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https://github.com/dolphin-emu/dolphin.git
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GL Plugin Now has High res instead of stretching to the res. No AA yet and shadows are wrong, which causes Sunshine to trip and a few others to have shadows in the upper left corner
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@218 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -526,19 +526,23 @@ bool SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x*2-342;
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int yoff = bpmem.scissorOffset.y*2-342;
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//printf("xoff: %d yoff: %d\n", xoff, yoff);
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RECT rc;
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rc.left=bpmem.scissorTL.x + xoff - 342;
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if (rc.left<0) rc.left=0;
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rc.top=bpmem.scissorTL.y + yoff - 342;
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if (rc.top<0) rc.top=0;
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rc.left = bpmem.scissorTL.x + xoff - 342;
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rc.left *= MValue;
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if (rc.left < 0) rc.left = 0;
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rc.top = bpmem.scissorTL.y + yoff - 342;
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rc.top *= MValue;
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if (rc.top < 0) rc.top = 0;
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rc.right=bpmem.scissorBR.x + xoff - 342 +1;
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if (rc.right>640) rc.right=640;
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rc.bottom=bpmem.scissorBR.y + yoff - 342 +1;
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if (rc.bottom>480) rc.bottom=480;
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rc.right = bpmem.scissorBR.x + xoff - 342 +1;
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rc.right *= MValue;
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if (rc.right > 640 * MValue) rc.right = 640 * MValue;
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rc.bottom = bpmem.scissorBR.y + yoff - 342 +1;
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rc.bottom *= MValue;
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if (rc.bottom > 480 * MValue) rc.bottom = 480 * MValue;
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PRIM_LOG("scissor: lt=(%d,%d),rb=(%d,%d),off=(%d,%d)\n", rc.left, rc.top, rc.right, rc.bottom, xoff, yoff);
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//printf("scissor: lt=(%d,%d),rb=(%d,%d),off=(%d,%d)\n", rc.left, rc.top, rc.right, rc.bottom, xoff, yoff);
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if( rc.right>=rc.left && rc.bottom>=rc.top ) {
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glScissor(rc.left, Renderer::GetTargetHeight()-(rc.bottom), (rc.right-rc.left), (rc.bottom-rc.top));
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@ -32,8 +32,6 @@
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// screen offset
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int nBackbufferWidth, nBackbufferHeight;
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u32 s_nTargetWidth = 0, s_nTargetHeight = 0;
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u32 g_AAx = 0, g_AAy = 0;
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#ifndef _WIN32
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GLWindow GLWin;
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@ -146,9 +144,11 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
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nBackbufferWidth = _twidth;
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nBackbufferHeight = _theight;
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// change later
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s_nTargetWidth = 640 << g_AAx;
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s_nTargetHeight = 480 << g_AAy;
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float FactorW = (float)640 / (float)nBackbufferWidth;
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float FactorH = (float)480 / (float)nBackbufferHeight;
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float Max = (FactorW < FactorH) ? FactorH : FactorW;
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MValue = 1 / Max;
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g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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@ -22,7 +22,7 @@
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#include "IniFile.h"
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#include <assert.h>
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float MValue;
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int frameCount;
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Config g_Config;
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@ -657,4 +657,4 @@ void SysMessage(const char *fmt, ...)
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if (msg[strlen(msg)-1] == '\n') msg[strlen(msg)-1] = 0;
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wxMessageBox(wxString::FromAscii(msg));
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}
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}
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@ -97,7 +97,7 @@ struct RECT
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#define GL_DEPTH24_STENCIL8_EXT 0x88F0
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#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
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#endif
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extern float MValue;
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// several macros
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// PLEASE DO NOT USE THE FOLLOWING SAFE*
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// They only encourage sloppy coding, and hide bugs.
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@ -451,14 +451,14 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
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//TODO: Return correct Values
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int Renderer::GetTargetWidth()
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{
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return 640;
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//return nBackbufferWidth;
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//return 640;
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return nBackbufferWidth;
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}
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int Renderer::GetTargetHeight()
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{
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return 480;
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//return nBackbufferHeight;
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//return 480;
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return nBackbufferHeight;
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}
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bool Renderer::CanBlendLogicOp()
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@ -663,21 +663,11 @@ void Renderer::Swap(const TRectangle& rc)
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for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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//TODO: Do Correctly in a bit
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float FactorW = (float)640 / (float)nBackbufferWidth;
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float FactorH = (float)480 / (float)nBackbufferHeight;
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float Max = (FactorW < FactorH) ? FactorH : FactorW;
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float Temp = 1 / Max;
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FactorW *= Temp;
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FactorH *= Temp;
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
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glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
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glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
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glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
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glTexCoord2f(0, 0); glVertex2f(-1,-1);
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glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
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glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
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glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
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glEnd();
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glBindTexture(GL_TEXTURE_RECTANGLE_NV, 0);
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@ -322,7 +322,7 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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// [5] = 16777215 * farz
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INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",rawViewport[3]-rawViewport[0]-342,rawViewport[4]+rawViewport[1]-342,
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2 * rawViewport[0], 2 * rawViewport[1], (rawViewport[5]-rawViewport[2])/16777215.0f, rawViewport[5]/16777215.0f);
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glViewport((int)(rawViewport[3]-rawViewport[0]-342),Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342)), abs((int)(2 * rawViewport[0])), abs((int)(2 * rawViewport[1])));
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glViewport((int)(rawViewport[3]-rawViewport[0]-342) * MValue,Renderer::GetTargetHeight()-((int)(rawViewport[4]-rawViewport[1]-342)) * MValue, abs((int)(2 * rawViewport[0])) * MValue, abs((int)(2 * rawViewport[1])) * MValue);
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glDepthRange((rawViewport[5]-rawViewport[2])/16777215.0f, rawViewport[5]/16777215.0f);
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}
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@ -482,7 +482,6 @@ void VertexShaderMngr::SetViewport(float* _Viewport)
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if( *(u32*)(_Viewport + i) == 0x7f800000 )
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return; // invalid number
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}
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memcpy(rawViewport, _Viewport, sizeof(rawViewport));
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bViewportChanged = true;
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}
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