#include <stdio.h> #ifdef _WIN32 #include <windows.h> #endif // _WIN32 #include "glide.h" #include "main.h" #define Z_MAX (65536.0f) static int xy_off; static int xy_en; static int z_en; static int z_off; static int q_off; static int q_en; static int pargb_off; static int pargb_en; static int st0_off; static int st0_en; static int st1_off; static int st1_en; static int fog_ext_off; static int fog_ext_en; int w_buffer_mode; int inverted_culling; int culling_mode; inline float ZCALC(const float & z, const float & q) { float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f; return res; } #define zclamp (1.0f-1.0f/zscale) static inline void zclamp_glVertex4f(float a, float b, float c, float d) { if (c<zclamp) c = zclamp; glVertex4f(a,b,c,d); } #define glVertex4f(a,b,c,d) zclamp_glVertex4f(a,b,c,d) static inline float ytex(int tmu, float y) { if (invtex[tmu]) return invtex[tmu] - y; else return y; } void init_geometry() { xy_en = q_en = pargb_en = st0_en = st1_en = z_en = 0; w_buffer_mode = 0; inverted_culling = 0; glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); } FX_ENTRY void FX_CALL grCoordinateSpace( GrCoordinateSpaceMode_t mode ) { LOG("grCoordinateSpace(%d)\r\n", mode); switch(mode) { case GR_WINDOW_COORDS: break; default: display_warning("unknwown coordinate space : %x", mode); } } FX_ENTRY void FX_CALL grVertexLayout(FxU32 param, FxI32 offset, FxU32 mode) { LOG("grVertexLayout(%d,%d,%d)\r\n", param, offset, mode); switch(param) { case GR_PARAM_XY: xy_en = mode; xy_off = offset; break; case GR_PARAM_Z: z_en = mode; z_off = offset; break; case GR_PARAM_Q: q_en = mode; q_off = offset; break; case GR_PARAM_FOG_EXT: fog_ext_en = mode; fog_ext_off = offset; break; case GR_PARAM_PARGB: pargb_en = mode; pargb_off = offset; break; case GR_PARAM_ST0: st0_en = mode; st0_off = offset; break; case GR_PARAM_ST1: st1_en = mode; st1_off = offset; break; default: display_warning("unknown grVertexLayout parameter : %x", param); } } FX_ENTRY void FX_CALL grCullMode( GrCullMode_t mode ) { LOG("grCullMode(%d)\r\n", mode); static int oldmode = -1, oldinv = -1; culling_mode = mode; if (inverted_culling == oldinv && oldmode == mode) return; oldmode = mode; oldinv = inverted_culling; switch(mode) { case GR_CULL_DISABLE: glDisable(GL_CULL_FACE); break; case GR_CULL_NEGATIVE: if (!inverted_culling) glCullFace(GL_FRONT); else glCullFace(GL_BACK); glEnable(GL_CULL_FACE); break; case GR_CULL_POSITIVE: if (!inverted_culling) glCullFace(GL_BACK); else glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); break; default: display_warning("unknown cull mode : %x", mode); } } // Depth buffer FX_ENTRY void FX_CALL grDepthBufferMode( GrDepthBufferMode_t mode ) { LOG("grDepthBufferMode(%d)\r\n", mode); switch(mode) { case GR_DEPTHBUFFER_DISABLE: glDisable(GL_DEPTH_TEST); w_buffer_mode = 0; return; case GR_DEPTHBUFFER_WBUFFER: case GR_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS: glEnable(GL_DEPTH_TEST); w_buffer_mode = 1; break; case GR_DEPTHBUFFER_ZBUFFER: case GR_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS: glEnable(GL_DEPTH_TEST); w_buffer_mode = 0; break; default: display_warning("unknown depth buffer mode : %x", mode); } } FX_ENTRY void FX_CALL grDepthBufferFunction( GrCmpFnc_t function ) { LOG("grDepthBufferFunction(%d)\r\n", function); switch(function) { case GR_CMP_GEQUAL: if (w_buffer_mode) glDepthFunc(GL_LEQUAL); else glDepthFunc(GL_GEQUAL); break; case GR_CMP_LEQUAL: if (w_buffer_mode) glDepthFunc(GL_GEQUAL); else glDepthFunc(GL_LEQUAL); break; case