Change to software vertex transformation as NDS can change the ModelView matrix during primitives. Move the polygon attribute handling to the begin handler.
This commit is contained in:
parent
b4bd8c6dbf
commit
64c033021a
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@ -1,4 +1,4 @@
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/* $Id: opengl_collector_3Demu.c,v 1.8 2007-04-20 16:44:38 masscat Exp $
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/* $Id: opengl_collector_3Demu.c,v 1.9 2007-04-21 16:47:53 masscat Exp $
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*/
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/*
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Copyright (C) 2006-2007 Ben Jaques, shash
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@ -91,6 +91,24 @@ LOG( "%f, %f, %f, %f\n", matrix[12], matrix[13], matrix[14], matrix[15])
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#define USE_BGR_ORDER 1
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/**
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* Define this to use software vertex transformation.
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* The NDS can handle commands to change the modelview matrix during
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* primitive definitions (between the begin and end). OpenGL does
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* not like this.
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* When this is defined the Modelview matrix will be left as the
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* identity matrix and vertices are transformed before being passed
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* to OpenGL.
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*/
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#define USE_SOFTWARE_VERTEX_TRANSFORM 1
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/**
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* Define this to enable Alpha Blending emulation.
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* How the NDS renders transulcent polygons (order) is not fully understood
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* so some polygon may not be rendered or rendered incorrectly.
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*/
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#define ENABLE_ALPHA_BLENDING 1
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/** the largest number of parameters used by any command */
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#define MAX_NUMBER_OF_PARMS 32
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@ -158,6 +176,11 @@ static int t_texture_coord = 0, s_texture_coord = 0;
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static GLint colorRGB[4] = { 0x7fffffff, 0x7fffffff, 0x7fffffff, 0x7fffffff};
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static float cur_vertex[3] = {0.0f, 0.0f, 0.0f};
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static u32 alpha_function = 0;
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/** the current polygon attribute */
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static u32 current_polygon_attr = 0;
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/** flag set when a primitive is being defined */
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static int inside_primitive = 0;
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/** the type of primitive being defined */
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@ -285,6 +308,15 @@ set_gl_matrix_mode( int mode) {
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}
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}
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static void
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loadMatrix( float *matrix) {
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#ifdef USE_SOFTWARE_VERTEX_TRANSFORM
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if ( current_matrix_mode == 0)
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#endif
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glLoadMatrixf( matrix);
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}
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static void
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SetupTexture (unsigned int format, unsigned int palette) {
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if(format == 0) // || disableTexturing)
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@ -303,7 +335,7 @@ SetupTexture (unsigned int format, unsigned int palette) {
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unsigned short param2 = (unsigned short)((format>>16)&0xF);
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unsigned int imageSize = sizeX*sizeY;
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unsigned int paletteSize = 0;
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unsigned int palZeroTransparent = (1-((format>>29)&1))*255; // shash: CONVERT THIS TO A TABLE :)
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unsigned int palZeroTransparent = BIT29(format) ? 0 : 255;
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unsigned int x=0, y=0;
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if (mode == 0)
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@ -375,6 +407,10 @@ SetupTexture (unsigned int format, unsigned int palette) {
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dst[1] = (unsigned char)((c & 0x3E0)>>2);
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dst[2] = (unsigned char)((c & 0x7C00)>>7);
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dst[3] = ((alpha<<2)+(alpha>>1))<<3;
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if ( dst[3] != 0) {
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/* full range alpha */
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dst[3] |= 0x7;
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}
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}
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break;
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@ -577,6 +613,10 @@ SetupTexture (unsigned int format, unsigned int palette) {
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dst[1] = (unsigned char)((c & 0x3E0)>>2);
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dst[2] = (unsigned char)((c & 0x7C00)>>7);
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dst[3] = (adr[x]&0xF8);
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if ( dst[3] != 0) {
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/* full range alpha */
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dst[3] |= 0x7;
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}
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dst += 4;
