- Minor cleanup and comments added

- Support for wireframe alpha mode
This commit is contained in:
shashclp 2007-05-19 15:45:16 +00:00
parent 0c7e0a4a6a
commit 1a68fcaad6
1 changed files with 338 additions and 372 deletions

View File

@ -36,7 +36,8 @@
#define fix10_2float(v) (((float)((s32)(v))) / (float)(1<<9))
static unsigned char GPU_screen3D[256*256*4]={0};
// Accelerationg tables
// Acceleration tables
static float* float16table = NULL;
static float* float10Table = NULL;
static float* float10RelTable = NULL;
@ -98,9 +99,6 @@ static unsigned int vtxFormat;
static unsigned int textureFormat=0, texturePalette=0;
static unsigned int lastTextureFormat=0, lastTexturePalette=0;
// This was used to disable/enable certain stuff, as some is partially broken
//extern char disableBlending, disableLighting, wireframeMode, disableTexturing;
extern u32 nbframe;
extern HWND hwnd;
char NDS_glInit(void)
@ -149,6 +147,7 @@ char NDS_glInit(void)
if (glGetError() != GL_NO_ERROR)
return 0;
// Precalculate some tables, to avoid pushing data to the FPU and back for conversion
float16table = (float*) malloc (sizeof(float)*65536);
for (i = 0; i < 65536; i++)
{
@ -275,7 +274,6 @@ void NDS_glLoadMatrix4x4(signed long v)
++ML4x4ind;
if(ML4x4ind<16) return;
//MATRIX_LOAD4x4[15]*=2; // petite triche pour faire fonctionner Meteos
if (mode == 2)
MatrixCopy (mtxCurrent[1], mtxCurrent[2]);
@ -344,7 +342,7 @@ void NDS_glTranslate(signed long v)
void NDS_glScale(signed long v)
{
scale[scaleind] = fix2float(v); //(((signed long)v>>16)) / (float)(1<<9);
scale[scaleind] = fix2float(v);
++scaleind;
@ -416,7 +414,7 @@ void NDS_glMultMatrix4x4(signed long v)
static __inline void SetupTexture (unsigned int format, unsigned int palette)
{
if(format == 0)// || disableTexturing)
if(format == 0)
return;
else
{
@ -431,6 +429,7 @@ static __inline void SetupTexture (unsigned int format, unsigned int palette)
unsigned int paletteSize = 0;
unsigned int palZeroTransparent = (1-((format>>29)&1))*255; // shash: CONVERT THIS TO A TABLE :)
unsigned int x=0, y=0;
unsigned char * dst = texMAP, *src = NULL;
if (mode == 0)
glDisable (GL_TEXTURE_2D);
@ -484,345 +483,341 @@ static __inline void SetupTexture (unsigned int format, unsigned int palette)
}
}
switch(mode)
{
unsigned char * dst = texMAP, *src = NULL;
switch(mode)
case 1:
{
case 1:
for(x = 0; x < imageSize; x++, dst += 4)
{
for(x = 0; x < imageSize; x++, dst += 4)
{
unsigned short c = pal[adr[x]&31], alpha = (adr[x]>>5);
dst[0] = (unsigned char)((c & 0x1F)<<3);
dst[1] = (unsigned char)((c & 0x3E0)>>2);
dst[2] = (unsigned char)((c & 0x7C00)>>7);
dst[3] = ((alpha<<2)+(alpha>>1))<<3;
}
break;
unsigned short c = pal[adr[x]&31], alpha = (adr[x]>>5);
dst[0] = (unsigned char)((c & 0x1F)<<3);
dst[1] = (unsigned char)((c & 0x3E0)>>2);
dst[2] = (unsigned char)((c & 0x7C00)>>7);
dst[3] = ((alpha<<2)+(alpha>>1))<<3;
}
case 2:
{
for(x = 0; x < imageSize; ++x)
{