GR_CMP_LESS: if (w_buffer_mode) glDepthFunc(GL_GREATER); else glDepthFunc(GL_LESS); break; case GR_CMP_ALWAYS: glDepthFunc(GL_ALWAYS); break; case GR_CMP_EQUAL: glDepthFunc(GL_EQUAL); break; case GR_CMP_GREATER: if (w_buffer_mode) glDepthFunc(GL_LESS); else glDepthFunc(GL_GREATER); break; case GR_CMP_NEVER: glDepthFunc(GL_NEVER); break; case GR_CMP_NOTEQUAL: glDepthFunc(GL_NOTEQUAL); break; default: display_warning("unknown depth buffer function : %x", function); } } FX_ENTRY void FX_CALL grDepthMask( FxBool mask ) { LOG("grDepthMask(%d)\r\n", mask); glDepthMask((GLboolean)mask); } float biasFactor = 0; void FindBestDepthBias() { float f, bestz = 0.25f; int x; if (biasFactor) return; biasFactor = 64.0f; // default value glPushAttrib(GL_ALL_ATTRIB_BITS); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); glEnable(GL_POLYGON_OFFSET_FILL); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glColor4ub(255,255,255,255); glDepthMask(GL_TRUE); for (x=0, f=1.0f; f<=65536.0f; x+=4, f*=2.0f) { float z; glPolygonOffset(0, f); glBegin(GL_TRIANGLE_STRIP); glVertex3f(float(x+4 - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5); glVertex3f(float(x - widtho)/(width/2), float(0 - heighto)/(height/2), 0.5); glVertex3f(float(x+4 - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5); glVertex3f(float(x - widtho)/(width/2), float(4 - heighto)/(height/2), 0.5); glEnd(); glReadPixels(x+2, 2+viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); z -= 0.75f + 8e-6f; if (z<0.0f) z = -z; if (z > 0.01f) continue; if (z < bestz) { bestz = z; biasFactor = f; } //printf("f %g z %g\n", f, z); } //printf(" --> bias factor %g\n", biasFactor); glPopAttrib(); } FX_ENTRY void FX_CALL grDepthBiasLevel( FxI32 level ) { LOG("grDepthBiasLevel(%d)\r\n", level); if (level) { if(w_buffer_mode) glPolygonOffset(1.0f, -(float)level*zscale/255.0f); else glPolygonOffset(0, (float)level*biasFactor); glEnable(GL_POLYGON_OFFSET_FILL); } else { glPolygonOffset(0,0); glDisable(GL_POLYGON_OFFSET_FILL); } } // draw FX_ENTRY void FX_CALL grDrawTriangle( const void *a, const void *b, const void *c ) { float *a_x = (float*)a + xy_off/sizeof(float); float *a_y = (float*)a + xy_off/sizeof(float) + 1; float *a_z = (float*)a + z_off/sizeof(float); float *a_q = (float*)a + q_off/sizeof(float); unsigned char *a_pargb = (unsigned char*)a + pargb_off; float *a_s0 = (float*)a + st0_off/sizeof(float); float *a_t0 = (float*)a + st0_off/sizeof(float) + 1; float *a_s1 = (float*)a + st1_off/sizeof(float); float *a_t1 = (float*)a + st1_off/sizeof(float) + 1; float *a_fog = (float*)a + fog_ext_off/sizeof(float); float *b_x = (float*)b + xy_off/sizeof(float); float *b_y = (float*)b + xy_off/sizeof(float) + 1; float *b_z = (float*)b + z_off/sizeof(float); float *b_q = (float*)b + q_off/sizeof(float); unsigned char *b_pargb = (unsigned char*)b + pargb_off; float *b_s0 = (float*)b + st0_off/sizeof(float); float *b_t0 = (float*)b + st0_off/sizeof(float) + 1; float *b_s1 = (float*)b + st1_off/sizeof(float); float *b_t1 = (float*)b + st1_off/sizeof(float) + 1; float *b_fog = (float*)b + fog_ext_off/sizeof(float); float *c_x = (float*)c + xy_off/sizeof(float); float *c_y = (float*)c + xy_off/sizeof(float) + 1; float *c_z = (float*)c + z_off/sizeof(float); float *c_q = (float*)c + q_off/sizeof(float); unsigned char *c_pargb = (unsigned char*)c + pargb_off; float *c_s0 = (float*)c + st0_off/sizeof(float); float *c_t0 = (float*)c + st0_off/sizeof(float) + 1; float *c_s1 = (float*)c + st1_off/sizeof(float); float *c_t1 = (float*)c + st1_off/sizeof(float) + 1; float *c_fog = (float*)c + fog_ext_off/sizeof(float); LOG("grDrawTriangle()\r\n"); // ugly ? i know but nvidia drivers are losing the viewport otherwise if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_TRIANGLES); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height)); } if (pargb_en) glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q, -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height)); } if (pargb_en) glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q, -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *c_s0 / *c_q / (float)tex1_width, ytex(0, *c_t0 / *c_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *c_s1 / *c_q / (float)tex0_width, ytex(1, *c_t1 / *c_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*c_s0 / *c_q / (float)tex0_width, ytex(0, *c_t0 / *c_q / (float)tex0_height)); } if (pargb_en) glColor4f(c_pargb[2]/255.0f, c_pargb[1]/255.0f, c_pargb[0]/255.0f, c_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *c_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *c_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*c_x - (float)widtho) / (float)(width/2) / *c_q, -(*c_y - (float)heighto) / (float)(height/2) / *c_q, ZCALC(*c_z ,*c_q), 1.0f / *c_q); glEnd(); } FX_ENTRY void FX_CALL grDrawPoint( const void *pt ) { float *x = (float*)pt + xy_off/sizeof(float); float *y = (float*)pt + xy_off/sizeof(float) + 1; float *z = (float*)pt + z_off/sizeof(float); float *q = (float*)pt + q_off/sizeof(float); unsigned char *pargb = (unsigned char*)pt + pargb_off; float *s0 = (float*)pt + st0_off/sizeof(float); float *t0 = (float*)pt + st0_off/sizeof(float) + 1; float *s1 = (float*)pt + st1_off/sizeof(float); float *t1 = (float*)pt + st1_off/sizeof(float) + 1; float *fog = (float*)pt + fog_ext_off/sizeof(float); LOG("grDrawPoint()\r\n"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_POINTS); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height)); } if (pargb_en) glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*x - (float)widtho) / (float)(width/2) / *q, -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q); glEnd(); } FX_ENTRY void FX_CALL grDrawLine( const void *a, const void *b ) { float *a_x = (float*)a + xy_off/sizeof(float); float *a_y = (float*)a + xy_off/sizeof(float) + 1; float *a_z = (float*)a + z_off/sizeof(float); float *a_q = (float*)a + q_off/sizeof(float); unsigned char *a_pargb = (unsigned char*)a + pargb_off; float *a_s0 = (float*)a + st0_off/sizeof(float); float *a_t0 = (float*)a + st0_off/sizeof(float) + 1; float *a_s1 = (float*)a + st1_off/sizeof(float); float *a_t1 = (float*)a + st1_off/sizeof(float) + 1; float *a_fog = (float*)a + fog_ext_off/sizeof(float); float *b_x = (float*)b + xy_off/sizeof(float); float *b_y = (float*)b + xy_off/sizeof(float) + 1; float *b_z = (float*)b + z_off/sizeof(float); float *b_q = (float*)b + q_off/sizeof(float); unsigned char *b_pargb = (unsigned char*)b + pargb_off; float *b_s0 = (float*)b + st0_off/sizeof(float); float *b_t0 = (float*)b + st0_off/sizeof(float) + 1; float *b_s1 = (float*)b + st1_off/sizeof(float); float *b_t1 = (float*)b + st1_off/sizeof(float) + 1; float *b_fog = (float*)b + fog_ext_off/sizeof(float); LOG("grDrawLine()\r\n"); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); glBegin(GL_LINES); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height)); } if (pargb_en) glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q, -(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height)); } if (pargb_en) glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q, -(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q); glEnd(); } FX_ENTRY void FX_CALL grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2) { unsigned int i; float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog; unsigned char *pargb; void **pointers = (void**)pointers2; LOG("grDrawVertexArray(%d,%d)\r\n", mode, Count); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); switch(mode) { case GR_TRIANGLE_FAN: glBegin(GL_TRIANGLE_FAN); break; default: display_warning("grDrawVertexArray : unknown mode : %x", mode); } for (i=0; i<Count; i++) { x = (float*)pointers[i] + xy_off/sizeof(float); y = (float*)pointers[i] + xy_off/sizeof(float) + 1; z = (float*)pointers[i] + z_off/sizeof(float); q = (float*)pointers[i] + q_off/sizeof(float); pargb = (unsigned char*)pointers[i] + pargb_off; s0 = (float*)pointers[i] + st0_off/sizeof(float); t0 = (float*)pointers[i] + st0_off/sizeof(float) + 1; s1 = (float*)pointers[i] + st1_off/sizeof(float); t1 = (float*)pointers[i] + st1_off/sizeof(float) + 1; fog = (float*)pointers[i] + fog_ext_off/sizeof(float); if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height)); } if (pargb_en) glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*x - (float)widtho) / (float)(width/2) / *q, -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z, *q), 1.0f / *q); } glEnd(); } FX_ENTRY void FX_CALL grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride) { unsigned int i; float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog; unsigned char *pargb; LOG("grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride); if(nvidia_viewport_hack && !render_to_texture) { glViewport(0, viewport_offset, viewport_width, viewport_height); nvidia_viewport_hack = 0; } reloadTexture(); if(need_to_compile) compile_shader(); switch(mode) { case GR_TRIANGLE_STRIP: glBegin(GL_TRIANGLE_STRIP); break; case GR_TRIANGLE_FAN: glBegin(GL_TRIANGLE_FAN); break; default: display_warning("grDrawVertexArrayContiguous : unknown mode : %x", mode); } for (i=0; i<Count; i++) { x = (float*)((unsigned char*)pointers+stride*i) + xy_off/sizeof(float); y = (float*)((unsigned char*)pointers+stride*i) + xy_off/sizeof(float) + 1; z = (float*)((unsigned char*)pointers+stride*i) + z_off/sizeof(float); q = (float*)((unsigned char*)pointers+stride*i) + q_off/sizeof(float); pargb = (unsigned char*)pointers+stride*i + pargb_off; s0 = (float*)((unsigned char*)pointers+stride*i) + st0_off/sizeof(float); t0 = (float*)((unsigned char*)pointers+stride*i) + st0_off/sizeof(float) + 1; s1 = (float*)((unsigned char*)pointers+stride*i) + st1_off/sizeof(float); t1 = (float*)((unsigned char*)pointers+stride*i) + st1_off/sizeof(float) + 1; fog = (float*)((unsigned char*)pointers+stride*i) + fog_ext_off/sizeof(float); //if(*fog == 0.0f) *fog = 1.0f; if (nbTextureUnits > 2) { if (st0_en) glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height)); if (st1_en) glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height)); } else { if (st0_en) glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height)); } if (pargb_en) glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f); if (fog_enabled && fog_coord_support) { if(!fog_ext_en || fog_enabled != 2) glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f); else glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f); } glVertex4f((*x - (float)widtho) / (float)(width/2) / *q, -(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z, *q), 1.0f / *q); } glEnd(); }