584 lines
21 KiB
C++
584 lines
21 KiB
C++
// Project64 - A Nintendo 64 emulator
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// http://www.pj64-emu.com/
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// Copyright(C) 2001-2021 Project64
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// Copyright(C) 2003-2009 Sergey 'Gonetz' Lipski
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// Copyright(C) 2002 Dave2001
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// GNU/GPLv2 licensed: https://gnu.org/licenses/gpl-2.0.html
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#include <Project64-video/Renderer/Renderer.h>
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#include <Project64-video/rdp.h>
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#include <Project64-video/Settings.h>
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#include <stdio.h>
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#ifdef _WIN32
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#include <windows.h>
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#endif // _WIN32
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#include "glitchmain.h"
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#include <Project64-video/trace.h>
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#define Z_MAX (65536.0f)
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static int xy_off = offsetof(gfxVERTEX, x);
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static int z_off = offsetof(gfxVERTEX, z);
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static int q_off = offsetof(gfxVERTEX, q);
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static int pargb_off = offsetof(gfxVERTEX, b);
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static int st0_off = offsetof(gfxVERTEX, coord[0]);
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static int st1_off = offsetof(gfxVERTEX, coord[2]);
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static int fog_ext_off = offsetof(gfxVERTEX, f);
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int w_buffer_mode;
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int inverted_culling;
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gfxCullMode_t culling_mode;
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extern int fog_enabled;
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inline float ZCALC(const float & z, const float & q) {
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float res = ((z) / Z_MAX) / (q);
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return res;
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}
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#define zclamp (1.0f-1.0f/zscale)
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static inline void zclamp_glVertex4f(float a, float b, float c, float d)
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{
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if (c < zclamp) c = zclamp;
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glVertex4f(a, b, c, d);
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}
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#define glVertex4f(a,b,c,d) zclamp_glVertex4f(a,b,c,d)
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static inline float ytex(int tmu, float y) {
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if (invtex[tmu])
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return invtex[tmu] - y;
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else
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return y;
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}
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void init_geometry()
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{
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w_buffer_mode = 0;
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inverted_culling = 0;
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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grDisplayGLError("init_geometry");
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}
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void gfxCullMode(gfxCullMode_t mode)
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{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
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static int oldmode = -1, oldinv = -1;
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culling_mode = mode;
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if (inverted_culling == oldinv && oldmode == mode)
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return;
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oldmode = mode;
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oldinv = inverted_culling;
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switch (mode)
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{
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case GFX_CULL_DISABLE:
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glDisable(GL_CULL_FACE);
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break;
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case GFX_CULL_NEGATIVE:
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if (!inverted_culling)
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glCullFace(GL_FRONT);
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else
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glCullFace(GL_BACK);
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glEnable(GL_CULL_FACE);
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break;
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case GFX_CULL_POSITIVE:
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if (!inverted_culling)
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glCullFace(GL_BACK);
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else
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glCullFace(GL_FRONT);
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glEnable(GL_CULL_FACE);
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break;
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default:
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WriteTrace(TraceGlitch, TraceWarning, "unknown cull mode : %x", mode);
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}
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grDisplayGLError("gfxCullMode");
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}
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// Depth buffer
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void gfxDepthBufferMode(gfxDepthBufferMode_t mode)
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{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
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switch (mode)
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{
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case GFX_DEPTHBUFFER_DISABLE:
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glDisable(GL_DEPTH_TEST);
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w_buffer_mode = 0;
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return;
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case GFX_DEPTHBUFFER_WBUFFER:
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case GFX_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
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glEnable(GL_DEPTH_TEST);
