project64/Source/Project64-video/Renderer/OGLgeometry.cpp

584 lines
21 KiB
C++

// Project64 - A Nintendo 64 emulator
// http://www.pj64-emu.com/
// Copyright(C) 2001-2021 Project64
// Copyright(C) 2003-2009 Sergey 'Gonetz' Lipski
// Copyright(C) 2002 Dave2001
// GNU/GPLv2 licensed: https://gnu.org/licenses/gpl-2.0.html
#include <Project64-video/Renderer/Renderer.h>
#include <Project64-video/rdp.h>
#include <Project64-video/Settings.h>
#include <stdio.h>
#ifdef _WIN32
#include <windows.h>
#endif // _WIN32
#include "glitchmain.h"
#include <Project64-video/trace.h>
#define Z_MAX (65536.0f)
static int xy_off = offsetof(gfxVERTEX, x);
static int z_off = offsetof(gfxVERTEX, z);
static int q_off = offsetof(gfxVERTEX, q);
static int pargb_off = offsetof(gfxVERTEX, b);
static int st0_off = offsetof(gfxVERTEX, coord[0]);
static int st1_off = offsetof(gfxVERTEX, coord[2]);
static int fog_ext_off = offsetof(gfxVERTEX, f);
int w_buffer_mode;
int inverted_culling;
gfxCullMode_t culling_mode;
extern int fog_enabled;
inline float ZCALC(const float & z, const float & q) {
float res = ((z) / Z_MAX) / (q);
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()
{
w_buffer_mode = 0;
inverted_culling = 0;
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
grDisplayGLError("init_geometry");
}
void gfxCullMode(gfxCullMode_t mode)
{
WriteTrace(TraceGlitch, TraceDebug, "mode: %d", 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 GFX_CULL_DISABLE:
glDisable(GL_CULL_FACE);
break;
case GFX_CULL_NEGATIVE:
if (!inverted_culling)
glCullFace(GL_FRONT);
else
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
break;
case GFX_CULL_POSITIVE:
if (!inverted_culling)
glCullFace(GL_BACK);
else
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown cull mode : %x", mode);
}
grDisplayGLError("gfxCullMode");
}
// Depth buffer
void gfxDepthBufferMode(gfxDepthBufferMode_t mode)
{
WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
switch (mode)
{
case GFX_DEPTHBUFFER_DISABLE:
glDisable(GL_DEPTH_TEST);
w_buffer_mode = 0;
return;
case GFX_DEPTHBUFFER_WBUFFER:
case GFX_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
glEnable(GL_DEPTH_TEST);
w_buffer_mode = 1;
break;
case GFX_DEPTHBUFFER_ZBUFFER:
case GFX_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
glEnable(GL_DEPTH_TEST);
w_buffer_mode = 0;
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer mode : %x", mode);
}
grDisplayGLError("gfxDepthBufferMode");
}
void gfxDepthBufferFunction(gfxCmpFnc_t function)
{
WriteTrace(TraceGlitch, TraceDebug, "function: %d", function);
switch (function)
{
case GFX_CMP_GEQUAL:
if (w_buffer_mode)
glDepthFunc(GL_LEQUAL);
else
glDepthFunc(GL_GEQUAL);
break;
case GFX_CMP_LEQUAL:
if (w_buffer_mode)
glDepthFunc(GL_GEQUAL);
else
glDepthFunc(GL_LEQUAL);
break;
case GFX_CMP_LESS:
if (w_buffer_mode)
glDepthFunc(GL_GREATER);
else
glDepthFunc(GL_LESS);
break;
case GFX_CMP_ALWAYS:
glDepthFunc(GL_ALWAYS);
break;
case GFX_CMP_EQUAL:
glDepthFunc(GL_EQUAL);
break;
case GFX_CMP_GREATER:
if (w_buffer_mode)
glDepthFunc(GL_LESS);
else
glDepthFunc(GL_GREATER);
break;
case GFX_CMP_NEVER:
glDepthFunc(GL_NEVER);
break;
case GFX_CMP_NOTEQUAL:
glDepthFunc(GL_NOTEQUAL);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer function : %x", function);
}
grDisplayGLError("gfxDepthBufferFunction");
}
void gfxDepthMask(bool mask)
{
WriteTrace(TraceGlitch, TraceDebug, "mask: %d", mask);
glDepthMask((GLboolean)mask);
grDisplayGLError("gfxDepthMask");
}
float biasFactor = 0;
void FindBestDepthBias()
{
GLfloat vertices[4][3];
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; x < 4; x++)
vertices[x][2] = 0.5;
for (x = 0, f = 1.0f; f <= 65536.0f; x += 4, f *= 2.0f) {
float z;
vertices[0][0] = float(x + 4 - widtho) / (g_width / 2);
vertices[0][1] = float(0 + 0 - heighto) / (g_height / 2);
vertices[1][0] = float(x + 0 - widtho) / (g_width / 2);
vertices[1][1] = float(0 + 0 - heighto) / (g_height / 2);
vertices[2][0] = float(x + 4 - widtho) / (g_width / 2);
vertices[2][1] = float(0 + 4 - heighto) / (g_height / 2);
vertices[3][0] = float(x + 0 - widtho) / (g_width / 2);
vertices[3][1] = float(0 + 4 - heighto) / (g_height / 2);
glPolygonOffset(0, f);
glBegin(GL_TRIANGLE_STRIP);
glVertex3fv(vertices[0]);
glVertex3fv(vertices[1]);
glVertex3fv(vertices[2]);
glVertex3fv(vertices[3]);
glEnd();
glReadPixels(x + 2, 2 + g_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();
grDisplayGLError("FindBestDepthBias");
}
void gfxDepthBiasLevel(int32_t level)
{
WriteTrace(TraceGlitch, TraceDebug, "level: %d", 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("gfxDepthBiasLevel");
}
// draw
void gfxDrawTriangle(const gfxVERTEX *a, const gfxVERTEX *b, const gfxVERTEX *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);
WriteTrace(TraceGlitch, TraceDebug, "-");
// ugly ? i know but nvidia drivers are losing the viewport otherwise
if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
reloadTexture();
if (need_to_compile) compile_shader();
glBegin(GL_TRIANGLES);
if (nbTextureUnits > 2)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