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}
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break;
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@ -683,17 +723,26 @@ SetupTexture (unsigned int format, unsigned int palette) {
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// S Coordinate options
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if (!BIT16(format))
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
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else
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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else {
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if ( BIT18(format)) {
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_MIRRORED_REPEAT);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
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}
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}
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// T Coordinate options
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if (!BIT17(format))
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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else
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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//flipS = BIT18(format);
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//flipT = BIT19(format);
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else {
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if ( BIT19(format)) {
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_MIRRORED_REPEAT);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
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}
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}
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texCoordinateTransform = (format>>30);
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}
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@ -716,17 +765,170 @@ setup_mode23_tex_coord( float *vertex) {
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static INLINE void
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setup_vertex( float *vertex) {
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#ifdef USE_SOFTWARE_VERTEX_TRANSFORM
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float pre_transformed_vertex[4];
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float transformed_vertex[4];
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float *model_matrix = mtxCurrent[1];
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#endif
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LOG("vertex %f,%f,%f\n", vertex[0], vertex[1], vertex[2]);
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if (texCoordinateTransform == 3)
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{
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{
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setup_mode23_tex_coord( vertex);
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}
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}
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#ifdef USE_SOFTWARE_VERTEX_TRANSFORM
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/*
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* Transform the vertex
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*/
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pre_transformed_vertex[0] = vertex[0];
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pre_transformed_vertex[1] = vertex[1];
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pre_transformed_vertex[2] = vertex[2];
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pre_transformed_vertex[3] = 1.0f;
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transformed_vertex[0] =
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pre_transformed_vertex[0] * model_matrix[0] +
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pre_transformed_vertex[1] * model_matrix[4] +
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pre_transformed_vertex[2] * model_matrix[8] +
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pre_transformed_vertex[3] * model_matrix[12];
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transformed_vertex[1] =
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pre_transformed_vertex[0] * model_matrix[1] +
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pre_transformed_vertex[1] * model_matrix[5] +
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pre_transformed_vertex[2] * model_matrix[9] +
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pre_transformed_vertex[3] * model_matrix[13];
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transformed_vertex[2] =
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pre_transformed_vertex[0] * model_matrix[2] +
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pre_transformed_vertex[1] * model_matrix[6] +
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pre_transformed_vertex[2] * model_matrix[10] +
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pre_transformed_vertex[3] * model_matrix[14];
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transformed_vertex[3] =
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pre_transformed_vertex[0] * model_matrix[3] +
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pre_transformed_vertex[1] * model_matrix[7] +
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pre_transformed_vertex[2] * model_matrix[11] +
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pre_transformed_vertex[3] * model_matrix[15];
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glVertex4fv( transformed_vertex);
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#else
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glVertex3fv( vertex);
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#endif
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}
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static INLINE void
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handle_polygon_attribute( u32 attr, u32 control) {
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static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
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static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
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static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
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u32 light_mask = attr & 0xf;
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u32 cullingMask;
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GLint colorAlpha;
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/*
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* lighting
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* (should be done at the normal?)