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w_buffer_mode = 1;
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break;
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case GFX_DEPTHBUFFER_ZBUFFER:
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case GFX_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
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glEnable(GL_DEPTH_TEST);
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w_buffer_mode = 0;
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break;
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default:
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WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer mode : %x", mode);
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}
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grDisplayGLError("gfxDepthBufferMode");
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}
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void gfxDepthBufferFunction(gfxCmpFnc_t function)
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{
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WriteTrace(TraceGlitch, TraceDebug, "function: %d", function);
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switch (function)
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{
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case GFX_CMP_GEQUAL:
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if (w_buffer_mode)
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glDepthFunc(GL_LEQUAL);
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else
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glDepthFunc(GL_GEQUAL);
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break;
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case GFX_CMP_LEQUAL:
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if (w_buffer_mode)
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glDepthFunc(GL_GEQUAL);
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else
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glDepthFunc(GL_LEQUAL);
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break;
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case GFX_CMP_LESS:
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if (w_buffer_mode)
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glDepthFunc(GL_GREATER);
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else
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glDepthFunc(GL_LESS);
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break;
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case GFX_CMP_ALWAYS:
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glDepthFunc(GL_ALWAYS);
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break;
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case GFX_CMP_EQUAL:
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glDepthFunc(GL_EQUAL);
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break;
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case GFX_CMP_GREATER:
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if (w_buffer_mode)
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glDepthFunc(GL_LESS);
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else
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glDepthFunc(GL_GREATER);
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break;
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case GFX_CMP_NEVER:
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glDepthFunc(GL_NEVER);
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break;
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case GFX_CMP_NOTEQUAL:
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glDepthFunc(GL_NOTEQUAL);
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break;
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default:
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WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer function : %x", function);
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}
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grDisplayGLError("gfxDepthBufferFunction");
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}
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void gfxDepthMask(bool mask)
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{
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WriteTrace(TraceGlitch, TraceDebug, "mask: %d", mask);
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glDepthMask((GLboolean)mask);
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grDisplayGLError("gfxDepthMask");
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}
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float biasFactor = 0;
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void FindBestDepthBias()
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{
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GLfloat vertices[4][3];
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float f, bestz = 0.25f;
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int x;
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if (biasFactor)
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return;
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biasFactor = 64.0f; // default value
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glPushAttrib(GL_ALL_ATTRIB_BITS);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glColor4ub(255, 255, 255, 255);
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glDepthMask(GL_TRUE);
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for (x = 0; x < 4; x++)
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vertices[x][2] = 0.5;
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for (x = 0, f = 1.0f; f <= 65536.0f; x += 4, f *= 2.0f) {
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float z;
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vertices[0][0] = float(x + 4 - widtho) / (g_width / 2);
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vertices[0][1] = float(0 + 0 - heighto) / (g_height / 2);
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vertices[1][0] = float(x + 0 - widtho) / (g_width / 2);
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vertices[1][1] = float(0 + 0 - heighto) / (g_height / 2);
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vertices[2][0] = float(x + 4 - widtho) / (g_width / 2);
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vertices[2][1] = float(0 + 4 - heighto) / (g_height / 2);
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vertices[3][0] = float(x + 0 - widtho) / (g_width / 2);
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vertices[3][1] = float(0 + 4 - heighto) / (g_height / 2);
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glPolygonOffset(0, f);
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glBegin(GL_TRIANGLE_STRIP);
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glVertex3fv(vertices[0]);
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glVertex3fv(vertices[1]);
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glVertex3fv(vertices[2]);
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glVertex3fv(vertices[3]);
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glEnd();
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glReadPixels(x + 2, 2 + g_viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