}
else
{
glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height));
}
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 (!g_settings->fog() || 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)(g_width / 2) / *a_q,
-(*a_y - (float)heighto) / (float)(g_height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
if (nbTextureUnits > 2)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height));
}
else
{
glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height));
}
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 (!g_settings->fog() || 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)(g_width / 2) / *b_q,
-(*b_y - (float)heighto) / (float)(g_height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
if (nbTextureUnits > 2)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *c_s0 / *c_q / (float)tex1_width, ytex(0, *c_t0 / *c_q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *c_s1 / *c_q / (float)tex0_width, ytex(1, *c_t1 / *c_q / (float)tex0_height));
}
else
{
glTexCoord2f(*c_s0 / *c_q / (float)tex0_width, ytex(0, *c_t0 / *c_q / (float)tex0_height));
}
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 (!g_settings->fog() || 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)(g_width / 2) / *c_q,
-(*c_y - (float)heighto) / (float)(g_height / 2) / *c_q, ZCALC(*c_z, *c_q), 1.0f / *c_q);
glEnd();
grDisplayGLError("gfxDrawTriangle");
}
void gfxDrawLine(const gfxVERTEX *a, const gfxVERTEX *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);
WriteTrace(TraceGlitch, TraceDebug, "-");
if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
reloadTexture();
if (need_to_compile) compile_shader();
glBegin(GL_LINES);
if (nbTextureUnits > 2)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
}
else
{
glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height));
}
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 (!g_settings->fog() || 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)(g_width / 2) / *a_q,
-(*a_y - (float)heighto) / (float)(g_height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
if (nbTextureUnits > 2)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height));
}
else
{
glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height));
}
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 (!g_settings->fog() || 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)(g_width / 2) / *b_q,
-(*b_y - (float)heighto) / (float)(g_height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
glEnd();
grDisplayGLError("gfxDrawLine");
}
void gfxDrawVertexArray(gfxDrawMode_t mode, uint32_t Count, void *pointers2)
{
unsigned int i;
float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog;
unsigned char *pargb;
void **pointers = (void**)pointers2;
WriteTrace(TraceGlitch, TraceDebug, "mode: %d Count: %d", mode, Count);
if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
reloadTexture();
if (need_to_compile) compile_shader();
switch (mode)
{
case GFX_TRIANGLE_FAN:
glBegin(GL_TRIANGLE_FAN);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxDrawVertexArray : 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)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height));
}
else
{
glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height));
}
glColor4f(pargb[2] / 255.0f, pargb[1] / 255.0f, pargb[0] / 255.0f, pargb[3] / 255.0f);
if (fog_enabled && fog_coord_support)
{
if (!g_settings->fog() || 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)(g_width / 2) / *q,
-(*y - (float)heighto) / (float)(g_height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
}
glEnd();
grDisplayGLError("gfxDrawVertexArray");
}
void gfxDrawVertexArrayContiguous(gfxDrawMode_t mode, uint32_t Count, void *pointers, uint32_t stride)
{
unsigned int i;
float *x, *y, *q, *s0, *t0, *s1, *t1, *z, *fog;
unsigned char *pargb;
WriteTrace(TraceGlitch, TraceDebug, "mode: %d Count: %d stride: %d", mode, Count, stride);
if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, g_viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
reloadTexture();
if (need_to_compile) compile_shader();
switch (mode)
{
case GFX_TRIANGLE_STRIP:
glBegin(GL_TRIANGLE_STRIP);
break;
case GFX_TRIANGLE_FAN:
glBegin(GL_TRIANGLE_FAN);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "gfxDrawVertexArrayContiguous : 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 (nbTextureUnits > 2)
{
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width, ytex(0, *t0 / *q / (float)tex1_height));
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width, ytex(1, *t1 / *q / (float)tex0_height));
}
else
{
glTexCoord2f(*s0 / *q / (float)tex0_width, ytex(0, *t0 / *q / (float)tex0_height));
}
glColor4f(pargb[2] / 255.0f, pargb[1] / 255.0f, pargb[0] / 255.0f, pargb[3] / 255.0f);
if (fog_enabled && fog_coord_support)
{
if (!g_settings->fog() || 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)(g_width / 2) / *q,
-(*y - (float)heighto) / (float)(g_height / 2) / *q, ZCALC(*z, *q), 1.0f / *q);
}
glEnd();
grDisplayGLError("gfxDrawVertexArrayContiguous");
}