/***************************************************************************
                           draw.c  -  description
                             -------------------
    begin                : Sun Mar 08 2009
    copyright            : (C) 1999-2009 by Pete Bernert
    web                  : www.pbernert.com   
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version. See also the license.txt file for *
 *   additional informations.                                              *
 *                                                                         *
 ***************************************************************************/

#include "stdafx.h"

#define _IN_DRAW

#include "externals.h"
#include "gpu.h"
#include "draw.h"
#include "prim.h"
#include "texture.h"
#include "menu.h"

#include "gte_accuracy.h"

#if defined(_MACGL)
// if you use it, you must include it
#include <OpenGL/gl.h>
#include <OpenGL/glext.h>
#include "drawgl.h"
#endif
////////////////////////////////////////////////////////////////////////////////////
// defines

#define SIGNBIT 0x800
#define S_MASK  0xf000
#define L_MASK  0xfffff000

// ownscale: some ogl drivers have buggy texture matrix funcs, so it
//           is safer to calc sow/tow ourselves

#ifdef OWNSCALE

#define ST_FACSPRITE       255.99f
#define ST_BFFACSPRITE     0.5f/256.0f
#define ST_BFFACSPRITESORT 0.333f/256.0f

#define ST_OFFSET          0.5f/256.0f;

#define ST_FAC             255.99f
#define ST_BFFAC           0.5f/256.0f
#define ST_BFFACSORT       0.333f/256.0f

#define ST_FACTRI          255.99f
#define ST_BFFACTRI        0.5f/256.0f
#define ST_BFFACTRISORT    0.333f/256.0f

#define ST_FACVRAMX        255.0f
#define ST_FACVRAM         256.0f

///////////////////////////////////////////////////////////////

#else

#define ST_BFFACSPRITE     0.5f
#define ST_BFFACSPRITESORT 0.333f

#define ST_BFFAC           0.5f
#define ST_BFFACSORT       0.333f

#define ST_BFFACTRI        0.5f
#define ST_BFFACTRISORT    0.333f

#define ST_OFFSET          0.5f;
                
#endif

////////////////////////////////////////////////////////////////////////////////////
// draw globals; most will be initialized again later (by config or checks) 

#ifdef _WINDOWS
HDC            dcGlobal = NULL;
HWND           hWWindow;
#endif

BOOL           bIsFirstFrame = TRUE;

// resolution/ratio vars

int            iResX;
int            iResY;
BOOL           bKeepRatio    = FALSE;
BOOL           bForceRatio43 = FALSE;
RECT           rRatioRect;

// psx mask related vars

BOOL           bCheckMask = FALSE;
int            iUseMask = 0;
int            iSetMask = 0;
unsigned short sSetMask = 0;
uint32_t       lSetMask = 0;

// drawing/coord vars

OGLVertex      vertex[4];
GLubyte        gl_ux[8];
GLubyte        gl_vy[8];
short          sprtY,sprtX,sprtH,sprtW;

// drawing options

BOOL           bOpaquePass;
BOOL           bAdvancedBlend;
BOOL           bUseLines;
BOOL           bUseAntiAlias;
int            iTexQuality;
int            iUsePalTextures=1;
BOOL           bSnapShot=FALSE;
BOOL           bSmallAlpha=FALSE;
int            iShowFPS=0;
BOOL           bGteAccuracy;

// OGL extension support

int                iForceVSync=-1;
int                iUseExts=0;
BOOL               bGLExt;
BOOL               bGLFastMovie=FALSE;
BOOL               bGLSoft;
BOOL               bGLBlend;
#if defined (_MACGL) // always supported on OSX > 10.4.3
#define glBlendEquationEXTEx glBlendEquationEXT
#define glColorTableEXTEx glColorTableEXT
#else
PFNGLBLENDEQU      glBlendEquationEXTEx=NULL;
PFNGLCOLORTABLEEXT glColorTableEXTEx=NULL;
#endif
// gfx card buffer infos

int            iDepthFunc=0;
int            iZBufferDepth=0;
GLbitfield     uiBufferBits=GL_COLOR_BUFFER_BIT;

////////////////////////////////////////////////////////////////////////
// Set OGL pixel format
////////////////////////////////////////////////////////////////////////
 
#ifdef _WINDOWS
BOOL bSetupPixelFormat(HDC hDC)
{
 int pixelformat;
 static PIXELFORMATDESCRIPTOR pfd = 
  {
   sizeof(PIXELFORMATDESCRIPTOR),    // size of this pfd
    1,                               // version number
    PFD_DRAW_TO_WINDOW |             // support window
      PFD_SUPPORT_OPENGL |           // support OpenGL
      PFD_DOUBLEBUFFER,              // double buffered
    PFD_TYPE_RGBA,                   // RGBA type
    16,                              // 16-bit color depth  (adjusted later)
    0, 0, 0, 0, 0, 0,                // color bits ignored
    0,                               // no alpha buffer
    0,                               // shift bit ignored
    0,                               // no accumulation buffer
    0, 0, 0, 0,                      // accum bits ignored
    0,                               // z-buffer    
    0,
    0,                               // no auxiliary buffer
    PFD_MAIN_PLANE,                  // main layer
    0,                               // reserved
    0, 0, 0                          // layer masks ignored
  };
 
 pfd.cColorBits=iColDepth;                             // set user color depth
 pfd.cDepthBits=iZBufferDepth;                         // set user zbuffer (by psx mask)

 if((pixelformat=ChoosePixelFormat(hDC,&pfd))==0)     
  {
   MessageBox(NULL,"ChoosePixelFormat failed","Error",MB_OK);
   return FALSE;
  }

 if(SetPixelFormat(hDC,pixelformat, &pfd)==FALSE)
  {
   MessageBox(NULL,"SetPixelFormat failed","Error",MB_OK);
   return FALSE;
  }

