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DS: Load texture matrix less often, try to improve texture precision a bit
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parent
c03dffbf5f
commit
9f04e9f1a2
1 changed files with 14 additions and 26 deletions
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@ -5,6 +5,8 @@
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#include "Logger.h"
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#include "Window.h"
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#include <nds.h>
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static int matrix_modes[] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
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static int lastMatrix;
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/*########################################################################################################################*
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*---------------------------------------------------------General---------------------------------------------------------*
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@ -39,11 +41,6 @@ void Gfx_Create(void) {
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vramSetBankE(VRAM_E_TEX_PALETTE);
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Gfx_SetFaceCulling(false);
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// Set texture matrix to identity
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MATRIX_CONTROL = 3;
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MATRIX_IDENTITY = 0;
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MATRIX_CONTROL = 0;
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}
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cc_bool Gfx_TryRestoreContext(void) {
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@ -112,8 +109,6 @@ void Gfx_EndFrame(void) {
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/*########################################################################################################################*
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*---------------------------------------------------------Textures--------------------------------------------------------*
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*#########################################################################################################################*/
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static int tex_width, tex_height;
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static int FindColorInPalette(cc_uint16* pal, int pal_size, cc_uint16 col) {
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if ((col >> 15) == 0) return 0;
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@ -211,10 +206,16 @@ GfxResourceID Gfx_AllocTexture(struct Bitmap* bmp, int rowWidth, cc_uint8 flags,
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void Gfx_BindTexture(GfxResourceID texId) {
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glBindTexture(0, (int)texId);
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tex_width = 0;
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tex_height = 0;
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glGetInt(GL_GET_TEXTURE_WIDTH, &tex_width);
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glGetInt(GL_GET_TEXTURE_HEIGHT, &tex_height);
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int width = 0;
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int height = 0;
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glGetInt(GL_GET_TEXTURE_WIDTH, &width);
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glGetInt(GL_GET_TEXTURE_HEIGHT, &height);
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// Scale uvm to fit into texture size
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MATRIX_CONTROL = 3;
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MATRIX_IDENTITY = 0;
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glScalef32(width << 6, height << 6, 0);
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MATRIX_CONTROL = matrix_modes[lastMatrix];
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}
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void Gfx_UpdateTexture(GfxResourceID texId, int x, int y, struct Bitmap* part, int rowWidth, cc_bool mipmaps) {
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@ -343,8 +344,8 @@ static void PreprocessTexturedVertices(void) {
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/*int uvX = (v.U * 256.0f + 0.5f); // 0.5f for rounding
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int uvY = (v.V * 256.0f + 0.5f);*/
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int uvX = ((int) (v.U * 4096.0f)) - 32768;
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int uvY = ((int) (v.V * 4096.0f)) - 32768;
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int uvX = ((int) (v.U * 1024.0f)) + 0x8000;
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int uvY = ((int) (v.V * 1024.0f)) + 0x8000;
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int r = PackedCol_R(v.Col);
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int g = PackedCol_G(v.Col);
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@ -557,9 +558,6 @@ void Gfx_DepthOnlyRendering(cc_bool depthOnly) {
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/*########################################################################################################################*
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*---------------------------------------------------------Matrices--------------------------------------------------------*
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*#########################################################################################################################*/
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static int matrix_modes[] = { GL_PROJECTION, GL_MODELVIEW, GL_TEXTURE };
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static int lastMatrix;
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void Gfx_LoadMatrix(MatrixType type, const struct Matrix* matrix) {
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if (type != lastMatrix) {
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lastMatrix = type;
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@ -637,19 +635,9 @@ static void Draw_ColouredTriangles(int verticesCount, int startVertex) {
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}
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static void Draw_TexturedTriangles(int verticesCount, int startVertex) {
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int width = tex_width, height = tex_height;
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// Scale uvm to fit into texture size
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MATRIX_CONTROL = 3;
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MATRIX_PUSH = 0;
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glScalef32(width << 4, height << 4, 0);
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GFX_BEGIN = GL_QUADS;
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CallDrawList(&((struct DSTexturedVertex*) gfx_vertices)[startVertex], verticesCount * 5);
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GFX_END = 0;
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MATRIX_POP = 1;
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MATRIX_CONTROL = matrix_modes[lastMatrix];
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}
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void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
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