DisplayPosition.x;
+ ly2-=PreviousPSXDisplay.DisplayPosition.y;
+ lx3-=PreviousPSXDisplay.DisplayPosition.x;
+ ly3-=PreviousPSXDisplay.DisplayPosition.y;
+ }
+
+ vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;
+
+ if(iUseMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetBlk(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+
+ if(iUseMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// texture sow/tow calculations
+////////////////////////////////////////////////////////////////////////
+
+void assignTextureVRAMWrite(void)
+{
+#ifdef OWNSCALE
+
+ vertex[0].sow=0.5f/ ST_FACVRAMX;
+ vertex[0].tow=0.5f/ ST_FACVRAM;
+
+ vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;
+ vertex[1].tow=0.5f/ ST_FACVRAM;
+
+ vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;
+ vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;
+
+ vertex[3].sow=0.5f/ ST_FACVRAMX;
+ vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;
+
+#else
+
+ if(gl_ux[1]==255)
+ {
+ vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;
+ vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;
+ vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;
+ vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;
+ }
+ else
+ {
+ vertex[0].sow=gl_ux[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[3].sow=gl_ux[3];
+ }
+
+ vertex[0].tow=gl_vy[0];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].tow=gl_vy[2];
+ vertex[3].tow=gl_vy[3];
+
+#endif
+}
+
+GLuint gLastTex=0;
+GLuint gLastFMode=(GLuint)-1;
+
+/////////////////////////////////////////////////////////
+
+void assignTextureSprite(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;
+ gLastTex=gTexName;
+
+ if(iFilterType>0 && iFilterType<3 && iHiResTextures!=2)
+ {
+ float fxmin=65536.0f,fxmax=0.0f,fymin=65536.0f,fymax=0.0f;int i;
+
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<4;i++)
+ {
+#ifdef OWNSCALE
+ if(vertex[i].sow==fxmin) vertex[i].sow+=0.375f/(float)TWin.Position.x1;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=0.375f/(float)TWin.Position.x1;
+ if(vertex[i].tow==fymin) vertex[i].tow+=0.375f/(float)TWin.Position.y1;
+ if(vertex[i].tow==fymax) vertex[i].tow-=0.375f/(float)TWin.Position.y1;
+#else
+ if(vertex[i].sow==fxmin) vertex[i].sow+=96.0f/(float)TWin.Position.x1;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=96.0f/(float)TWin.Position.x1;
+ if(vertex[i].tow==fymin) vertex[i].tow+=96.0f/(float)TWin.Position.y1;
+ if(vertex[i].tow==fymax) vertex[i].tow-=96.0f/(float)TWin.Position.y1;
+#endif
+ }
+ }
+
+ }
+ else
+ {
+#ifdef OWNSCALE
+
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE;
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE;
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE;
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE;
+
+#else
+
+ vertex[0].sow=vertex[3].sow=gl_ux[0];
+ vertex[1].sow=vertex[2].sow=sSprite_ux2;
+ vertex[0].tow=vertex[1].tow=gl_vy[0];
+ vertex[2].tow=vertex[3].tow=sSprite_vy2;
+
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=0)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gLastTex=gTexName;gLastFMode=0;
+ }
+ }
+ }
+
+ if(usMirror & 0x1000)
+ {
+ vertex[0].sow=vertex[1].sow;
+ vertex[1].sow=vertex[2].sow=vertex[3].sow;
+ vertex[3].sow=vertex[0].sow;
+ }
+
+ if(usMirror & 0x2000)
+ {
+ vertex[0].tow=vertex[3].tow;
+ vertex[2].tow=vertex[3].tow=vertex[1].tow;
+ vertex[1].tow=vertex[0].tow;
+ }
+
+}
+
+/////////////////////////////////////////////////////////
+
+void assignTexture3(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
+#ifdef OWNSCALE
+ vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;
+ vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;
+ vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;
+
+ vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;
+ vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;
+ vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;
+#else
+ vertex[0].sow=gl_ux[0];
+ vertex[0].tow=gl_vy[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[2].tow=gl_vy[2];
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=1;
+ }
+ }
+
+ if(iFilterType)
+ {
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
+ for(i=0;i<3;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<3;i++)
+ {
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
+ }
+ }
+ }
+}
+
+/////////////////////////////////////////////////////////
+