unsigned short c = pal[(adr[x])&0x3];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = ((adr[x]&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[((adr[x])>>2)&0x3];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>2)&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[((adr[x])>>4)&0x3];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>4)&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[(adr[x])>>6];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>6)&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
}
}
break;
case 3:
}
case 2:
{
for(x = 0; x < imageSize; ++x)
{
for(x = 0; x < imageSize; x++)
unsigned short c = pal[(adr[x])&0x3];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = ((adr[x]&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[((adr[x])>>2)&0x3];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>2)&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[((adr[x])>>4)&0x3];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>4)&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[(adr[x])>>6];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>6)&3) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
}
}
break;
case 3:
{
for(x = 0; x < imageSize; x++)
{
unsigned short c = pal[adr[x]&0xF];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x])&0xF) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
c = pal[((adr[x])>>4)];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>4)&0xF) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
}
}
break;
case 4:
{
for(x = 0; x < imageSize; ++x)
{
unsigned short c = pal[adr[x]];
dst[0] = (unsigned char)((c & 0x1F)<<3);
dst[1] = (unsigned char)((c & 0x3E0)>>2);
dst[2] = (unsigned char)((c & 0x7C00)>>7);
dst[3] = (adr[x] == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
}
}
break;
case 5:
{
// UNOPTIMIZED
unsigned short * pal = (unsigned short *)(ARM9Mem.texPalSlot[0] + (texturePalette<<4));
unsigned short * slot1 = (unsigned short*)((unsigned char *)(ARM9Mem.ARM9_LCD + ((format&0xFFFF)<<3)/2 + 0x20000));
unsigned int * map = ((unsigned int *)adr), i = 0;
unsigned int * dst = (unsigned int *)texMAP;
/* FIXME: the texture slots do not have to follow the VRAM bank layout */
if ( (format & 0xc000) == 0x8000) {
/* texel are in slot 2 */
slot1 = (unsigned short*)((unsigned char *)(ARM9Mem.ARM9_LCD + ((format&0x3FFF)<<2) + 0x30000));
}
else {
slot1 = (unsigned short*)((unsigned char *)(ARM9Mem.ARM9_LCD +((format&0x3FFF)<<2) + 0x20000));
}
for (y = 0; y < (sizeY/4); y ++)
{
for (x = 0; x < (sizeX/4); x ++, i++)
{
unsigned short c = pal[adr[x]&0xF];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x])&0xF) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
u32 currBlock = map[i], sy;
u16 pal1 = slot1[i];
u16 pal1offset = (pal1 & 0x3FFF)<<1;
u8 mode = pal1>>14;
c = pal[((adr[x])>>4)];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (((adr[x]>>4)&0xF) == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
}
}
break;
case 4:
{
for(x = 0; x < imageSize; ++x)
{
unsigned short c = pal[adr[x]];
dst[0] = (unsigned char)((c & 0x1F)<<3);