 return TRUE;
}
#endif

////////////////////////////////////////////////////////////////////////
// Get extension infos (f.e. pal textures / packed pixels)
////////////////////////////////////////////////////////////////////////

void GetExtInfos(void)                              
{
 BOOL bPacked=FALSE;                                   // default: no packed pixel support

 bGLExt=FALSE;                                         // default: no extensions
 bGLFastMovie=FALSE;

 if(strstr((char *)glGetString(GL_EXTENSIONS),         // packed pixels available?
    "GL_EXT_packed_pixels"))                          
  bPacked=TRUE;                                        // -> ok

 if(bPacked && bUse15bitMdec)                          // packed available and 15bit mdec wanted?
  bGLFastMovie=TRUE;                                   // -> ok

 if(bPacked && (iTexQuality==1 || iTexQuality==2))     // packed available and 16 bit texture format?
  {
   bGLFastMovie=TRUE;                                  // -> ok
   bGLExt=TRUE;
  }

 if(iUseExts &&                                        // extension support wanted?
    (strstr((char *)glGetString(GL_EXTENSIONS),
     "GL_EXT_texture_edge_clamp") ||
     strstr((char *)glGetString(GL_EXTENSIONS),        // -> check clamp support, if yes: use it
     "GL_SGIS_texture_edge_clamp")))
      iClampType=GL_TO_EDGE_CLAMP;
 else iClampType=GL_CLAMP;

#if !defined (_MACGL) // OSX > 10.4.3 defines this
 glColorTableEXTEx=(PFNGLCOLORTABLEEXT)NULL;           // init ogl palette func pointer
#endif

#ifndef __sun
 if(iGPUHeight!=1024 &&                                // no pal textures in ZN mode (height=1024)! 
    strstr((char *)glGetString(GL_EXTENSIONS),         // otherwise: check ogl support
    "GL_EXT_paletted_texture"))
  {
   iUsePalTextures=1;                                  // -> wow, supported, get func pointer

#ifdef _WINDOWS
   glColorTableEXTEx=(PFNGLCOLORTABLEEXT)wglGetProcAddress("glColorTableEXT");
#elif defined (_MACGL)
    // no prob, done already in OSX > 10.4.3
#else
   glColorTableEXTEx=(PFNGLCOLORTABLEEXT)glXGetProcAddress("glColorTableEXT");
#endif

   if(glColorTableEXTEx==NULL) iUsePalTextures=0;      // -> ha, cheater... no func, no support

  }
 else iUsePalTextures=0;
#else
 iUsePalTextures=0;
#endif
}

////////////////////////////////////////////////////////////////////////
// Setup some stuff depending on user settings or in-game toggle
////////////////////////////////////////////////////////////////////////

void SetExtGLFuncs(void)
{
 //----------------------------------------------------//

 SetFixes();                                           // update fix infos

 //----------------------------------------------------//

#ifdef _WINDOWS
 if((iForceVSync>=0) &&                                // force vsync?
    strstr((char *)glGetString(GL_EXTENSIONS),         // and extension available?
    "WGL_EXT_swap_control"))
  {
   PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT= 
    (PFNWGLSWAPINTERVALFARPROC)wglGetProcAddress("wglSwapIntervalEXT");

   if(wglSwapIntervalEXT) wglSwapIntervalEXT(iForceVSync);
  }
#endif
#ifdef _MACGL
 SetVSync(iForceVSync);
#endif
 if(iUseExts && !(dwActFixes&1024) &&                  // extensions wanted? and not turned off by game fix?
    strstr((char *)glGetString(GL_EXTENSIONS),         // and blend_subtract available?
    "GL_EXT_blend_subtract"))
     {                                                 // -> get ogl blend function pointer
#ifdef _WINDOWS
      glBlendEquationEXTEx=(PFNGLBLENDEQU)wglGetProcAddress("glBlendEquationEXT");
#elif defined(_MACGL)
    // no prob, OSX > 10.4.3 has this
#else
      glBlendEquationEXTEx=(PFNGLBLENDEQU)glXGetProcAddress("glBlendEquationEXT");
#endif
     }
 else                                                  // no subtract blending?
  {
   if(glBlendEquationEXTEx)                            // -> change to additive blending (if subract was active)
    glBlendEquationEXTEx(FUNC_ADD_EXT);
#if !defined(_MACGL) // BTW, why set to null? strange...
   glBlendEquationEXTEx=(PFNGLBLENDEQU)NULL;           // -> no more blend function pointer
#endif
  }

 //----------------------------------------------------//

 if(iUseExts && bAdvancedBlend &&                      // advanced blending wanted ?
    strstr((char *)glGetString(GL_EXTENSIONS),         // and extension avail?
           "GL_EXT_texture_env_combine"))
  {
   bUseMultiPass=FALSE;bGLBlend=TRUE;                  // -> no need for 2 passes, perfect

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT);    
   glTexEnvf(GL_TEXTURE_ENV, COMBINE_RGB_EXT, GL_MODULATE);     
   glTexEnvf(GL_TEXTURE_ENV, COMBINE_ALPHA_EXT, GL_MODULATE);     
   glTexEnvf(GL_TEXTURE_ENV, RGB_SCALE_EXT, 2.0f);    
  }
 else                                                  // no advanced blending wanted/available:
  {
   if(bAdvancedBlend) bUseMultiPass=TRUE;              // -> pseudo-advanced with 2 passes
   else               bUseMultiPass=FALSE;             // -> or simple 'bright color' mode
   bGLBlend=FALSE;                                     // -> no ext blending!

   glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);    
  }

 //----------------------------------------------------//
 // init standard tex quality 0-2, and big alpha mode 3

 if(!(dwActFixes&0x4000) && iFilterType && iTexQuality>=3) 
      bSmallAlpha=TRUE;                  
 else bSmallAlpha=FALSE;

 if(bOpaquePass)                                        // opaque mode?
  {
   if(dwActFixes&32) 
    {
     TCF[0]=CP8RGBA_0;
     PalTexturedColourFn=CP8RGBA;                      // -> init col func
    }
   else
    {
     TCF[0]=XP8RGBA_0;
     PalTexturedColourFn=XP8RGBA;                      // -> init col func
    }

