1 /* $Id: ogl.c,v 1.25 2004-05-20 07:43:57 btb Exp $ */
4 * Graphics support functions for OpenGL.
19 #if defined(__APPLE__) && defined(__MACH__)
20 #include <OpenGL/gl.h>
21 #include <OpenGL/glu.h>
31 #include "../../3d/globvars.h"
50 //change to 1 for lots of spew.
52 #define glmprintf(a) mprintf(a)
61 #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__)
62 #define cosf(a) cos(a)
63 #define sinf(a) sin(a)
66 unsigned char *ogl_pal=gr_palette;
68 int GL_texmagfilt=GL_NEAREST;
69 int GL_texminfilt=GL_NEAREST;
70 float GL_texanisofilt = 0;
73 int last_width=-1,last_height=-1;
74 int GL_TEXTURE_2D_enabled=-1;
75 int GL_texclamp_enabled=-1;
77 extern int gr_badtexture;
78 int r_texcount = 0, r_cachedtexcount = 0;
79 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
80 int ogl_rgba_format=4;
81 int ogl_intensity4_ok=1;
82 int ogl_luminance4_alpha4_ok=1;
84 int ogl_readpixels_ok=1;
85 int ogl_gettexlevelparam_ok=1;
86 #ifdef GL_ARB_multitexture
87 int ogl_arb_multitexture_ok=0;
89 #ifdef GL_SGIS_multitexture
90 int ogl_sgis_multitexture_ok=0;
92 int ogl_nv_texture_env_combine4_ok = 0;
93 int ogl_ext_texture_filter_anisotropic_ok = 0;
96 int cross_lh[2]={0,0};
97 int primary_lh[3]={0,0,0};
98 int secondary_lh[5]={0,0,0,0,0};
101 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
102 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
103 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
104 else glBindTexture(GL_TEXTURE_2D, a);
107 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
108 int ogl_texture_list_cur;
110 /* some function prototypes */
112 //#define OGLTEXBUFSIZE (1024*1024*4)
113 #define OGLTEXBUFSIZE (2048*2048*4)
114 extern GLubyte texbuf[OGLTEXBUFSIZE];
115 //void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int width,int height,int twidth,int theight);
116 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type);
117 void ogl_loadbmtexture(grs_bitmap *bm);
118 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,intdyo , int *texid,float *u,float *v,char domipmap,float prio);
119 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex);
120 void ogl_freetexture(ogl_texture *gltexture);
121 void ogl_do_palfx(void);
123 void ogl_init_texture_stats(ogl_texture* t){
124 t->prio=0.3;//default prio
128 void ogl_init_texture(ogl_texture* t){
130 t->internalformat=ogl_rgba_format;
132 t->wrapstate[0] = -1;
133 t->wrapstate[1] = -1;
135 ogl_init_texture_stats(t);
137 void ogl_reset_texture_stats_internal(void){
139 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
140 if (ogl_texture_list[i].handle>0){
141 ogl_init_texture_stats(&ogl_texture_list[i]);
144 void ogl_init_texture_list_internal(void){
146 ogl_texture_list_cur=0;
147 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
148 ogl_init_texture(&ogl_texture_list[i]);
150 void ogl_smash_texture_list_internal(void){
153 memset(cross_lh,0,sizeof(cross_lh));
154 memset(primary_lh,0,sizeof(primary_lh));
155 memset(secondary_lh,0,sizeof(secondary_lh));
156 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
157 if (ogl_texture_list[i].handle>0){
158 glDeleteTextures( 1, &ogl_texture_list[i].handle );
159 ogl_texture_list[i].handle=0;
161 ogl_texture_list[i].wrapstate[0] = -1;
162 ogl_texture_list[i].wrapstate[1] = -1;
165 void ogl_vivify_texture_list_internal(void){
169 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
170 t=&ogl_texture_list[i];
171 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
172 ogl_loadbmtexture(t);
177 ogl_texture* ogl_get_free_texture(void){
179 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
180 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
181 return &ogl_texture_list[ogl_texture_list_cur];
182 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
183 ogl_texture_list_cur=0;
185 Error("OGL: texture list full!\n");
188 int ogl_texture_stats(void){
189 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
190 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
193 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
194 t=&ogl_texture_list[i];
197 datatexel+=t->w*t->h;
198 truetexel+=t->tw*t->th;
199 databytes+=t->bytesu;
201 if (t->prio<0.299)prio0++;
202 else if (t->prio<0.399)prio1++;
203 else if (t->prio<0.499)prio2++;
204 else if (t->prio<0.599)prio3++;
212 int idx, r, g, b, a, dbl, depth, res, colorsize, depthsize;
214 res = SWIDTH * SHEIGHT;
215 glGetIntegerv(GL_INDEX_BITS, &idx);
216 glGetIntegerv(GL_RED_BITS, &r);
217 glGetIntegerv(GL_GREEN_BITS, &g);
218 glGetIntegerv(GL_BLUE_BITS, &b);
219 glGetIntegerv(GL_ALPHA_BITS, &a);
220 glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