dst[1] = (unsigned char)((c & 0x3E0)>>2);
dst[2] = (unsigned char)((c & 0x7C00)>>7);
dst[3] = (adr[x] == 0) ? palZeroTransparent : 255;//(c>>15)*255;
dst += 4;
}
}
break;
case 5:
{
// UNOPTIMIZED
unsigned short * pal = (unsigned short *)(ARM9Mem.texPalSlot[0] + (texturePalette<<4));
unsigned short * slot1 = (unsigned short*)((unsigned char *)(ARM9Mem.ARM9_LCD + ((format&0xFFFF)<<3)/2 + 0x20000));
unsigned int * map = ((unsigned int *)adr), i = 0;
unsigned int * dst = (unsigned int *)texMAP;
/* FIXME: the texture slots do not have to follow the VRAM bank layout */
if ( (format & 0xc000) == 0x8000) {
/* texel are in slot 2 */
slot1 = (unsigned short*)((unsigned char *)(ARM9Mem.ARM9_LCD + ((format&0x3FFF)<<2) + 0x30000));
}
else {
slot1 = (unsigned short*)((unsigned char *)(ARM9Mem.ARM9_LCD +((format&0x3FFF)<<2) + 0x20000));
}
for (y = 0; y < (sizeY/4); y ++)
{
for (x = 0; x < (sizeX/4); x ++, i++)
for (sy = 0; sy < 4; sy++)
{
u32 currBlock = map[i], sy;
u16 pal1 = slot1[i];
u16 pal1offset = (pal1 & 0x3FFF)<<1;
u8 mode = pal1>>14;
// Texture offset
u32 xAbs = (x<<2);
u32 yAbs = ((y<<2) + sy);
u32 currentPos = xAbs + yAbs*sizeX;
for (sy = 0; sy < 4; sy++)
// Palette
u8 currRow = (u8)((currBlock >> (sy*8)) & 0xFF);
#define RGB16TO32(col,alpha) (((alpha)<<24) | ((((col) & 0x7C00)>>7)<<16) | ((((col) & 0x3E0)>>2)<<8) | (((col) & 0x1F)<<3))
#define RGB32(r,g,b,a) (((a)<<24) | ((r)<<16) | ((g)<<8) | (b))
switch (mode)
{
// Texture offset
u32 xAbs = (x<<2);
u32 yAbs = ((y<<2) + sy);
u32 currentPos = xAbs + yAbs*sizeX;
case 0:
{
int i;
// Palette
u8 currRow = (u8)((currBlock >> (sy*8)) & 0xFF);
#define RGB16TO32(col,alpha) (((alpha)<<24) | ((((col) & 0x7C00)>>7)<<16) | ((((col) & 0x3E0)>>2)<<8) | (((col) & 0x1F)<<3))
#define RGB32(r,g,b,a) (((a)<<24) | ((r)<<16) | ((g)<<8) | (b))
for ( i = 0; i < 4; i++) {
int texel = (currRow >> (2 * i)) & 3;
switch (mode)
{
case 0:
{
int i;
for ( i = 0; i < 4; i++) {
int texel = (currRow >> (2 * i)) & 3;
if ( texel == 3) {
dst[currentPos+i] = RGB16TO32(0x7fff, 0);
}
else {
u16 colour = pal[pal1offset+texel];
dst[currentPos+i] = RGB16TO32( colour, 255);
}
}
break;
if ( texel == 3) {
dst[currentPos+i] = RGB16TO32(0x7fff, 0);
}
case 1:
{
u16 colours[3];
int i;
colours[0] = pal[pal1offset + 0];
colours[1] = pal[pal1offset + 1];
colours[2] =
/* RED */
(((colours[0] & 0x1f) +
(colours[1] & 0x1f)) >> 1) |
/* GREEN */
(((colours[0] & (0x1f << 5)) +
(colours[1] & (0x1f << 5))) >> 1) |
/* BLUE */
(((colours[0] & (0x1f << 10)) +
(colours[1] & (0x1f << 10))) >> 1);
for ( i = 0; i < 4; i++) {
int texel = (currRow >> (2 * i)) & 3;
if ( texel == 3) {
dst[currentPos+i] = RGB16TO32(0, 0);
}
else {
dst[currentPos+i] = RGB16TO32( colours[texel], 255);
}
}
break;
}
case 2:
{
u16 col0 = pal[pal1offset+((currRow>>0)&3)];
u16 col1 = pal[pal1offset+((currRow>>2)&3)];
u16 col2 = pal[pal1offset+((currRow>>4)&3)];
u16 col3 = pal[pal1offset+((currRow>>6)&3)];
dst[currentPos+0] = RGB16TO32(col0, 255);
dst[currentPos+1] = RGB16TO32(col1, 255);
