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https://github.com/FWGS/xash3d-fwgs
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ref_soft: glblit: change projection scale
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parent
e1efacb399
commit
2493659b23
73
r_glblit.c
73
r_glblit.c
@ -148,13 +148,13 @@ static void R_Unlock_GL1( void )
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pglVertex2f( 0, 0 );
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pglTexCoord2f( 1, 0 );
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pglVertex2f( vid.width, 0 );
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pglVertex2f( 1, 0 );
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pglTexCoord2f( 1, 1 );
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pglVertex2f( vid.width, vid.height );
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pglVertex2f( 1, 1 );
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pglTexCoord2f( 0, 1 );
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pglVertex2f( 0, vid.height );
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pglVertex2f( 0, 1 );
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pglEnd();
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gEngfuncs.GL_SwapBuffers();
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}
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@ -162,23 +162,18 @@ static void R_Unlock_GL1( void )
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static void R_Unlock_GLES1( void )
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{
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glbuf );
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pglDrawArrays( GL_TRIANGLE_FAN, 0,4 );
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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pglColor4f(1,1,1,1);
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pglDrawArrays(GL_TRIANGLE_FAN, 0,4);
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//gEngfuncs.Con_Printf("%d\n",pglGetError());
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gEngfuncs.GL_SwapBuffers();
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}
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static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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static qboolean R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglViewport( 0, 0, width, height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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pglOrtho( 0, 1, 1, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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@ -188,62 +183,68 @@ static void *R_CreateBuffer_GL1( int width, int height, uint *stride, uint *bpp,
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if( glbuf )
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Mem_Free(glbuf);
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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*stride = width;
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*bpp = 2;
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*r = MASK(5) << 6 + 5;
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*g = MASK(6) << 5;
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*b = MASK(5);
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return glbuf;
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return true;
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}
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static qboolean R_CreateBuffer_GLES1( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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{
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float data[] = {
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0, 0,
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width, 0,
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width, height,
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0, height,
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0,0,
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1,0,
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1,1,
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0,1
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// quad verts match texcoords
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0, 0,
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1, 0,
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1, 1,
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0, 1,
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};
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int vbo;
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglViewport( 0, 0, width, height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrthof( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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// project 0..1 to screen size
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pglOrthof( 0, 1, 1, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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pglEnable( GL_TEXTURE_2D );
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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pglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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if( vbo )
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pglDeleteBuffers( 1,&vbo);
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pglGenBuffers(1,&vbo);
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pglBindBuffer(GL_ARRAY_BUFFER_ARB,vbo);
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pglBufferData(GL_ARRAY_BUFFER_ARB,16*4,data, GL_STATIC_DRAW_ARB);
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pglDeleteBuffers( 1,&vbo );
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pglEnableClientState(GL_VERTEX_ARRAY);
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pglEnableClientState(GL_TEXTURE_COORD_ARRAY);
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pglGenBuffers( 1,&vbo );
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pglBindBuffer( GL_ARRAY_BUFFER_ARB, vbo );
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pglBufferData( GL_ARRAY_BUFFER_ARB, sizeof(data), data, GL_STATIC_DRAW_ARB );
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pglVertexPointer(2,GL_FLOAT,8, 0);
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pglTexCoordPointer(2,GL_FLOAT,8,(void*)32);
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pglBindBuffer(GL_ARRAY_BUFFER_ARB,0);
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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pglVertexPointer( 2, GL_FLOAT, 8, 0 );
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pglTexCoordPointer( 2, GL_FLOAT, 8, 0 );
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pglBindBuffer( GL_ARRAY_BUFFER_ARB, 0 ) ;
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pglColor4f( 1, 1, 1, 1 );
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if( glbuf )
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Mem_Free(glbuf);
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Mem_Free( glbuf );
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glbuf = Mem_Malloc( r_temppool, width*height*2 );
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*stride = width;
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*bpp = 2;
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*r = MASK(5) << 6 + 5;
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*g = MASK(6) << 5;
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*b = MASK(5);
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return true;
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}
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