   TCF[1]=XP8RGBA_1;
   glAlphaFunc(GL_GREATER,0.49f);
  }
 else                                                  // no opaque mode?
  {
   TCF[0]=TCF[1]=P8RGBA;
   PalTexturedColourFn=P8RGBA;                         // -> init col func
   glAlphaFunc(GL_NOTEQUAL,0);                         // --> set alpha func
  }

 //----------------------------------------------------//

 LoadSubTexFn=LoadSubTexturePageSort;                  // init load tex ptr

 giWantedFMT=GL_RGBA;                                  // init ogl tex format

 switch(iTexQuality)                                   // -> quality:
  {
   //--------------------------------------------------// 
   case 0:                                             // -> don't care
    giWantedRGBA=4;
    giWantedTYPE=GL_UNSIGNED_BYTE;
    break;
   //--------------------------------------------------// 
   case 1:                                             // -> R4G4B4A4
    if(bGLExt)
     {
      giWantedRGBA=GL_RGBA4;
      giWantedTYPE=GL_UNSIGNED_SHORT_4_4_4_4_EXT;
      LoadSubTexFn=LoadPackedSubTexturePageSort;
      if(bOpaquePass) 
       {
        if(dwActFixes&32) PTCF[0]=CP4RGBA_0;
        else              PTCF[0]=XP4RGBA_0;
        PTCF[1]=XP4RGBA_1;
       }
      else      
       {
        PTCF[0]=PTCF[1]=P4RGBA;
       }
     }
    else
     {
      giWantedRGBA=GL_RGBA4;
      giWantedTYPE=GL_UNSIGNED_BYTE;
     }
    break;
   //--------------------------------------------------// 
   case 2:                                             // -> R5B5G5A1
    if(bGLExt)
     {
      giWantedRGBA=GL_RGB5_A1;
      giWantedTYPE=GL_UNSIGNED_SHORT_5_5_5_1_EXT;
      LoadSubTexFn=LoadPackedSubTexturePageSort;
      if(bOpaquePass) 
       {
        if(dwActFixes&32) PTCF[0]=CP5RGBA_0;
        else              PTCF[0]=XP5RGBA_0;
        PTCF[1]=XP5RGBA_1;
       }
      else   
       {
        PTCF[0]=PTCF[1]=P5RGBA;
       }
     }
    else
     {
      giWantedRGBA=GL_RGB5_A1;giWantedTYPE=GL_UNSIGNED_BYTE;
     }
    break;
   //--------------------------------------------------// 
   case 3:                                             // -> R8G8B8A8
    giWantedRGBA=GL_RGBA8;
    giWantedTYPE=GL_UNSIGNED_BYTE;

    if(bSmallAlpha)
     {
      if(bOpaquePass)                                  // opaque mode?
       {
        if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}
        else              {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}
        TCF[1]=XP8RGBAEx_1;
       }
     }

    break;
   //--------------------------------------------------// 
   case 4:                                             // -> R8G8B8A8
    giWantedRGBA = GL_RGBA8;
    giWantedTYPE = GL_UNSIGNED_BYTE;

    if(strstr((char *)glGetString(GL_EXTENSIONS),      // and extension avail?
              "GL_EXT_bgra"))
     {
      giWantedFMT  = GL_BGRA_EXT;

      if(bOpaquePass)                                  // opaque mode?
       {
        if(bSmallAlpha)
         {
          if(dwActFixes&32) {TCF[0]=CP8BGRAEx_0;PalTexturedColourFn=CP8RGBAEx;}
          else              {TCF[0]=XP8BGRAEx_0;PalTexturedColourFn=XP8RGBAEx;}
          TCF[1]=XP8BGRAEx_1;
         }
        else
         {
          if(dwActFixes&32) {TCF[0]=CP8BGRA_0;PalTexturedColourFn=CP8RGBA;}
          else              {TCF[0]=XP8BGRA_0;PalTexturedColourFn=XP8RGBA;}
          TCF[1]=XP8BGRA_1;
         }
       }
      else                                             // no opaque mode?
       {
        TCF[0]=TCF[1]=P8BGRA;                          // -> init col func
       }
     }
    else
     {
      iTexQuality=3;
      if(bSmallAlpha)
       {
        if(bOpaquePass)                                 // opaque mode?
         {
          if(dwActFixes&32) {TCF[0]=CP8RGBAEx_0;PalTexturedColourFn=CP8RGBAEx;}
          else              {TCF[0]=XP8RGBAEx_0;PalTexturedColourFn=XP8RGBAEx;}
          TCF[1]=XP8RGBAEx_1;
         }
       }
     }

    break;
   //--------------------------------------------------// 
  }

 bBlendEnable=FALSE;                                   // init blending: off
 glDisable(GL_BLEND);

 SetScanTrans();                                       // init scan lines (if wanted)
}

////////////////////////////////////////////////////////////////////////
// setup scan lines
////////////////////////////////////////////////////////////////////////

#define R_TSP 0x00,0x45,0x00,0xff
#define G_TSP 0x00,0x00,0x45,0xff
#define B_TSP 0x45,0x00,0x00,0xff
#define O_TSP 0x45,0x45,0x45,0xff
#define N_TSP 0x00,0x00,0x00,0xff

GLuint  gTexScanName=0;

GLubyte texscan[4][16]= 
{
{R_TSP, G_TSP, B_TSP, N_TSP},
{O_TSP, N_TSP, O_TSP, N_TSP},
{B_TSP, N_TSP, R_TSP, G_TSP},
{O_TSP, N_TSP, O_TSP, N_TSP}
};

void CreateScanLines(void)
{
 if(iUseScanLines)
  {
   int y;
   if(iScanBlend<0)                                    // special scan mask mode
    {
     glGenTextures(1, &gTexScanName);
     glBindTexture(GL_TEXTURE_2D, gTexScanName);