dst[currentPos+2] = RGB16TO32(col2, 255);
dst[currentPos+3] = RGB16TO32(col3, 255);
break;
}
case 3:
{
u16 colours[4];
int i;
u32 red0, red1;
u32 green0, green1;
u32 blue0, blue1;
colours[0] = pal[pal1offset + 0];
colours[1] = pal[pal1offset + 1];
red0 = colours[0] & 0x1f;
green0 = (colours[0] & (0x1f << 5)) >> 5;
blue0 = (colours[0] & (0x1f << 10)) >> 10;
red1 = colours[1] & 0x1f;
green1 = (colours[1] & (0x1f << 5)) >> 5;
blue1 = (colours[1] & (0x1f << 10)) >> 10;
/* (colour0 * 5 + colour1 * 3) / 8 */
colours[2] =
/* red */
((red0 * 5 + red1 * 3) >> 3) |
/* green */
(((green0 * 5 + green1 * 3) >> 3) << 5) |
/* blue */
(((blue0 * 5 + blue1 * 3) >> 3) << 10);
/* (colour0 * 3 + colour1 * 5) / 8 */
colours[3] =
/* red */
((red0 * 3 + red1 * 5) >> 3) |
/* green */
(((green0 * 3 + green1 * 5) >> 3) << 5) |
/* blue */
(((blue0 * 3 + blue1 * 5) >> 3) << 10);
for ( i = 0; i < 4; i++) {
int texel = (currRow >> (2 * i)) & 3;
dst[currentPos+i] = RGB16TO32(colours[texel], 255);
}
break;
else {
u16 colour = pal[pal1offset+texel];
dst[currentPos+i] = RGB16TO32( colour, 255);
}
}
break;
}
case 1:
{
u16 colours[3];
int i;
colours[0] = pal[pal1offset + 0];
colours[1] = pal[pal1offset + 1];
colours[2] =
/* RED */
(((colours[0] & 0x1f) +
(colours[1] & 0x1f)) >> 1) |
/* GREEN */
(((colours[0] & (0x1f << 5)) +
(colours[1] & (0x1f << 5))) >> 1) |
/* BLUE */
(((colours[0] & (0x1f << 10)) +
(colours[1] & (0x1f << 10))) >> 1);
for ( i = 0; i < 4; i++) {
int texel = (currRow >> (2 * i)) & 3;
if ( texel == 3) {
dst[currentPos+i] = RGB16TO32(0, 0);
}
else {
dst[currentPos+i] = RGB16TO32( colours[texel], 255);
}
}
break;
}
case 2:
{
u16 col0 = pal[pal1offset+((currRow>>0)&3)];
u16 col1 = pal[pal1offset+((currRow>>2)&3)];
u16 col2 = pal[pal1offset+((currRow>>4)&3)];
u16 col3 = pal[pal1offset+((currRow>>6)&3)];
dst[currentPos+0] = RGB16TO32(col0, 255);
dst[currentPos+1] = RGB16TO32(col1, 255);
dst[currentPos+2] = RGB16TO32(col2, 255);
dst[currentPos+3] = RGB16TO32(col3, 255);
break;
}
case 3:
{
u16 colours[4];
int i;
u32 red0, red1;
u32 green0, green1;
u32 blue0, blue1;
colours[0] = pal[pal1offset + 0];
colours[1] = pal[pal1offset + 1];
red0 = colours[0] & 0x1f;
green0 = (colours[0] & (0x1f << 5)) >> 5;
blue0 = (colours[0] & (0x1f << 10)) >> 10;
red1 = colours[1] & 0x1f;
green1 = (colours[1] & (0x1f << 5)) >> 5;
blue1 = (colours[1] & (0x1f << 10)) >> 10;
/* (colour0 * 5 + colour1 * 3) / 8 */
colours[2] =
/* red */
((red0 * 5 + red1 * 3) >> 3) |
/* green */
(((green0 * 5 + green1 * 3) >> 3) << 5) |
/* blue */
(((blue0 * 5 + blue1 * 3) >> 3) << 10);
/* (colour0 * 3 + colour1 * 5) / 8 */
colours[3] =
/* red */
((red0 * 3 + red1 * 5) >> 3) |
/* green */
(((green0 * 3 + green1 * 5) >> 3) << 5) |
/* blue */
(((blue0 * 3 + blue1 * 5) >> 3) << 10);
for ( i = 0; i < 4; i++) {
int texel = (currRow >> (2 * i)) & 3;
dst[currentPos+i] = RGB16TO32(colours[texel], 255);
}
break;
}
}
}
}
break;
}
case 6:
break;
}
case 6:
{
for(x = 0; x < imageSize; x++)
{
for(x = 0; x < imageSize; x++)
{
unsigned short c = pal[adr[x]&7];
dst[0] = (unsigned char)((c & 0x1F)<<3);
dst[1] = (unsigned char)((c & 0x3E0)>>2);
dst[2] = (unsigned char)((c & 0x7C00)>>7);
dst[3] = (adr[x]&0xF8);
dst += 4;
}
break;
}
case 7:
{
unsigned short * map = ((unsigned short *)adr);
for(x = 0; x < imageSize; ++x)
{
unsigned short c = map[x];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (c>>15)*255;
dst += 4;
}
unsigned short c = pal[adr[x]&7];
dst[0] = (unsigned char)((c & 0x1F)<<3);
dst[1] = (unsigned char)((c & 0x3E0)>>2);
dst[2] = (unsigned char)((c & 0x7C00)>>7);
dst[3] = (adr[x]&0xF8);
dst += 4;
}
break;
}
glBindTexture(GL_TEXTURE_2D, oglTextureID);
switch ((format>>18)&3)
case 7:
{
case 0:
unsigned short * map = ((unsigned short *)adr);
for(x = 0; x < imageSize; ++x)
{
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP);
break;
unsigned short c = map[x];
dst[0] = ((c & 0x1F)<<3);
dst[1] = ((c & 0x3E0)>>2);
dst[2] = ((c & 0x7C00)>>7);
dst[3] = (c>>15)*255;
dst += 4;
}
}
break;
}
glBindTexture(GL_TEXTURE_2D, oglTextureID);
switch ((format>>18)&3)
{
case 0:
{
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP);
break;
}
case 1:
{
u32 *src = (u32*)texMAP, *dst = (u32*)texMAP2;
for (y = 0; y < sizeY; y++)
{
for (x = 0; x < sizeX; x++)
{
dst[y*sizeX*2 + x] = dst[y*sizeX*2 + (sizeX*2-x-1)] = src[y*sizeX + x];
}
}
case 1:
sizeX <<= 1;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP2);
break;
}
case 2:
{
u32 *src = (u32*)texMAP, *dst = (u32*)texMAP2;
for (y = 0; y < sizeY; y++)
{
u32 *src = (u32*)texMAP, *dst = (u32*)texMAP2;
for (y = 0; y < sizeY; y++)
{
for (x = 0; x < sizeX; x++)
{
dst[y*sizeX*2 + x] = dst[y*sizeX*2 + (sizeX*2-x-1)] = src[y*sizeX + x];
}
}
sizeX <<= 1;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP2);
break;
memcpy (&src[(sizeY*2-y-1)*sizeX], &src[y*sizeX], sizeX*4);
}
case 2:
sizeY <<= 1;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP);
break;
}
case 3:
{
u32 *src = (u32*)texMAP, *dst = (u32*)texMAP2;
for (y = 0; y < sizeY; y++)
{
u32 *src = (u32*)texMAP, *dst = (u32*)texMAP2;
for (y = 0; y < sizeY; y++)
for (x = 0; x < sizeX; x++)
{
memcpy (&src[(sizeY*2-y-1)*sizeX], &src[y*sizeX], sizeX*4);
dst[y*sizeX*2 + x] = dst[y*sizeX*2 + (sizeX*2-x-1)] = src[y*sizeX + x];
}
sizeY <<= 1;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP);
break;
}
case 3:
sizeX <<= 1;
for (y = 0; y < sizeY; y++)
{
u32 *src = (u32*)texMAP, *dst = (u32*)texMAP2;
for (y = 0; y < sizeY; y++)
{
for (x = 0; x < sizeX; x++)
{
dst[y*sizeX*2 + x] = dst[y*sizeX*2 + (sizeX*2-x-1)] = src[y*sizeX + x];
}
}
sizeX <<= 1;
for (y = 0; y < sizeY; y++)
{
memcpy (&dst[(sizeY*2-y-1)*sizeX], &dst[y*sizeX], sizeX*4);
}
sizeY <<= 1;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP2);
break;
memcpy (&dst[(sizeY*2-y-1)*sizeX], &dst[y*sizeX], sizeX*4);
}
sizeY <<= 1;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texMAP2);
break;
}
}
invTexWidth = 1.f/((float)sizeX*(1<<4));//+ 1;
invTexHeight = 1.f/((float)sizeY*(1<<4));//+ 1;
invTexWidth = 1.f/((float)sizeX*(1<<4));