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*/
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if ( light_mask) {
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if ( light_mask & 1) {
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LOG("enabling light 0\n");
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glEnable (GL_LIGHT0);
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}
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else {
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LOG("disabling light 0\n");
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glDisable(GL_LIGHT0);
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}
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if ( light_mask & 2) {
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LOG("enabling light 1\n");
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glEnable (GL_LIGHT1);
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}
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else {
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LOG("disabling light 1\n");
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glDisable(GL_LIGHT1);
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}
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if ( light_mask & 4) {
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LOG("enabling light 2\n");
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glEnable (GL_LIGHT2);
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}
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else {
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LOG("disabling light 2\n");
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glDisable(GL_LIGHT2);
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}
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if ( light_mask & 8) {
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LOG("enabling light 3\n");
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glEnable (GL_LIGHT3);
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}
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else {
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LOG("disabling light 3\n");
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glDisable(GL_LIGHT3);
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}
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glEnable (GL_LIGHTING);
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//glEnable (GL_COLOR_MATERIAL);
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}
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else {
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LOG( "Disabling lighting\n");
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glDisable (GL_LIGHTING);
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}
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/*
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* texture environment
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*/
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texEnv[(attr & 0x30)>>4]);
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/*
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* depth function
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*/
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glDepthFunc( depthFunc[BIT14(attr)]);
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/*
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* Cull face
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*/
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cullingMask = (attr & 0xC0);
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if (cullingMask != 0xC0) {
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glEnable(GL_CULL_FACE);
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glCullFace(map3d_cull[cullingMask>>6]);
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}
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else {
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glDisable(GL_CULL_FACE);
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}
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/*
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* Alpha value, actually not well handled, 0 should be wireframe
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*
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* FIXME: How are translucent polygons rendered?
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* some use of polygon ID?
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*/
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glDepthMask( GL_TRUE);
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colorAlpha = (attr>>16) & 0x1F;
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if ( colorAlpha != 0) {
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colorAlpha = (colorAlpha << 26) | 0x3ffffff;
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#if 0
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if ( colorAlpha != 0x7fffffff) {
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if ( !BIT11( attr)) {
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glDepthMask( GL_FALSE);
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}
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}
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#endif
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colorRGB[3] = colorAlpha;
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glColor4iv (colorRGB);
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}
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/*
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* Alpha blending
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*/
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#ifdef ENABLE_ALPHA_BLENDING
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if ( BIT3(control)) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable( GL_BLEND);
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}
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else {
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glDisable( GL_BLEND);
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}
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#endif
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}
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static void
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process_begin_vtxs( struct render_state *state,
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const u32 *parms) {
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@ -734,6 +936,29 @@ process_begin_vtxs( struct render_state *state,
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LOG("Begin: %s\n", primitive_type_names[prim_type]);
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/* FIXME: ignoring shadow polygons for now */
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if ( ((current_polygon_attr >> 4) & 0x3) == 3) {
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return;
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}