     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     glTexImage2D(GL_TEXTURE_2D, 0, 4, 4, 4, 0,GL_RGBA, GL_UNSIGNED_BYTE, texscan);
    }
   else                                                // otherwise simple lines in a display list
    {
     uiScanLine=glGenLists(1);
     glNewList(uiScanLine,GL_COMPILE);
     #ifdef _MACGL
      // not mac specific, just commenting out to be friendly
      // use it if you like
      // this draws anti-aliased lines with user-chosen color
      glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT);
      glEnable(GL_BLEND | GL_LINE_SMOOTH);
      glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
      glColor4f(iScanlineColor[0],iScanlineColor[1],iScanlineColor[2],iScanlineColor[3]);
      glBegin(GL_LINES);
      for(y=0;y<iResY;y+=2)
      {
       glVertex2f(0,y);
       glVertex2f(iResX,y);
      }
      glEnd();
      glPopAttrib();
	 #else
	      for(y=0;y<iResY;y+=2)
      {
       glBegin(GL_QUADS);
         glVertex2f(0,y);
         glVertex2f(iResX,y);
         glVertex2f(iResX,y+1);
         glVertex2f(0,y+1);
       glEnd();
      }
     
    #endif
    glEndList();
    }
  }
}

////////////////////////////////////////////////////////////////////////
// Initialize OGL
////////////////////////////////////////////////////////////////////////

#ifdef _WINDOWS    
HGLRC GLCONTEXT=NULL;
#endif

int GLinitialize() 
{
#ifdef _WINDOWS
 HGLRC objectRC;
 // init
 dcGlobal = GetDC(hWWindow);                           // FIRST: dc/rc stuff
 objectRC = wglCreateContext(dcGlobal); 
 GLCONTEXT=objectRC;
 wglMakeCurrent(dcGlobal, objectRC);
 // CheckWGLExtensions(dcGlobal);
 if(bWindowMode) ReleaseDC(hWWindow,dcGlobal);         // win mode: release dc again
#endif
#if defined (_MACGL)
 BringContextForward();
#endif
 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);                                                  

#ifdef _WINDOWS
                                                       // detect Windows hw/sw mode (just for info)
 if(!strcmp("Microsoft Corporation",(LPTSTR)glGetString(GL_VENDOR)) &&
    !strcmp("GDI Generic",          (LPTSTR)glGetString(GL_RENDERER)))
      bGLSoft=TRUE;
 else bGLSoft=FALSE;
#endif

 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;
}

////////////////////////////////////////////////////////////////////////
// clean up OGL stuff
////////////////////////////////////////////////////////////////////////

void GLcleanup() 
{                                                     
 KillDisplayLists();                                   // bye display lists

 if(iUseScanLines)                                     // scanlines used?
  {
   if(iScanBlend<0)
    {
     if(gTexScanName!=0)                               // some scanline tex?
      glDeleteTextures(1, &gTexScanName);              // -> delete it
     gTexScanName=0;
    }
   else glDeleteLists(uiScanLine,1);                   // otherwise del scanline display list
  }

 CleanupTextureStore();                                // bye textures

#ifdef _WINDOWS 
 wglMakeCurrent(NULL, NULL);                           // bye context
 if(GLCONTEXT) wglDeleteContext(GLCONTEXT);
 if(!bWindowMode && dcGlobal) 
  ReleaseDC(hWWindow,dcGlobal);
#endif
}

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
// Offset stuff
////////////////////////////////////////////////////////////////////////

// please note: it is hardly do-able in a hw/accel plugin to get the 
//              real psx polygon coord mapping right... the following
//              works not to bad with many games, though

static __inline BOOL CheckCoord4()
{
 if(lx0<0)
  {
   if(((lx1-lx0)>CHKMAX_X) ||
      ((lx2-lx0)>CHKMAX_X)) 
    {
     if(lx3<0)
      {
       if((lx1-lx3)>CHKMAX_X) return TRUE;
       if((lx2-lx3)>CHKMAX_X) return TRUE;
      }
    }
  }
 if(lx1<0)
  {
   if((lx0-lx1)>CHKMAX_X) return TRUE;
   if((lx2-lx1)>CHKMAX_X) return TRUE;
   if((lx3-lx1)>CHKMAX_X) return TRUE;
  }
 if(lx2<0)
  {
   if((lx0-lx2)>CHKMAX_X) return TRUE;
   if((lx1-lx2)>CHKMAX_X) return TRUE;
   if((lx3-lx2)>CHKMAX_X) return TRUE;
  }
 if(lx3<0)
  {
   if(((lx1-lx3)>CHKMAX_X) ||
      ((lx2-lx3)>CHKMAX_X))
    {
     if(lx0<0)
      {
       if((lx1-lx0)>CHKMAX_X) return TRUE;
       if((lx2-lx0)>CHKMAX_X) return TRUE;
      }
    }
  }
 

 if(ly0<0)
  {
   if((ly1-ly0)>CHKMAX_Y) return TRUE;
   if((ly2-ly0)>CHKMAX_Y) return TRUE;
  }
 if(ly1<0)
  {
   if((ly0-ly1)>CHKMAX_Y) return TRUE;
   if((ly2-ly1)>CHKMAX_Y) return TRUE;
   if((ly3-ly1)>CHKMAX_Y) return TRUE;
  }
 if(ly2<0)
  {
   if((ly0-ly2)>CHKMAX_Y) return TRUE;
   if((ly1-ly2)>CHKMAX_Y) return TRUE;
   if((ly3-ly2)>CHKMAX_Y) return TRUE;
  }
 if(ly3<0)
  {
   if((ly1-ly3)>CHKMAX_Y) return TRUE;
   if((ly2-ly3)>CHKMAX_Y) return TRUE;
  }