222 glGetIntegerv(GL_DEPTH_BITS, &depth);
223 colorsize = (idx * res * dbl) / 8;
224 depthsize = res * depth / 8;
225 gr_printf(5, GAME_FONT->ft_h * 14 + 3 * 14, "%i(%i,%i) %iK(%iK wasted) (%i postcachedtex)", used, usedrgba, usedl4a4, truebytes / 1024, (truebytes - databytes) / 1024, r_texcount - r_cachedtexcount);
226 gr_printf(5, GAME_FONT->ft_h * 15 + 3 * 15, "%ibpp(r%i,g%i,b%i,a%i)x%i=%iK depth%i=%iK", idx, r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
227 gr_printf(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
229 // glmprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel));
232 int ogl_mem_target=-1;
233 void ogl_clean_texture_cache(void){
238 if (ogl_mem_target<0){
244 bytes=ogl_texture_stats();
245 while (bytes>ogl_mem_target){
246 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
247 t=&ogl_texture_list[i];
249 if (t->lastrend+f1_0*time<GameTime){
252 if (bytes<ogl_mem_target)
258 Error("not enough mem?");
263 void ogl_bindbmtex(grs_bitmap *bm){
264 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
265 ogl_loadbmtexture(bm);
266 OGL_BINDTEXTURE(bm->gltexture->handle);
267 bm->gltexture->lastrend=GameTime;
268 bm->gltexture->numrend++;
269 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
270 // if (bm->gltexture->numrend==100){
271 // bm->gltexture->prio+=0.1;
272 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
273 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
276 //gltexture MUST be bound first
277 void ogl_texwrap(ogl_texture *gltexture,int state)
279 if (gltexture->wrapstate[active_texture_unit] != state || gltexture->numrend < 1)
281 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
282 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
283 gltexture->wrapstate[active_texture_unit] = state;
287 //crude texture precaching
288 //handles: powerups, walls, weapons, polymodels, etc.
289 //it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached.
290 //similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level
293 void ogl_cache_polymodel_textures(int model_num)
300 po = &Polygon_models[model_num];
301 for (i=0;i<po->n_textures;i++) {
302 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
303 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
306 void ogl_cache_vclip_textures(vclip *vc){
308 for (i=0;i<vc->num_frames;i++){
309 PIGGY_PAGE_IN(vc->frames[i]);
310 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
314 void ogl_cache_vclipn_textures(int i)
316 if (i >= 0 && i < VCLIP_MAXNUM)
317 ogl_cache_vclip_textures(&Vclip[i]);
320 void ogl_cache_weapon_textures(int weapon_type)
326 w = &Weapon_info[weapon_type];
327 ogl_cache_vclipn_textures(w->flash_vclip);
328 ogl_cache_vclipn_textures(w->robot_hit_vclip);
329 ogl_cache_vclipn_textures(w->wall_hit_vclip);
330 if (w->render_type==WEAPON_RENDER_VCLIP)
331 ogl_cache_vclipn_textures(w->weapon_vclip);
332 else if (w->render_type == WEAPON_RENDER_POLYMODEL)
334 ogl_cache_polymodel_textures(w->model_num);
335 ogl_cache_polymodel_textures(w->model_num_inner);
339 void ogl_cache_level_textures(void)
348 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
350 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
351 ogl_cache_vclipn_textures(Effects[i].dest_vclip);
352 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
354 if (ec->vc.num_frames>max_efx)
355 max_efx=ec->vc.num_frames;
357 glmprintf((0,"max_efx:%i\n",max_efx));
358 for (ef=0;ef<max_efx;ef++){
359 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
360 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
362 // if (ec->vc.num_frames>max_efx)
363 // max_efx=ec->vc.num_frames;
366 do_special_effects();
368 for (seg=0;seg<Num_segments;seg++){
369 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
370 sidep=&Segments[seg].sides[side];
371 tmap1=sidep->tmap_num;
372 tmap2=sidep->tmap_num2;
373 if (tmap1<0 || tmap1>=NumTextures){
374 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
378 PIGGY_PAGE_IN(Textures[tmap1]);
379 bm = &GameBitmaps[Textures[tmap1].index];
381 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
382 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
383 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
384 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
386 ogl_loadbmtexture(bm2);
388 // glmprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
390 ogl_loadbmtexture(bm);
393 glmprintf((0,"finished ef:%i\n",ef));
395 reset_special_effects();
396 init_special_effects();
400 // always have lasers, concs, flares. Always shows player appearance, and at least concs are always available to disappear.