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if( disp_3D_control & (1<<2))
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{
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LOG("Alpha test enabled\n");
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc (GL_GREATER, (alpha_function&31)/31.f);
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}
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else
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{
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glDisable(GL_ALPHA_TEST);
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}
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/*
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* Setup for the current polygon attribute
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*/
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handle_polygon_attribute( current_polygon_attr, disp_3D_control);
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/* setup the texture */
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#if 0
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glDisable (GL_TEXTURE_2D);
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@ -794,100 +1019,19 @@ process_viewport( struct render_state *state,
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LOG("Viewport %d,%d,%d,%d\n", parms[0] & 0xff, (parms[0] >> 8) & 0xff,
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(parms[0] >> 16) & 0xff, (parms[0] >> 24) & 0xff);
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glViewport( (parms[0]&0xFF), ((parms[0]>>8)&0xFF),
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((parms[0]>>16)&0xFF), (parms[0]>>24));
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((parms[0]>>16)&0xFF) + 1, (parms[0]>>24) + 1);
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}
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static void
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process_polygon_attr( struct render_state *state,
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const u32 *parms) {
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static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
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static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
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static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
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u32 light_mask = parms[0] & 0xf;
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u32 cullingMask;
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u32 colorAlpha;
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LOG("polygon attr %08x\n", parms[0]);
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/*
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* lighting
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* Save this until the next begin
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*/
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if ( light_mask) {
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if ( light_mask & 1) {
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LOG("enabling light 0\n");
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glEnable (GL_LIGHT0);
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}
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else {
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LOG("disabling light 0\n");
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glDisable(GL_LIGHT0);
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}
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if ( light_mask & 2) {
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LOG("enabling light 1\n");
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glEnable (GL_LIGHT1);
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}
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else {
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LOG("disabling light 1\n");
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glDisable(GL_LIGHT1);
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}
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if ( light_mask & 4) {
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LOG("enabling light 2\n");
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glEnable (GL_LIGHT2);
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}
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else {
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LOG("disabling light 2\n");
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glDisable(GL_LIGHT2);
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}
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if ( light_mask & 8) {
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LOG("enabling light 3\n");
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glEnable (GL_LIGHT3);
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}
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else {
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LOG("disabling light 3\n");
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glDisable(GL_LIGHT3);
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}
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glEnable (GL_LIGHTING);
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//glEnable (GL_COLOR_MATERIAL);
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}
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else {
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LOG( "Disabling lighting\n");
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glDisable (GL_LIGHTING);
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}
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/*
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* texture environment
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*/
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, texEnv[(parms[0]&0x30)>>4]);
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/*
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* depth function
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*/
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glDepthFunc( depthFunc[BIT14(parms[0])]);
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/*
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* Cull face
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*/
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cullingMask = (parms[0] & 0xC0);
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if (cullingMask != 0xC0) {
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glEnable(GL_CULL_FACE);
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glCullFace(map3d_cull[cullingMask>>6]);
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}
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else {
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glDisable(GL_CULL_FACE);
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}
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/*
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* Alpha value, actually not well handled, 0 should be wireframe