 return FALSE;
}

static __inline BOOL CheckCoord3()
{
 if(lx0<0)
  {
   if((lx1-lx0)>CHKMAX_X) return TRUE;
   if((lx2-lx0)>CHKMAX_X) return TRUE;
  }
 if(lx1<0)
  {
   if((lx0-lx1)>CHKMAX_X) return TRUE;
   if((lx2-lx1)>CHKMAX_X) return TRUE;
  }
 if(lx2<0)
  {
   if((lx0-lx2)>CHKMAX_X) return TRUE;
   if((lx1-lx2)>CHKMAX_X) return TRUE;
  }
 if(ly0<0)
  {
   if((ly1-ly0)>CHKMAX_Y) return TRUE;
   if((ly2-ly0)>CHKMAX_Y) return TRUE;
  }
 if(ly1<0)
  {
   if((ly0-ly1)>CHKMAX_Y) return TRUE;
   if((ly2-ly1)>CHKMAX_Y) return TRUE;
  }
 if(ly2<0)
  {
   if((ly0-ly2)>CHKMAX_Y) return TRUE;
   if((ly1-ly2)>CHKMAX_Y) return TRUE;
  }

 return FALSE;
}


static __inline BOOL CheckCoord2()
{
 if(lx0<0)
  {
   if((lx1-lx0)>CHKMAX_X) return TRUE;
  }
 if(lx1<0)
  {
   if((lx0-lx1)>CHKMAX_X) return TRUE;
  }
 if(ly0<0)
  {
   if((ly1-ly0)>CHKMAX_Y) return TRUE;
  }
 if(ly1<0)
  {
   if((ly0-ly1)>CHKMAX_Y) return TRUE;
  }

 return FALSE;
}

/*
//Lewpys "offsetline" func:

void offsetline(void)
{
	float x0, x1, y0, y1, oolength, xl, yl;

 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(!(dwActFixes&16))
  {
   if((lx0 & SIGNBIT)) lx0|=S_MASK;
   else                lx0&=~S_MASK;
   if((lx1 & SIGNBIT)) lx1|=S_MASK;
   else                lx1&=~S_MASK;
   if((ly0 & SIGNBIT)) ly0|=S_MASK;
   else                ly0&=~S_MASK;
   if((ly1 & SIGNBIT)) ly1|=S_MASK;
   else                ly1&=~S_MASK;
  }

 x0 = (float)(lx0 + PSXDisplay.CumulOffset.x);
 x1 = (float)(lx1 + PSXDisplay.CumulOffset.x);
 y0 = (float)(ly0 + PSXDisplay.CumulOffset.y);
 y1 = (float)(ly1 + PSXDisplay.CumulOffset.y);

 oolength = (float)1/((float)sqrt((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2);
//	oolength = (float)1/((float)sqrt(((y1 - y0)*(y1 - y0) + (x1 - x0)*(x1 - x0)) * (float)2));

	xl = (x1 - x0) * oolength;
	yl = (y1 - y0) * oolength;

	x0 += 0.5f;
	x1 += 0.5f;

	x0 -= xl - yl;
	x1 += xl + yl;
	y0 -= yl + xl;
	y1 += yl - xl;

	vertex[0].x=x0;
	vertex[1].x=x1;
	vertex[0].y=y0;
	vertex[1].y=y1;

	x0 -= yl * 2;
	x1 -= yl * 2;
	y0 += xl * 2;
	y1 += xl * 2;

	vertex[2].x=x1;
	vertex[3].x=x0;
	vertex[2].y=y1;
	vertex[3].y=y0;
}
*/


// Pete's way: a very easy (and hopefully fast) approach for lines
// without sqrt... using a small float -> short cast trick :)

#define VERTEX_OFFX 0.2f
#define VERTEX_OFFY 0.2f

BOOL offsetline(void)           
{
 short x0,x1,y0,y1,dx,dy;float px,py;

 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(!(dwActFixes&16))
  {
   lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
   lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
   ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
   ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);

   if(CheckCoord2()) return TRUE;
  }

 x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;
 x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;
 y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;
 y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;
 
 dx=x1-x0;
 dy=y1-y0;
 
 if(dx>=0)
  {
   if(dy>=0)
    {
     px=0.5f;
          if(dx>dy) py=-0.5f;
     else if(dx<dy) py= 0.5f;
     else           py= 0.0f;
    }
   else
    {
     py=-0.5f;
     dy=-dy;
          if(dx>dy) px= 0.5f;
     else if(dx<dy) px=-0.5f;
     else           px= 0.0f;
    }
  }
 else
  {
   if(dy>=0)
    {
     py=0.5f;
     dx=-dx;
          if(dx>dy) px=-0.5f;
     else if(dx<dy) px= 0.5f;
     else           px= 0.0f;
    }
   else
    {
     px=-0.5f;
          if(dx>dy) py=-0.5f;
     else if(dx<dy) py= 0.5f;
     else           py= 0.0f;
    }
  } 
 
 vertex[0].x=(short)((float)x0-px);
 vertex[3].x=(short)((float)x0+py);
 
 vertex[0].y=(short)((float)y0-py);
 vertex[3].y=(short)((float)y0-px);
 
 vertex[1].x=(short)((float)x1-py);
 vertex[2].x=(short)((float)x1+px);

 vertex[1].y=(short)((float)y1+px);
 vertex[2].y=(short)((float)y1+py);

 if(vertex[0].x==vertex[3].x &&                        // ortho rect? done
    vertex[1].x==vertex[2].x &&
    vertex[0].y==vertex[1].y &&
    vertex[2].y==vertex[3].y) return FALSE;
 if(vertex[0].x==vertex[1].x &&
    vertex[2].x==vertex[3].x &&
    vertex[0].y==vertex[3].y &&
    vertex[1].y==vertex[2].y) return FALSE;