+void assignTexture4(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
+ vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;
+ vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
+#ifdef OWNSCALE
+ vertex[0].sow=(float)gl_ux[0] / ST_FAC;
+ vertex[0].tow=(float)gl_vy[0] / ST_FAC;
+ vertex[1].sow=(float)gl_ux[1] / ST_FAC;
+ vertex[1].tow=(float)gl_vy[1] / ST_FAC;
+ vertex[2].sow=(float)gl_ux[2] / ST_FAC;
+ vertex[2].tow=(float)gl_vy[2] / ST_FAC;
+ vertex[3].sow=(float)gl_ux[3] / ST_FAC;
+ vertex[3].tow=(float)gl_vy[3] / ST_FAC;
+#else
+ vertex[0].sow=gl_ux[0];
+ vertex[0].tow=gl_vy[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[2].tow=gl_vy[2];
+ vertex[3].sow=gl_ux[3];
+ vertex[3].tow=gl_vy[3];
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=1;
+ }
+ }
+
+ if(iFilterType)
+ {
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// render pos / buffers
+////////////////////////////////////////////////////////////////////////
+
+#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)
+
+////////////////////////////////////////////////////////////////////////
+// SetDisplaySettings: "simply" calcs the new drawing area and updates
+// the ogl clipping (scissor)
+
+BOOL bSetClip=FALSE;
+
+void SetOGLDisplaySettings(BOOL DisplaySet)
+{
+ static RECT rprev={0,0,0,0};
+ static RECT rC ={0,0,0,0};
+ static int iOldX=0;
+ static int iOldY=0;
+ RECT r;float XS,YS;
+
+ bDisplayNotSet = FALSE;
+
+ //----------------------------------------------------// that's a whole screen upload
+ if(!DisplaySet)
+ {
+ RECT rX;
+ PSXDisplay.GDrawOffset.x=0;
+ PSXDisplay.GDrawOffset.y=0;
+
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;
+
+ rprev.left=rprev.left+1;
+
+ rX=rRatioRect;
+ rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);
+
+ if(bSetClip || !EqualRect(&rC,&rX))
+ {
+ rC=rX;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ bSetClip=FALSE;
+ }
+ return;
+ }
+ //----------------------------------------------------//
+
+ PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;
+ PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;
+
+ r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;
+ r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;
+
+ if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)
+ {
+ r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;
+ r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;
+ }
+
+ r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;
+ r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;
+
+ if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)
+ {
+ r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;
+ r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;
+ }
+
+ if(!bSetClip && EqualRect(&r,&rprev) &&
+ iOldX == PSXDisplay.DisplayMode.x &&
+ iOldY == PSXDisplay.DisplayMode.y)
+ return;
+
+ rprev = r;
+ iOldX = PSXDisplay.DisplayMode.x;
+ iOldY = PSXDisplay.DisplayMode.y;
+
+ XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
+ YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;
+
+ if(PreviousPSXDisplay.Range.x0)
+ {
+ short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;
+
+ r.left+=PreviousPSXDisplay.Range.x0+1;
+
+ r.right+=PreviousPSXDisplay.Range.x0;
+
+ if(r.left>s) r.left=s;
+ if(r.right>s) r.right=s;
+ }
+
+ if(PreviousPSXDisplay.Range.y0)
+ {
+ short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;
+
+ r.top+=PreviousPSXDisplay.Range.y0+1;
+ r.bottom+=PreviousPSXDisplay.Range.y0;
+
+ if(r.top>s) r.top=s;
+ if(r.bottom>s) r.bottom=s;
+ }
+
+ // Set the ClipArea variables to reflect the new screen,
+ // offset from zero (since it is a new display buffer)
+ r.left = (int)(((float)(r.left)) *XS);
+ r.top = (int)(((float)(r.top)) *YS);
+ r.right = (int)(((float)(r.right + 1))*XS);
+ r.bottom = (int)(((float)(r.bottom + 1))*YS);
+
+ // Limit clip area to the screen size
+ if (r.left > iResX) r.left = iResX;
+ if (r.left < 0) r.left = 0;
+ if (r.top > iResY) r.top = iResY;
+ if (r.top < 0) r.top = 0;
+ if (r.right > iResX) r.right = iResX;
+ if (r.right < 0) r.right = 0;
+ if (r.bottom > iResY) r.bottom = iResY;
+ if (r.bottom < 0) r.bottom = 0;
+
+ r.right -=r.left;
+ r.bottom-=r.top;
+ r.top=iResY-(r.top+r.bottom);
+
+ r.left+=rRatioRect.left;
+ r.top -=rRatioRect.top;
+
+ if(bSetClip || !EqualRect(&r,&rC))
+ {
+ glScissor(r.left,r.top,r.right,r.bottom);
+ rC=r;
+ bSetClip=FALSE;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+