invTexHeight = 1.f/((float)sizeY*(1<<4));
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
@ -839,9 +834,6 @@ static __inline void SetupTexture (unsigned int format, unsigned int palette)
else
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
//flipS = BIT18(format);
//flipT = BIT19(format);
texCoordinateTransform = (format>>30);
}
}
@ -854,7 +846,7 @@ void NDS_glBegin(unsigned long v)
}
// Light enable/disable
if (lightMask)// && !disableLighting)
if (lightMask)
{
if (lightMask&1) glEnable (GL_LIGHT0);
else glDisable(GL_LIGHT0);
@ -869,7 +861,6 @@ void NDS_glBegin(unsigned long v)
else glDisable(GL_LIGHT3);
glEnable (GL_LIGHTING);
//glEnable (GL_COLOR_MATERIAL);
}
else
{
@ -893,23 +884,24 @@ void NDS_glBegin(unsigned long v)
}
// Alpha value, actually not well handled, 0 should be wireframe
if (colorAlpha == 0.0f)
if (colorAlpha > 0.0f)
{
//glPolygonMode (GL_FRONT, GL_LINE);
//glPolygonMode (GL_BACK, GL_LINE);
}
else
{
//glPolygonMode (GL_FRONT, GL_FILL);
//glPolygonMode (GL_BACK, GL_FILL);
glPolygonMode (GL_FRONT, GL_FILL);
glPolygonMode (GL_BACK, GL_FILL);
/*
colorRGB[0] = 1.f;
colorRGB[1] = 1.f;
colorRGB[2] = 1.f;
*/
colorRGB[3] = colorAlpha;
glColor4iv (colorRGB);
}
else
{
glPolygonMode (GL_FRONT, GL_LINE);
glPolygonMode (GL_BACK, GL_LINE);
}
if (textureFormat != lastTextureFormat ||
texturePalette != lastTexturePalette)
@ -952,29 +944,26 @@ void NDS_glColor3b(unsigned long v)
glColor4iv (colorRGB);
}
#define SetTextureCoordinate(s,t) glTexCoord2i (s,t)
static __inline void SetVertex()
{
float coordTransformed[3] = { coord[0], coord[1], coord[2] };
if (texCoordinateTransform == 3)
{
float *textureMatrix = mtxCurrent[3];
int s2 = (int)(( coord[0]*textureMatrix[0] +
coord[1]*textureMatrix[4] +
coord[2]*textureMatrix[8]) + s);
int t2 = (int)(( coord[0]*textureMatrix[1] +
coord[1]*textureMatrix[5] +
coord[2]*textureMatrix[9]) + t);
{
int s2 = (int)(( coord[0]*mtxCurrent[3][0] +
coord[1]*mtxCurrent[3][4] +
coord[2]*mtxCurrent[3][8]) + s);
int t2 = (int)(( coord[0]*mtxCurrent[3][1] +
coord[1]*mtxCurrent[3][5] +
coord[2]*mtxCurrent[3][9]) + t);
SetTextureCoordinate (s2, t2);
glTexCoord2i (s2, t2);
}
MatrixMultVec4x4 (mtxCurrent[1], coordTransformed);
glVertex3fv (coordTransformed);
//glVertex3fv (coord);
numVertex++;
}
@ -983,16 +972,13 @@ void NDS_glVertex16b(unsigned int v)
if(coordind==0)
{
coord[0] = float16table[v&0xFFFF];
// coordFixed[0] = (signed short) (v&0xFFFF);
coord[1] = float16table[v>>16];
// coordFixed[1] = (signed short) (v>>16);
++coordind;
return;
}
coord[2] = float16table[v&0xFFFF];
// coordFixed[2] = (signed short) (v&0xFFFF);
coordind = 0;
SetVertex ();
@ -1001,11 +987,8 @@ void NDS_glVertex16b(unsigned int v)
void NDS_glVertex10b(unsigned long v)
{
coord[0] = float10Table[v&1023];
// coordFixed[0] = (signed short)(( v &1023)<<6);
coord[1] = float10Table[(v>>10)&1023];
// coordFixed[1] = (signed short)(((v>>10)&1023)<<6);
coord[2] = float10Table[(v>>20)&1023];
// coordFixed[2] = (signed short)(((v>>20)&1023)<<6);