 vertex[0].x-=VERTEX_OFFX;                             // otherwise a small offset
 vertex[0].y-=VERTEX_OFFY;                             // to get better accuracy
 vertex[1].x-=VERTEX_OFFX;
 vertex[1].y-=VERTEX_OFFY;
 vertex[2].x-=VERTEX_OFFX;
 vertex[2].y-=VERTEX_OFFY;
 vertex[3].x-=VERTEX_OFFX;
 vertex[3].y-=VERTEX_OFFY;

 return FALSE;
}

///////////////////////////////////////////////////////// 

BOOL offset2(void)
{
 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(!(dwActFixes&16))
  {
   lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
   lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
   ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
   ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);

   if(CheckCoord2()) return TRUE;
  }

 if(!getGteVertex(lx0, ly0, &vertex[0].x, &vertex[0].y))
 {
	vertex[0].x=lx0;
	vertex[0].y=ly0;
 }
 if(!getGteVertex(lx1, ly1, &vertex[1].x, &vertex[1].y))
 {
	vertex[1].x=lx1;
	vertex[1].y=ly1;
 }

 vertex[0].x+=PSXDisplay.CumulOffset.x;
 vertex[1].x+=PSXDisplay.CumulOffset.x;
 vertex[0].y+=PSXDisplay.CumulOffset.y;
 vertex[1].y+=PSXDisplay.CumulOffset.y;

 return FALSE;
}

///////////////////////////////////////////////////////// 

BOOL offset3(void)
{
 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(!(dwActFixes&16))
  {
   lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
   lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
   lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
   ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
   ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
   ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);

   if(CheckCoord3()) return TRUE;
  }
  
 if(!getGteVertex(lx0, ly0, &vertex[0].x, &vertex[0].y))
 {
	vertex[0].x=lx0;
	vertex[0].y=ly0;
 }
 if(!getGteVertex(lx1, ly1, &vertex[1].x, &vertex[1].y))
 {
	vertex[1].x=lx1;
	vertex[1].y=ly1;
 }
 if(!getGteVertex(lx2, ly2, &vertex[2].x, &vertex[2].y))
 {
	vertex[2].x=lx2;
	vertex[2].y=ly2;
 }

 vertex[0].x+=PSXDisplay.CumulOffset.x;
 vertex[1].x+=PSXDisplay.CumulOffset.x;
 vertex[2].x+=PSXDisplay.CumulOffset.x;
 vertex[0].y+=PSXDisplay.CumulOffset.y;
 vertex[1].y+=PSXDisplay.CumulOffset.y;
 vertex[2].y+=PSXDisplay.CumulOffset.y;

 return FALSE;
}

///////////////////////////////////////////////////////// 

BOOL offset4(void)
{
 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(!(dwActFixes&16))
  {
   lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
   lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
   lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
   lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);
   ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
   ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
   ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
   ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);

   if(CheckCoord4()) return TRUE;
  }

 if(!getGteVertex(lx0, ly0, &vertex[0].x, &vertex[0].y))
 {
	vertex[0].x=lx0;
	vertex[0].y=ly0;
 }
 if(!getGteVertex(lx1, ly1, &vertex[1].x, &vertex[1].y))
 {
	vertex[1].x=lx1;
	vertex[1].y=ly1;
 }
 if(!getGteVertex(lx2, ly2, &vertex[2].x, &vertex[2].y))
 {
	vertex[2].x=lx2;
	vertex[2].y=ly2;
 }
 if(!getGteVertex(lx3, ly3, &vertex[3].x, &vertex[3].y))
 {
	vertex[3].x=lx3;
	vertex[3].y=ly3;
 }
 
 vertex[0].x+=PSXDisplay.CumulOffset.x;
 vertex[1].x+=PSXDisplay.CumulOffset.x;
 vertex[2].x+=PSXDisplay.CumulOffset.x;
 vertex[3].x+=PSXDisplay.CumulOffset.x;
 vertex[0].y+=PSXDisplay.CumulOffset.y;
 vertex[1].y+=PSXDisplay.CumulOffset.y;
 vertex[2].y+=PSXDisplay.CumulOffset.y;
 vertex[3].y+=PSXDisplay.CumulOffset.y;

 return FALSE;
}

///////////////////////////////////////////////////////// 

void offsetST(void)
{
 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(!(dwActFixes&16))
  {
   lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
   ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);

   if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)
    lx0+=2048;

   if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)
    ly0+=2048;
  }

 ly1 = ly0;
 ly2 = ly3 = ly0+sprtH;
 lx3 = lx0;
 lx1 = lx2 = lx0+sprtW;

 vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
 vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
 vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
 vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
 vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
 vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
 vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
 vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
}

///////////////////////////////////////////////////////// 

void offsetScreenUpload(int Position)
{
 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);

 if(Position==-1)
  {
   int lmdx,lmdy;

   lmdx=xrUploadArea.x0;
   lmdy=xrUploadArea.y0;

   lx0-=lmdx;
   ly0-=lmdy;
   lx1-=lmdx;
   ly1-=lmdy;
   lx2-=lmdx;
   ly2-=lmdy;
   lx3-=lmdx;
   ly3-=lmdy;
  }
 else
 if(Position)
  {
   lx0-=PSXDisplay.DisplayPosition.x;
   ly0-=PSXDisplay.DisplayPosition.y;
   lx1-=PSXDisplay.DisplayPosition.x;
   ly1-=PSXDisplay.DisplayPosition.y;
   lx2-=PSXDisplay.DisplayPosition.x;
   ly2-=PSXDisplay.DisplayPosition.y;
   lx3-=PSXDisplay.DisplayPosition.x;
   ly3-=PSXDisplay.DisplayPosition.y;
  }
 else
  {
   lx0-=PreviousPSXDisplay.DisplayPosition.x;
   ly0-=PreviousPSXDisplay.DisplayPosition.y;
   lx1-=PreviousPSXDisplay.DisplayPosition.x;
   ly1-=PreviousPSXDisplay.DisplayPosition.y;
   lx2-=PreviousPSXDisplay.DisplayPosition.x;
   ly2-=PreviousPSXDisplay.DisplayPosition.y;
   lx3-=PreviousPSXDisplay.DisplayPosition.x;
   ly3-=PreviousPSXDisplay.DisplayPosition.y;
  }

 vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;
 vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;
 vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;
 vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;
 vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;
 vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;
 vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;
 vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;

 if(iUseMask)
  {
   vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
   gl_z+=0.00004f;
  }
}
 