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*/
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colorAlpha = ((parms[0]>>16)&0x1F)<<26;
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if ( colorAlpha != 0) {
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colorRGB[3] = colorAlpha;
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glColor4iv (colorRGB);
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}
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current_polygon_attr = parms[0];
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}
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static void
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@ -940,6 +1084,20 @@ process_dif_amb( struct render_state *state,
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LOG("dif amb %08x\n", parms[0]);
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if ( diffuse[0] != 0)
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diffuse[0] |= 0x3ffffff;
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if ( diffuse[1] != 0)
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diffuse[1] |= 0x3ffffff;
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if ( diffuse[2] != 0)
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diffuse[2] |= 0x3ffffff;
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if ( ambient[0] != 0)
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ambient[0] |= 0x3ffffff;
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if ( ambient[1] != 0)
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ambient[1] |= 0x3ffffff;
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if ( ambient[2] != 0)
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ambient[2] |= 0x3ffffff;
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if (BIT15(parms[0])) {
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colorRGB[0] = diffuse[0];
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@ -966,6 +1124,21 @@ process_spe_emi( struct render_state *state,
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((parms[0]>>26)&0x1F) << 26,
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0x7fffffff };
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if ( specular[0] != 0)
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specular[0] |= 0x3ffffff;
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if ( specular[1] != 0)
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specular[1] |= 0x3ffffff;
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if ( specular[2] != 0)
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specular[2] |= 0x3ffffff;
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if ( emission[0] != 0)
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emission[0] |= 0x3ffffff;
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if ( emission[1] != 0)
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emission[1] |= 0x3ffffff;
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if ( emission[2] != 0)
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emission[2] |= 0x3ffffff;
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LOG("spe emi %08x\n", parms[0]);
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glMaterialiv (GL_FRONT_AND_BACK, GL_SPECULAR, specular);
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@ -1086,7 +1259,7 @@ process_mtx_pop( struct render_state *state,
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}
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if ( current_matrix_mode < 3)
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glLoadMatrixf( mtxCurrent[current_matrix_mode]);
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loadMatrix( mtxCurrent[current_matrix_mode]);
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||||
}
|
||||
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||||
static void
|
||||
|
@ -1112,7 +1285,7 @@ process_mtx_restore( struct render_state *state,
|
|||
}
|
||||
|
||||
if ( current_matrix_mode < 3)
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||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1146,7 +1319,7 @@ process_mtx_load_4x4( struct render_state *state,
|
|||
mtxCurrent[current_matrix_mode][14], mtxCurrent[current_matrix_mode][15]);
|
||||
|
||||
if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1193,7 +1366,7 @@ process_mtx_load_4x3( struct render_state *state,
|
|||
mtxCurrent[current_matrix_mode][14], mtxCurrent[current_matrix_mode][15]);
|
||||
|
||||
if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1218,10 +1391,10 @@ process_mtx_trans( struct render_state *state,
|
|||
|
||||
if ( current_matrix_mode == 2) {
|
||||
LOG_MATRIX( mtxCurrent[1]);
|
||||
glLoadMatrixf( mtxCurrent[1]);
|
||||
loadMatrix( mtxCurrent[1]);
|
||||
}
|
||||
else if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1244,9 +1417,9 @@ process_mtx_scale( struct render_state *state,
|
|||
LOG("scale %f,%f,%f\n", scale[0], scale[1], scale[2]);
|
||||
|
||||
if ( current_matrix_mode == 2)
|
||||
glLoadMatrixf( mtxCurrent[1]);
|
||||
loadMatrix( mtxCurrent[1]);
|
||||
else if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1266,9 +1439,9 @@ process_mtx_mult_4x4( struct render_state *state,
|
|||
MatrixMultiply (mtxCurrent[1], mult_matrix);
|
||||
|
||||
if ( current_matrix_mode == 2)
|
||||
glLoadMatrixf( mtxCurrent[1]);
|
||||
loadMatrix( mtxCurrent[1]);
|
||||
else if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1300,9 +1473,9 @@ process_mtx_mult_4x3( struct render_state *state,
|
|||
MatrixMultiply (mtxCurrent[1], mult_matrix);
|
||||
|
||||
if ( current_matrix_mode == 2)
|
||||
glLoadMatrixf( mtxCurrent[1]);
|
||||
loadMatrix( mtxCurrent[1]);
|
||||
else if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1333,9 +1506,9 @@ process_mtx_mult_3x3( struct render_state *state,
|
|||
MatrixMultiply (mtxCurrent[1], mult_matrix);
|
||||
|
||||
if ( current_matrix_mode == 2)
|
||||
glLoadMatrixf( mtxCurrent[1]);
|
||||
loadMatrix( mtxCurrent[1]);
|
||||
else if ( current_matrix_mode < 3)
|
||||
glLoadMatrixf( mtxCurrent[current_matrix_mode]);
|
||||
loadMatrix( mtxCurrent[current_matrix_mode]);
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -1344,6 +1517,14 @@ process_colour( struct render_state *state,
|
|||
colorRGB[0] = (parms[0] & 0x1f) << 26;
|
||||
colorRGB[1] = ((parms[0] >> 5) & 0x1f) << 26;
|
||||
colorRGB[2] = ((parms[0] >> 10) & 0x1f) << 26;
|
||||
|
||||
if ( colorRGB[0] != 0)
|
||||
colorRGB[0] |= 0x3ffffff;
|
||||
if ( colorRGB[1] != 0)
|
||||
colorRGB[1] |= 0x3ffffff;
|
||||
if ( colorRGB[2] != 0)
|
||||
colorRGB[2] |= 0x3ffffff;
|
||||
|
||||
LOG("colour %08x,%08x,%08x (%08x)\n",
|
||||
colorRGB[0], colorRGB[1], colorRGB[2],
|
||||
parms[0]);
|
||||
|
@ -1444,7 +1625,10 @@ static void
|
|||
process_alpha_function( struct render_state *state,
|
||||
const u32 *parms) {
|
||||
LOG("Alpha function %08x\n", parms[0]);
|
||||
glAlphaFunc (GL_GREATER, (parms[0]&31)/31.f);
|
||||
/*
|
||||
* Save for later
|
||||
*/
|
||||
alpha_function = parms[0];
|
||||
}
|
||||
|
||||
static void
|
||||
|
|
Loading…
Reference in New Issue