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z -= 0.75f + 8e-6f;
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if (z < 0.0f) z = -z;
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if (z > 0.01f) continue;
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if (z < bestz) {
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bestz = z;
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biasFactor = f;
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}
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//printf("f %g z %g\n", f, z);
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}
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//printf(" --> bias factor %g\n", biasFactor);
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glPopAttrib();
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grDisplayGLError("FindBestDepthBias");
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}
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void gfxDepthBiasLevel(int32_t level)
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{
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WriteTrace(TraceGlitch, TraceDebug, "level: %d", level);
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if (level)
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{
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if (w_buffer_mode)
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glPolygonOffset(1.0f, -(float)level*zscale / 255.0f);
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else
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glPolygonOffset(0, (float)level*biasFactor);
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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else
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{
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glPolygonOffset(0, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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grDisplayGLError("gfxDepthBiasLevel");
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}
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// draw
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void gfxDrawTriangle(const gfxVERTEX *a, const gfxVERTEX *b, const gfxVERTEX *c)
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{
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float *a_x = (float*)a + xy_off / sizeof(float);
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float *a_y = (float*)a + xy_off / sizeof(float) + 1;
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float *a_z = (float*)a + z_off / sizeof(float);
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float *a_q = (float*)a + q_off / sizeof(float);
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unsigned char *a_pargb = (unsigned char*)a + pargb_off;
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float *a_s0 = (float*)a + st0_off / sizeof(float);
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float *a_t0 = (float*)a + st0_off / sizeof(float) + 1;
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float *a_s1 = (float*)a + st1_off / sizeof(float);
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float *a_t1 = (float*)a + st1_off / sizeof(float) + 1;
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float *a_fog = (float*)a + fog_ext_off / sizeof(float);
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float *b_x = (float*)b + xy_off / sizeof(float);
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float *b_y = (float*)b + xy_off / sizeof(float) + 1;
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float *b_z = (float*)b + z_off / sizeof(float);
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float *b_q = (float*)b + q_off / sizeof(float);
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unsigned char *b_pargb = (unsigned char*)b + pargb_off;
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float *b_s0 = (float*)b + st0_off / sizeof(float);
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float *b_t0 = (float*)b + st0_off / sizeof(float) + 1;
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float *b_s1 = (float*)b + st1_off / sizeof(float);
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float *b_t1 = (float*)b + st1_off / sizeof(float) + 1;
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float *b_fog = (float*)b + fog_ext_off / sizeof(float);
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float *c_x = (float*)c + xy_off / sizeof(float);
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float *c_y = (float*)c + xy_off / sizeof(float) + 1;
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float *c_z = (float*)c + z_off / sizeof(float);
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float *c_q = (float*)c + q_off / sizeof(float);
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unsigned char *c_pargb = (unsigned char*)c + pargb_off;
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float *c_s0 = (float*)c + st0_off / sizeof(float);
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float *c_t0 = (float*)c + st0_off / sizeof(float) + 1;
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float *c_s1 = (float*)c + st1_off / sizeof(float);
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float *c_t1 = (float*)c + st1_off / sizeof(float) + 1;
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float *c_fog = (float*)c + fog_ext_off / sizeof(float);
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WriteTrace(TraceGlitch, TraceDebug, "-");
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// ugly ? i know but nvidia drivers are losing the viewport otherwise
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if (nvidia_viewport_hack && !render_to_texture)
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{
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glViewport(0, g_viewport_offset, viewport_width, viewport_height);
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nvidia_viewport_hack = 0;
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}
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reloadTexture();
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if (need_to_compile) compile_shader();
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glBegin(GL_TRIANGLES);
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if (nbTextureUnits > 2)
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{
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
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}
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else
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{
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glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height));
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}
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glColor4f(a_pargb[2] / 255.0f, a_pargb[1] / 255.0f, a_pargb[0] / 255.0f, a_pargb[3] / 255.0f);
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if (fog_enabled && fog_coord_support)
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{
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if (!g_settings->fog() || fog_enabled != 2)
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glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f);
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else
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glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