///////////////////////////////////////////////////////// 

void offsetBlk(void)
{
 if(bDisplayNotSet)
  SetOGLDisplaySettings(1);
                                            
 vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
 vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
 vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
 vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
 vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
 vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
 vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
 vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;

 if(iUseMask)
  {
   vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
   gl_z+=0.00004f;
  }
}

////////////////////////////////////////////////////////////////////////
// texture sow/tow calculations
////////////////////////////////////////////////////////////////////////

void assignTextureVRAMWrite(void)
{
#ifdef OWNSCALE

 vertex[0].sow=0.5f/ ST_FACVRAMX;
 vertex[0].tow=0.5f/ ST_FACVRAM;

 vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;
 vertex[1].tow=0.5f/ ST_FACVRAM;

 vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;
 vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;

 vertex[3].sow=0.5f/ ST_FACVRAMX;
 vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;

#else

 if(gl_ux[1]==255)
  {
   vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;
   vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;
   vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;
   vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;
  }
 else
  {
   vertex[0].sow=gl_ux[0];
   vertex[1].sow=gl_ux[1];
   vertex[2].sow=gl_ux[2];
   vertex[3].sow=gl_ux[3];
  }

 vertex[0].tow=gl_vy[0];
 vertex[1].tow=gl_vy[1];
 vertex[2].tow=gl_vy[2];
 vertex[3].tow=gl_vy[3];

#endif
}

GLuint  gLastTex=0;
GLuint  gLastFMode=(GLuint)-1;

///////////////////////////////////////////////////////// 

void assignTextureSprite(void)
{
 if(bUsingTWin)
  {
   vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;
   vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;
   vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;
   vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;
   gLastTex=gTexName;

   if(iFilterType>0 && iFilterType<3 && iHiResTextures!=2) 
    {
     float fxmin=65536.0f,fxmax=0.0f,fymin=65536.0f,fymax=0.0f;int i;

     for(i=0;i<4;i++)
      {
       if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
       if(vertex[i].tow<fymin) fymin=vertex[i].tow;
       if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
       if(vertex[i].tow>fymax) fymax=vertex[i].tow; 
      }

     for(i=0;i<4;i++)
      {
#ifdef OWNSCALE
       if(vertex[i].sow==fxmin) vertex[i].sow+=0.375f/(float)TWin.Position.x1;
       if(vertex[i].sow==fxmax) vertex[i].sow-=0.375f/(float)TWin.Position.x1;
       if(vertex[i].tow==fymin) vertex[i].tow+=0.375f/(float)TWin.Position.y1;
       if(vertex[i].tow==fymax) vertex[i].tow-=0.375f/(float)TWin.Position.y1;
#else
       if(vertex[i].sow==fxmin) vertex[i].sow+=96.0f/(float)TWin.Position.x1;
       if(vertex[i].sow==fxmax) vertex[i].sow-=96.0f/(float)TWin.Position.x1;
       if(vertex[i].tow==fymin) vertex[i].tow+=96.0f/(float)TWin.Position.y1;
       if(vertex[i].tow==fymax) vertex[i].tow-=96.0f/(float)TWin.Position.y1;
#endif
      }
    }

  }
 else
  {
#ifdef OWNSCALE

   vertex[0].sow=vertex[3].sow=(float)gl_ux[0]     / ST_FACSPRITE;
   vertex[1].sow=vertex[2].sow=(float)sSprite_ux2  / ST_FACSPRITE;
   vertex[0].tow=vertex[1].tow=(float)gl_vy[0]     / ST_FACSPRITE;
   vertex[2].tow=vertex[3].tow=(float)sSprite_vy2  / ST_FACSPRITE;

#else
 
   vertex[0].sow=vertex[3].sow=gl_ux[0];
   vertex[1].sow=vertex[2].sow=sSprite_ux2;
   vertex[0].tow=vertex[1].tow=gl_vy[0];
   vertex[2].tow=vertex[3].tow=sSprite_vy2;

#endif

   if(iFilterType>2) 
    {
     if(gLastTex!=gTexName || gLastFMode!=0)
      {
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
       gLastTex=gTexName;gLastFMode=0;
      }
    }
  }

 if(usMirror & 0x1000) 
  {
   vertex[0].sow=vertex[1].sow;
   vertex[1].sow=vertex[2].sow=vertex[3].sow;
   vertex[3].sow=vertex[0].sow;
  }

 if(usMirror & 0x2000) 
  {
   vertex[0].tow=vertex[3].tow;
   vertex[2].tow=vertex[3].tow=vertex[1].tow;
   vertex[1].tow=vertex[0].tow;
  }

}

///////////////////////////////////////////////////////// 

void assignTexture3(void)
{
 if(bUsingTWin)
  {
   vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
   vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
   vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
   vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
   vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
   vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
   gLastTex=gTexName;
  }
 else
  {
#ifdef OWNSCALE
   vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;
   vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;
   vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;

   vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;
   vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;
   vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;
#else
   vertex[0].sow=gl_ux[0];
   vertex[0].tow=gl_vy[0];
   vertex[1].sow=gl_ux[1];
   vertex[1].tow=gl_vy[1];
   vertex[2].sow=gl_ux[2];
   vertex[2].tow=gl_vy[2];
#endif

   if(iFilterType>2) 
    {
     if(gLastTex!=gTexName || gLastFMode!=1)
      {
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       gLastTex=gTexName;gLastFMode=1;
      }
    }

   if(iFilterType) 
    {
     float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
     for(i=0;i<3;i++)
      {
       if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
       if(vertex[i].tow<fymin) fymin=vertex[i].tow;
       if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
       if(vertex[i].tow>fymax) fymax=vertex[i].tow; 
      }

     for(i=0;i<3;i++)
      {
       if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
       if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
       if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
       if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
      }
    }
  }
}

