#include #ifdef _WIN32 #include #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 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(); grDisplayGLError("FindBestDepthBias"); } 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); } grDisplayGLError("grDepthBiasLevel"); } // 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(); grDisplayGLError("grDrawTriangle"); } 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(); grDisplayGLError("grDrawPoint"); } 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(); grDisplayGLError("grDrawLine"); } 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 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(); grDisplayGLError("grDrawVertexArray"); } 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 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(); grDisplayGLError("grDrawVertexArrayContiguous"); }