From ef79bbde537d6b9c745a7d86cb9df1d04c35590d Mon Sep 17 00:00:00 2001 From: PCSX* teams Date: Tue, 16 Nov 2010 14:15:22 +0200 Subject: pcsxr-1.9.92 --- plugins/peopsxgl/draw.c | 1517 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1517 insertions(+) create mode 100644 plugins/peopsxgl/draw.c (limited to 'plugins/peopsxgl/draw.c') 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 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); + lx1=(short)(((int)lx1<>SIGNSHIFT); + ly0=(short)(((int)ly0<>SIGNSHIFT); + ly1=(short)(((int)ly1<>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(dxdy) px= 0.5f; + else if(dx=0) + { + py=0.5f; + dx=-dx; + if(dx>dy) px=-0.5f; + else if(dxdy) py=-0.5f; + else if(dx>SIGNSHIFT); + lx1=(short)(((int)lx1<>SIGNSHIFT); + ly0=(short)(((int)ly0<>SIGNSHIFT); + ly1=(short)(((int)ly1<>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); + lx1=(short)(((int)lx1<>SIGNSHIFT); + lx2=(short)(((int)lx2<>SIGNSHIFT); + ly0=(short)(((int)ly0<>SIGNSHIFT); + ly1=(short)(((int)ly1<>SIGNSHIFT); + ly2=(short)(((int)ly2<>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); + lx1=(short)(((int)lx1<>SIGNSHIFT); + lx2=(short)(((int)lx2<>SIGNSHIFT); + lx3=(short)(((int)lx3<>SIGNSHIFT); + ly0=(short)(((int)ly0<>SIGNSHIFT); + ly1=(short)(((int)ly1<>SIGNSHIFT); + ly2=(short)(((int)ly2<>SIGNSHIFT); + ly3=(short)(((int)ly3<>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); + ly0=(short)(((int)ly0<>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].sowfxmax) 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].sowfxmax) 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].sowfxmax) 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; + } +} + +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////// + -- cgit v1.2.3