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}
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glVertex4f((*a_x - (float)widtho) / (float)(g_width / 2) / *a_q,
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-(*a_y - (float)heighto) / (float)(g_height / 2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
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if (nbTextureUnits > 2)
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{
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width, ytex(0, *b_t0 / *b_q / (float)tex1_height));
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width, ytex(1, *b_t1 / *b_q / (float)tex0_height));
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}
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else
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{
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glTexCoord2f(*b_s0 / *b_q / (float)tex0_width, ytex(0, *b_t0 / *b_q / (float)tex0_height));
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}
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glColor4f(b_pargb[2] / 255.0f, b_pargb[1] / 255.0f, b_pargb[0] / 255.0f, b_pargb[3] / 255.0f);
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if (fog_enabled && fog_coord_support)
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{
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if (!g_settings->fog() || fog_enabled != 2)
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glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f);
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else
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glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
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}
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glVertex4f((*b_x - (float)widtho) / (float)(g_width / 2) / *b_q,
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-(*b_y - (float)heighto) / (float)(g_height / 2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
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if (nbTextureUnits > 2)
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{
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *c_s0 / *c_q / (float)tex1_width, ytex(0, *c_t0 / *c_q / (float)tex1_height));
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *c_s1 / *c_q / (float)tex0_width, ytex(1, *c_t1 / *c_q / (float)tex0_height));
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}
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else
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{
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glTexCoord2f(*c_s0 / *c_q / (float)tex0_width, ytex(0, *c_t0 / *c_q / (float)tex0_height));
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}
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glColor4f(c_pargb[2] / 255.0f, c_pargb[1] / 255.0f, c_pargb[0] / 255.0f, c_pargb[3] / 255.0f);
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if (fog_enabled && fog_coord_support)
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{
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if (!g_settings->fog() || fog_enabled != 2)
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glSecondaryColor3f((1.0f / *c_q) / 255.0f, 0.0f, 0.0f);
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else
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glSecondaryColor3f((1.0f / *c_fog) / 255.0f, 0.0f, 0.0f);
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}
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glVertex4f((*c_x - (float)widtho) / (float)(g_width / 2) / *c_q,
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-(*c_y - (float)heighto) / (float)(g_height / 2) / *c_q, ZCALC(*c_z, *c_q), 1.0f / *c_q);
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glEnd();
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grDisplayGLError("gfxDrawTriangle");
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}
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void gfxDrawLine(const gfxVERTEX *a, const gfxVERTEX *b)
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{
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float *a_x = (float*)a + xy_off / sizeof(float);
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float *a_y = (float*)a + xy_off / sizeof(float) + 1;
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float *a_z = (float*)a + z_off / sizeof(float);
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float *a_q = (float*)a + q_off / sizeof(float);
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unsigned char *a_pargb = (unsigned char*)a + pargb_off;
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float *a_s0 = (float*)a + st0_off / sizeof(float);
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float *a_t0 = (float*)a + st0_off / sizeof(float) + 1;
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float *a_s1 = (float*)a + st1_off / sizeof(float);
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float *a_t1 = (float*)a + st1_off / sizeof(float) + 1;
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float *a_fog = (float*)a + fog_ext_off / sizeof(float);
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float *b_x = (float*)b + xy_off / sizeof(float);
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float *b_y = (float*)b + xy_off / sizeof(float) + 1;
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float *b_z = (float*)b + z_off / sizeof(float);
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float *b_q = (float*)b + q_off / sizeof(float);
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unsigned char *b_pargb = (unsigned char*)b + pargb_off;
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float *b_s0 = (float*)b + st0_off / sizeof(float);
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float *b_t0 = (float*)b + st0_off / sizeof(float) + 1;
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float *b_s1 = (float*)b + st1_off / sizeof(float);
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float *b_t1 = (float*)b + st1_off / sizeof(float) + 1;
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float *b_fog = (float*)b + fog_ext_off / sizeof(float);
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WriteTrace(TraceGlitch, TraceDebug, "-");
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if (nvidia_viewport_hack && !render_to_texture)
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{
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glViewport(0, g_viewport_offset, viewport_width, viewport_height);
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nvidia_viewport_hack = 0;
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}
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reloadTexture();
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if (need_to_compile) compile_shader();
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glBegin(GL_LINES);
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if (nbTextureUnits > 2)
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{
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glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
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}
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else
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{
|
|
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");
|
|
} |