Move VertexShaderManager too.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1688 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-12-26 12:47:32 +00:00
parent bd9ebbf8c9
commit 2ec3cd6694
12 changed files with 153 additions and 143 deletions

View File

@ -1030,3 +1030,93 @@ void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
// printf("pos: %d\n", loc);
}
}
// Called from VertexShaderManager
void UpdateViewport()
{
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
2 * rawViewport[0], 2 * rawViewport[1],
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
// Keep aspect ratio at 4:3
// rawViewport[0] = 320, rawViewport[1] = -240
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
float fourThree = 4.0f / 3.0f;
float wAdj, hAdj;
float actualRatiow, actualRatioh;
int overfl;
int xoffs = 0, yoffs = 0;
int wid, hei, actualWid, actualHei;
int winw = OpenGL_GetWidth();
int winh = OpenGL_GetHeight();
float ratio = (float)winw / (float)winh / fourThree;
if (g_Config.bKeepAR)
{
// Check if height or width is the limiting factor
if (ratio > 1) // then we are to wide and have to limit the width
{
wAdj = ratio;
hAdj = 1;
wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
actualWid = ceil((float)winw / ratio);
actualRatiow = (float)actualWid / (float)wid; // the picture versus the screen
overfl = (winw - actualWid) / actualRatiow;
xoffs = overfl / 2;
}
else // the window is to high, we have to limit the height
{
ratio = 1 / ratio;
wAdj = 1;
hAdj = ratio;
wid = ceil(fabs(2 * xfregs.rawViewport[0]) / wAdj);
hei = ceil(fabs(2 * xfregs.rawViewport[1]) / hAdj);
actualHei = ceil((float)winh / ratio);
actualRatioh = (float)actualHei / (float)hei; // the picture versus the screen
overfl = (winh - actualHei) / actualRatioh;
yoffs = overfl / 2;
}
}
else
{
wid = ceil(fabs(2 * xfregs.rawViewport[0]));
hei = ceil(fabs(2 * xfregs.rawViewport[1]));
}
if (g_Config.bStretchToFit)
{
glViewport(
(int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) + xoffs,
Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) + yoffs,
wid, // width
hei // height
);
}
else
{
float MValueX = OpenGL_GetXmax();
float MValueY = OpenGL_GetYmax();
glViewport((int)(xfregs.rawViewport[3]-xfregs.rawViewport[0]-342-scissorXOff) * MValueX,
Renderer::GetTargetHeight()-((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) * MValueY,
abs((int)(2 * xfregs.rawViewport[0])) * MValueX, abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
}
glDepthRange((xfregs.rawViewport[5]- xfregs.rawViewport[2])/16777215.0f, xfregs.rawViewport[5]/16777215.0f);
}