unsigned long ulInitDisplay(void) { bUsingTWin=FALSE; InitMenu(); bIsFirstFrame = FALSE; // done if(iShowFPS) { iShowFPS=0; ulKeybits|=KEY_SHOWFPS; szDispBuf[0]=0; BuildDispMenu(0); } // iColDepth=16; //only needed by ShowGunCursor // Xpixels = memalign(32,iResX_Max*iResY_Max*2); //For now these are for 16bit color. memset(Xpixels,0,iResX_Max*iResY_Max*2); // GXtexture = memalign(32,iResX_Max*iResY_Max*2); memset(GXtexture,0,iResX_Max*iResY_Max*2); return (unsigned long)Xpixels; //This isn't right, but didn't want to return 0.. }
int GLinitialize() { glViewport(rRatioRect.left, // init viewport by ratio rect iResY-(rRatioRect.top+rRatioRect.bottom), rRatioRect.right, rRatioRect.bottom); glScissor(0, 0, iResX, iResY); // init clipping (fullscreen) glEnable(GL_SCISSOR_TEST); #ifndef OWNSCALE glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale" glLoadIdentity(); glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack #endif glMatrixMode(GL_PROJECTION); // init projection with psx resolution glLoadIdentity(); glOrtho(0,PSXDisplay.DisplayMode.x, PSXDisplay.DisplayMode.y, 0, -1, 1); if(iZBufferDepth) // zbuffer? { uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_ALWAYS); iDepthFunc=1; } else // no zbuffer? { uiBufferBits=GL_COLOR_BUFFER_BIT; glDisable(GL_DEPTH_TEST); } glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear glClear(uiBufferBits); if(bUseLines) // funny lines { glPolygonMode(GL_FRONT, GL_LINE); glPolygonMode(GL_BACK, GL_LINE); } else // or the real filled thing { glPolygonMode(GL_FRONT, GL_FILL); glPolygonMode(GL_BACK, GL_FILL); } MakeDisplayLists(); // lists for menu/opaque GetExtInfos(); // get ext infos SetExtGLFuncs(); // init all kind of stuff (tex function pointers) glEnable(GL_ALPHA_TEST); // wanna alpha test if(!bUseAntiAlias) // no anti-alias (default) { glDisable(GL_LINE_SMOOTH); glDisable(GL_POLYGON_SMOOTH); glDisable(GL_POINT_SMOOTH); } else // wanna try it? glitches galore... { glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_POINT_SMOOTH); glHint(GL_LINE_SMOOTH_HINT,GL_NICEST); glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); glHint(GL_POLYGON_SMOOTH_HINT,GL_NICEST); } ubGloAlpha=127; // init some drawing vars ubGloColAlpha=127; TWin.UScaleFactor = 1; TWin.VScaleFactor = 1; bDrawMultiPass=FALSE; bTexEnabled=FALSE; bUsingTWin=FALSE; if(bDrawDither) glEnable(GL_DITHER); // dither mode else glDisable(GL_DITHER); glDisable(GL_FOG); // turn all (currently) unused modes off glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP); glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_2D); glDisable(GL_CULL_FACE); glPixelTransferi(GL_RED_SCALE, 1); // to be sure: glPixelTransferi(GL_RED_BIAS, 0); // init more OGL vals glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0); glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0); glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0); printf(glGetString(GL_VENDOR)); // linux: tell user what is getting used printf("\n"); printf(glGetString(GL_RENDERER)); printf("\n"); glFlush(); // we are done... glFinish(); CreateScanLines(); // setup scanline stuff (if wanted) CheckTextureMemory(); // check available tex memory if(bKeepRatio) SetAspectRatio(); // set ratio if(iShowFPS) // user wants FPS display on startup? { ulKeybits|=KEY_SHOWFPS; // -> ok, turn display on szDispBuf[0]=0; BuildDispMenu(0); } bIsFirstFrame = FALSE; // we have survived the first frame :) return 0; }
void SwitchDispMenu(int iStep) // SWITCH DISP MENU { if (!(ulKeybits&KEY_SHOWFPS)) return; // tststs switch (iMPos) {////////////////////////////////////////////////////// case 0: // frame limit { int iType=0; bInitCap = TRUE; #ifdef _WINDOWS if (iFrameLimit==1 && UseFrameLimit && GetAsyncKeyState(VK_SHIFT)&32768) { fFrameRate+=iStep; if (fFrameRate<1.0f) fFrameRate=1.0f; SetAutoFrameCap(); break; } #endif if (UseFrameLimit) iType=iFrameLimit; iType+=iStep; if (iType<0) iType=2; if (iType>2) iType=0; if (iType==0) UseFrameLimit=0; else { UseFrameLimit=1; iFrameLimit=iType; SetAutoFrameCap(); } } break; ////////////////////////////////////////////////////// case 1: // frame skip bInitCap = TRUE; if (iStep>0) { if (!UseFrameSkip) { UseFrameSkip=1; iFastFwd = 0; } else { if (!iFastFwd) iFastFwd=1; else { UseFrameSkip=0; iFastFwd = 0; } } } else { if (!UseFrameSkip) { UseFrameSkip=1; iFastFwd = 1; } else { if (iFastFwd) iFastFwd=0; else { UseFrameSkip=0; iFastFwd = 0; } } } bSkipNextFrame=FALSE; break; ////////////////////////////////////////////////////// case 2: // dithering iUseDither+=iStep; if (iUseDither<0) iUseDither=2; if (iUseDither>2) iUseDither=0; break; ////////////////////////////////////////////////////// case 3: // special fixes if (iUseFixes) { iUseFixes=0; dwActFixes=0; } else { iUseFixes=1; dwActFixes=dwCfgFixes; } SetFixes(); if (iFrameLimit==2) SetAutoFrameCap(); break; } BuildDispMenu(0); // update info }