///////////////////////////////////////////////////////// 

void assignTexture4(void)
{
 if(bUsingTWin)
  {
   vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
   vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
   vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
   vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
   vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
   vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
   vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;
   vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;
   gLastTex=gTexName;
  }
 else
  {
#ifdef OWNSCALE
   vertex[0].sow=(float)gl_ux[0] / ST_FAC;
   vertex[0].tow=(float)gl_vy[0] / ST_FAC;
   vertex[1].sow=(float)gl_ux[1] / ST_FAC;
   vertex[1].tow=(float)gl_vy[1] / ST_FAC;
   vertex[2].sow=(float)gl_ux[2] / ST_FAC;
   vertex[2].tow=(float)gl_vy[2] / ST_FAC;
   vertex[3].sow=(float)gl_ux[3] / ST_FAC;
   vertex[3].tow=(float)gl_vy[3] / ST_FAC;
#else
   vertex[0].sow=gl_ux[0];
   vertex[0].tow=gl_vy[0];
   vertex[1].sow=gl_ux[1];
   vertex[1].tow=gl_vy[1];
   vertex[2].sow=gl_ux[2];
   vertex[2].tow=gl_vy[2];
   vertex[3].sow=gl_ux[3];
   vertex[3].tow=gl_vy[3];
#endif

   if(iFilterType>2) 
    {
     if(gLastTex!=gTexName || gLastFMode!=1)
      {
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       gLastTex=gTexName;gLastFMode=1;
      }
    }

   if(iFilterType) 
    {
     float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
     for(i=0;i<4;i++)
      {
       if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
       if(vertex[i].tow<fymin) fymin=vertex[i].tow;
       if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
       if(vertex[i].tow>fymax) fymax=vertex[i].tow; 
      }

     for(i=0;i<4;i++)
      {
       if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
       if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
       if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
       if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
      }
    }
  }
}

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////
// render pos / buffers
////////////////////////////////////////////////////////////////////////

#ifndef _WINDOWS
#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)
#endif

////////////////////////////////////////////////////////////////////////
// SetDisplaySettings: "simply" calcs the new drawing area and updates
//                     the ogl clipping (scissor) 

BOOL bSetClip=FALSE;

void SetOGLDisplaySettings(BOOL DisplaySet)
{
 static RECT rprev={0,0,0,0};
 static RECT rC   ={0,0,0,0};
 static int iOldX=0;
 static int iOldY=0;
 RECT r;float XS,YS;

 bDisplayNotSet = FALSE;

 //----------------------------------------------------// that's a whole screen upload
 if(!DisplaySet)
  {
   RECT rX;
   PSXDisplay.GDrawOffset.x=0;
   PSXDisplay.GDrawOffset.y=0;

   PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;
   PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;

   rprev.left=rprev.left+1;

   rX=rRatioRect;
   rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);

   if(bSetClip || !EqualRect(&rC,&rX))
    {
     rC=rX;
     glScissor(rC.left,rC.top,rC.right,rC.bottom);
     bSetClip=FALSE; 
    }
   return;
  }
 //----------------------------------------------------// 

 PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;
 PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;
 PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;
 PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;

 r.top   =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;
 r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;

 if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)
  {
   r.top   =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;
   r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;
  }

 r.left  =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;
 r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;

 if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)
  {
   r.left  =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;
   r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;
  }

 if(!bSetClip && EqualRect(&r,&rprev) &&
    iOldX == PSXDisplay.DisplayMode.x &&
    iOldY == PSXDisplay.DisplayMode.y)
  return;

 rprev = r;
 iOldX = PSXDisplay.DisplayMode.x;
 iOldY = PSXDisplay.DisplayMode.y;

 XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
 YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;

 if(PreviousPSXDisplay.Range.x0)
  {
   short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;

   r.left+=PreviousPSXDisplay.Range.x0+1;

   r.right+=PreviousPSXDisplay.Range.x0;

   if(r.left>s)  r.left=s;
   if(r.right>s) r.right=s;
  }

 if(PreviousPSXDisplay.Range.y0)
  {
   short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;

   r.top+=PreviousPSXDisplay.Range.y0+1;
   r.bottom+=PreviousPSXDisplay.Range.y0;

   if(r.top>s)    r.top=s;
   if(r.bottom>s) r.bottom=s;
  }

 // Set the ClipArea variables to reflect the new screen,
 // offset from zero (since it is a new display buffer)
 r.left   = (int)(((float)(r.left))      *XS);
 r.top    = (int)(((float)(r.top))       *YS);
 r.right  = (int)(((float)(r.right  + 1))*XS);
 r.bottom = (int)(((float)(r.bottom + 1))*YS);

 // Limit clip area to the screen size
 if (r.left   > iResX)   r.left   = iResX;
 if (r.left   < 0)       r.left   = 0;
 if (r.top    > iResY)   r.top    = iResY;
 if (r.top    < 0)       r.top    = 0;
 if (r.right  > iResX)   r.right  = iResX;
 if (r.right  < 0)       r.right  = 0;
 if (r.bottom > iResY)   r.bottom = iResY;
 if (r.bottom < 0)       r.bottom = 0;

 r.right -=r.left;
 r.bottom-=r.top;
 r.top=iResY-(r.top+r.bottom);

 r.left+=rRatioRect.left;
 r.top -=rRatioRect.top;

 if(bSetClip || !EqualRect(&r,&rC))
  {
   glScissor(r.left,r.top,r.right,r.bottom);
   rC=r;
   bSetClip=FALSE;
  }
}

////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////

