DS: Load texture matrix less often, try to improve texture precision a bit

This commit is contained in:
UnknownShadow200 2025-01-18 07:44:49 +11:00
parent c03dffbf5f
commit 9f04e9f1a2

View file

@ -5,6 +5,8 @@
#include "Logger.h"
#include "Window.h"
#include <nds.h>
static int matrix_modes[] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
static int lastMatrix;
/*########################################################################################################################*
*---------------------------------------------------------General---------------------------------------------------------*
@ -39,11 +41,6 @@ void Gfx_Create(void) {
vramSetBankE(VRAM_E_TEX_PALETTE);
Gfx_SetFaceCulling(false);
// Set texture matrix to identity
MATRIX_CONTROL = 3;
MATRIX_IDENTITY = 0;
MATRIX_CONTROL = 0;
}
cc_bool Gfx_TryRestoreContext(void) {
@ -112,8 +109,6 @@ void Gfx_EndFrame(void) {
/*########################################################################################################################*
*---------------------------------------------------------Textures--------------------------------------------------------*
*#########################################################################################################################*/
static int tex_width, tex_height;
static int FindColorInPalette(cc_uint16* pal, int pal_size, cc_uint16 col) {
if ((col >> 15) == 0) return 0;
@ -211,10 +206,16 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
void Gfx_BindTexture(GfxResourceID texId) {
glBindTexture(0, (int)texId);
tex_width = 0;
tex_height = 0;
glGetInt(GL_GET_TEXTURE_WIDTH, &tex_width);
glGetInt(GL_GET_TEXTURE_HEIGHT, &tex_height);
int width = 0;
int height = 0;
glGetInt(GL_GET_TEXTURE_WIDTH, &width);
glGetInt(GL_GET_TEXTURE_HEIGHT, &height);
// Scale uvm to fit into texture size
MATRIX_CONTROL = 3;
MATRIX_IDENTITY = 0;
glScalef32(width << 6, height << 6, 0);
MATRIX_CONTROL = matrix_modes[lastMatrix];
}
void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
@ -343,8 +344,8 @@ static void PreprocessTexturedVertices(void) {
/*int uvX = (v.U * 256.0f + 0.5f); // 0.5f for rounding
int uvY = (v.V * 256.0f + 0.5f);*/
int uvX = ((int) (v.U * 4096.0f)) - 32768;
int uvY = ((int) (v.V * 4096.0f)) - 32768;
int uvX = ((int) (v.U * 1024.0f)) + 0x8000;
int uvY = ((int) (v.V * 1024.0f)) + 0x8000;
int r = PackedCol_R(v.Col);
int g = PackedCol_G(v.Col);
@ -557,9 +558,6 @@ void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
/*########################################################################################################################*
*---------------------------------------------------------Matrices--------------------------------------------------------*
*#########################################################################################################################*/
static int matrix_modes[] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
static int lastMatrix;
void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
if (type != lastMatrix) {
lastMatrix = type;
@ -637,19 +635,9 @@ static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
}
static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
int width = tex_width, height = tex_height;
// Scale uvm to fit into texture size
MATRIX_CONTROL = 3;
MATRIX_PUSH = 0;
glScalef32(width << 4, height << 4, 0);
GFX_BEGIN = GL_QUADS;
CallDrawList(&((struct DSTexturedVertex*) gfx_vertices)[startVertex], verticesCount * 5);
GFX_END = 0;
MATRIX_POP = 1;
MATRIX_CONTROL = matrix_modes[lastMatrix];
}
void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {