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https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 22:05:38 +00:00
The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :)
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@ -703,14 +703,6 @@ void CNew3D::RenderViewport(UINT32 addr)
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uint32_t matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
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uint32_t matrixBase = vpnode[0x16] & 0xFFFFFF; // matrix base address
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if (vp->vpX) {
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vp->vpX += 2;
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}
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if (vp->vpY) {
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vp->vpY += 2;
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}
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LODBlendTable* tableTest = (LODBlendTable*)TranslateCullingAddress(vpnode[0x17]);
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LODBlendTable* tableTest = (LODBlendTable*)TranslateCullingAddress(vpnode[0x17]);
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vp->angle_left = -atan2(*(float *)&vpnode[12], *(float *)&vpnode[13]);
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vp->angle_left = -atan2(*(float *)&vpnode[12], *(float *)&vpnode[13]);
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@ -536,24 +536,15 @@ void CRender2D::Setup2D(bool isBottom, bool clearAll)
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glUseProgram(m_shaderProgram);
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glUseProgram(m_shaderProgram);
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// Clear everything if requested or just overscan areas for wide screen mode
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// Clear everything if requested or just overscan areas for wide screen mode
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if (clearAll)
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if (clearAll || isBottom)
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{
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{
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, m_totalXPixels, m_totalYPixels);
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glViewport(0, 0, m_totalXPixels, m_totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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else if (isBottom && g_Config.wideScreen)
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{
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// For now, clear w/ black (may want to use color 0 later)
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, m_xOffset, m_totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(m_xOffset + m_xPixels, 0, m_totalXPixels, m_totalYPixels);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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// Set up the viewport and orthogonal projection
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// Set up the viewport and orthogonal projection
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glViewport(m_xOffset, m_yOffset, m_xPixels, m_yPixels);
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glViewport(m_xOffset - m_correction, m_yOffset + m_correction, m_xPixels, m_yPixels);
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glMatrixMode(GL_PROJECTION);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadIdentity();
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glOrtho(0.0, 1.0, 1.0, 0.0, 1.0, -1.0);
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glOrtho(0.0, 1.0, 1.0, 0.0, 1.0, -1.0);
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@ -672,6 +663,7 @@ bool CRender2D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned
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m_yOffset = yOffset;
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m_yOffset = yOffset;
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m_totalXPixels = totalXRes;
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m_totalXPixels = totalXRes;
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m_totalYPixels = totalYRes;
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m_totalYPixels = totalYRes;
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m_correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f); // for some reason the 2d layer is 2 pixels off the 3D
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// Create textures
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// Create textures
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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glActiveTexture(GL_TEXTURE0); // texture unit 0
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@ -186,6 +186,7 @@ private:
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unsigned m_yOffset = 0;
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unsigned m_yOffset = 0;
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unsigned m_totalXPixels; // total display surface resolution
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unsigned m_totalXPixels; // total display surface resolution
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unsigned m_totalYPixels;
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unsigned m_totalYPixels;
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unsigned m_correction = 0;
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// Shader programs and input data locations
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// Shader programs and input data locations
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GLuint m_shaderProgram; // shader program object
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GLuint m_shaderProgram; // shader program object
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@ -1076,7 +1076,7 @@ CReal3D::CReal3D(void)
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CReal3D::~CReal3D(void)
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CReal3D::~CReal3D(void)
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{
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{
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// Dump memory
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// Dump memory
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#if 0
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#if 1
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FILE *fp;
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FILE *fp;
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fp = fopen("8c000000", "wb");
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fp = fopen("8c000000", "wb");
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if (NULL != fp)
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if (NULL != fp)
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@ -135,16 +135,22 @@ static bool SetGLGeometry(unsigned *xOffsetPtr, unsigned *yOffsetPtr, unsigned *
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// Write back resolution parameters
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// Write back resolution parameters
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*xResPtr = (unsigned) xRes;
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*xResPtr = (unsigned) xRes;
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*yResPtr = (unsigned) yRes;
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*yResPtr = (unsigned) yRes;
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UINT32 correction = (UINT32)(((yRes / 384.f) * 2) + 0.5f);
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glEnable(GL_SCISSOR_TEST);
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// Scissor box (to clip visible area)
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// Scissor box (to clip visible area)
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if (!g_Config.wideScreen)
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if (!g_Config.wideScreen)
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{
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{
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if (VideoInfo->current_w > int(*xResPtr) || VideoInfo->current_h > int(*yResPtr))
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if (VideoInfo->current_w > int(*xResPtr) || VideoInfo->current_h > int(*yResPtr))
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{
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{
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glEnable(GL_SCISSOR_TEST);
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glScissor(*xOffsetPtr + correction, *yOffsetPtr + correction, *xResPtr - (correction*2), *yResPtr - (correction*2));
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glScissor(*xOffsetPtr, *yOffsetPtr, *xResPtr, *yResPtr);
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}
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}
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}
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}
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else {
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glScissor(0, correction, *totalXResPtr, *totalYResPtr - (correction * 2));
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}
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return OKAY;
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return OKAY;
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}
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}
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