SetVertex ();
}
@ -1013,9 +996,7 @@ void NDS_glVertex10b(unsigned long v)
void NDS_glVertex3_cord(unsigned int one, unsigned int two, unsigned int v)
{
coord[one] = float16table[v&0xffff];
// coordFixed[one] = (signed short) (v&0xFFFF);
coord[two] = float16table[v>>16];
// coordFixed[two] = (signed short) (v>>16);
SetVertex ();
}
@ -1023,11 +1004,8 @@ void NDS_glVertex3_cord(unsigned int one, unsigned int two, unsigned int v)
void NDS_glVertex_rel(unsigned long v)
{
coord[0] += float10RelTable[v&1023];
// coordFixed[0] += (signed short)((v&511) | ((v&512)<<6));
coord[1] += float10RelTable[(v>>10)&1023];
// coordFixed[1] += (signed short)((((v>>10)&511)) | (((v>>10)&512)<<6));
coord[2] += float10RelTable[(v>>20)&1023];
// coordFixed[2] += (signed short)(((v>>20)&511) | (((v>>20)&512)<<6));
SetVertex ();
}
@ -1083,27 +1061,17 @@ void NDS_glFlush(unsigned long v)
clCmd = 0;
clInd = 0;
// if (!disable3D)
{
glFlush();
glReadPixels(0,0,256,192,GL_BGRA,GL_UNSIGNED_BYTE,GPU_screen3D);
}
glFlush();
glReadPixels(0,0,256,192,GL_BGRA,GL_UNSIGNED_BYTE,GPU_screen3D);
numVertex = 0;
/*if (wireframeMode)
{
glPolygonMode (GL_BACK, GL_LINE);
glPolygonMode (GL_FRONT, GL_LINE);
}
else*/
{
glPolygonMode (GL_BACK, GL_FILL);
glPolygonMode (GL_FRONT, GL_FILL);
}
// Set back some secure render states
glPolygonMode (GL_BACK, GL_FILL);
glPolygonMode (GL_FRONT, GL_FILL);
glDepthMask (GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDepthMask (GL_TRUE);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void NDS_glPolygonAttrib (unsigned long val)
@ -1215,18 +1183,17 @@ void NDS_glTexCoord(unsigned long val)
s = (s16)(val&0xFFFF);
if (texCoordinateTransform == 1)
{
float *textureMatrix = mtxCurrent[3];
int s2 =(int)( s* textureMatrix[0] + t* textureMatrix[4] +
(1.f/16.f)* textureMatrix[8] + (1.f/16.f)* textureMatrix[12]);
int t2 =(int)( s* textureMatrix[1] + t* textureMatrix[5] +
(1.f/16.f)* textureMatrix[9] + (1.f/16.f)* textureMatrix[13]);
{
int s2 =(int)( s* mtxCurrent[3][0] + t* mtxCurrent[3][4] +
(1.f/16.f)* mtxCurrent[3][8] + (1.f/16.f)* mtxCurrent[3][12]);
int t2 =(int)( s* mtxCurrent[3][1] + t* mtxCurrent[3][5] +
(1.f/16.f)* mtxCurrent[3][9] + (1.f/16.f)* mtxCurrent[3][13]);
SetTextureCoordinate (s2, t2);
glTexCoord2i (s2, t2);
}
else
{
SetTextureCoordinate (s, t);
glTexCoord2i (s, t);
}
}
@ -1368,13 +1335,12 @@ void NDS_glNormal(unsigned long v)
if (texCoordinateTransform == 2)
{
float *textureMatrix = mtxCurrent[3];
int s2 =(int)( (normal[0] *textureMatrix[0] + normal[1] *textureMatrix[4] +
normal[2] *textureMatrix[8]) + s);
int t2 =(int)( (normal[0] *textureMatrix[1] + normal[1] *textureMatrix[5] +
normal[2] *textureMatrix[9]) + t);
int s2 =(int)( (normal[0] *mtxCurrent[3][0] + normal[1] *mtxCurrent[3][4] +
normal[2] *mtxCurrent[3][8]) + s);
int t2 =(int)( (normal[0] *mtxCurrent[3][1] + normal[1] *mtxCurrent[3][5] +
normal[2] *mtxCurrent[3][9]) + t);
SetTextureCoordinate (s2, t2);
glTexCoord2i (s2, t2);
}
MatrixMultVec3x3 (mtxCurrent[2], normal);