401 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[LASER_INDEX]);
402 ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]);
403 ogl_cache_weapon_textures(FLARE_ID);
404 ogl_cache_vclipn_textures(VCLIP_PLAYER_APPEARANCE);
405 ogl_cache_vclipn_textures(VCLIP_POWERUP_DISAPPEARANCE);
406 ogl_cache_polymodel_textures(Player_ship->model_num);
407 ogl_cache_vclipn_textures(Player_ship->expl_vclip_num);
409 for (i=0;i<Highest_object_index;i++){
410 if(Objects[i].render_type==RT_POWERUP){
411 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
412 switch (Objects[i].id){
414 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[LASER_INDEX]);
418 case POW_VULCAN_WEAPON:
419 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[VULCAN_INDEX]);
421 case POW_SPREADFIRE_WEAPON:
422 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]);
424 case POW_PLASMA_WEAPON:
425 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[PLASMA_INDEX]);
427 case POW_FUSION_WEAPON:
428 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[FUSION_INDEX]);
430 /* case POW_MISSILE_1:
432 ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]);
434 case POW_PROXIMITY_WEAPON:
435 ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]);
437 case POW_HOMING_AMMO_1:
438 case POW_HOMING_AMMO_4:
439 ogl_cache_weapon_textures(Primary_weapon_to_weapon_info[HOMING_INDEX]);
441 case POW_SMARTBOMB_WEAPON:
442 ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[SMART_INDEX]);
444 case POW_MEGA_WEAPON:
445 ogl_cache_weapon_textures(Secondary_weapon_to_weapon_info[MEGA_INDEX]);
449 else if(Objects[i].render_type==RT_POLYOBJ){
450 //printf("robot %i model %i rmodel %i\n", Objects[i].id, Objects[i].rtype.pobj_info.model_num, Robot_info[Objects[i].id].model_num);
451 ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp1_vclip_num);
452 ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp2_vclip_num);
453 ogl_cache_weapon_textures(Robot_info[Objects[i].id].weapon_type);
454 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
458 glmprintf((0,"finished caching\n"));
459 r_cachedtexcount = r_texcount;
462 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
463 #define f2glf(x) (f2fl(x))
465 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
468 c=grd_curcanv->cv_color;
469 OGL_DISABLE(TEXTURE_2D);
470 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
472 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
473 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
477 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
481 for (i=0; i<nsides; i++) {
482 ang = 2.0*M_PI*i/nsides;
483 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
487 void ogl_drawcircle(int nsides,int type){
491 for (i=0; i<nsides; i++) {
492 ang = 2.0*M_PI*i/nsides;
493 glVertex2f(cosf(ang),sinf(ang));
497 int circle_list_init(int nsides,int type,int mode) {
498 int hand=glGenLists(1);
499 glNewList(hand, mode);
500 /* draw a unit radius circle in xy plane centered on origin */
501 ogl_drawcircle(nsides,type);
505 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
506 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
507 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
508 void ogl_draw_reticle(int cross,int primary,int secondary){
509 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
511 // glTranslatef(0.5,0.5,0);
512 glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
513 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
515 OGL_DISABLE(TEXTURE_2D);
517 if (!cross_lh[cross]){
518 cross_lh[cross]=glGenLists(1);
519 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
522 glColor3fv(darker_g);
523 glVertex2f(-4.0,4.0);
525 glColor3fv(bright_g);
528 glVertex2f(-2.0,2.0);
532 glVertex2f(-3.0,-2.0);
534 glColor3fv(bright_g);
535 glVertex2f(-2.0,-1.0);
538 glColor3fv(darker_g);
541 glColor3fv(bright_g);
548 glVertex2f(3.0,-2.0);
550 glColor3fv(bright_g);
551 glVertex2f(2.0,-1.0);
556 glCallList(cross_lh[cross]);
558 // if (Canvas_height>200)
559 // glLineWidth(Canvas_height/(float)200);
560 if (!primary_lh[primary]){
561 primary_lh[primary]=glGenLists(1);
562 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
567 glVertex2f(-14.0,-8.0);
568 glVertex2f(-8.0,-5.0);
570 glVertex2f(14.0,-8.0);
571 glVertex2f(8.0,-5.0);
576 glColor3fv(bright_g);
578 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
580 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
584 glColor3fv(bright_g);
586 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
588 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
592 glCallList(primary_lh[primary]);
593 // if (Canvas_height>200)
596 if (!secondary_lh[secondary]){
597 secondary_lh[secondary]=glGenLists(1);
598 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
602 glColor3fv(darker_g);
604 glColor3fv(bright_g);
605 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
608 glColor3fv(darker_g);
610 glColor3fv(bright_g);
611 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
613 //bottom/middle secondary
615 glColor3fv(darker_g);
617 glColor3fv(bright_g);
618 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
622 glCallList(secondary_lh[secondary]);
626 int g3_draw_sphere(g3s_point *pnt,fix rad){
628 c=grd_curcanv->cv_color;
629 OGL_DISABLE(TEXTURE_2D);
630 // glPointSize(f2glf(rad));
631 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
632 // glBegin(GL_POINTS);
633 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
636 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
637 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
638 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
639 else glCallList(sphereh);
644 int gr_ucircle(fix xc1, fix yc1, fix r1)
647 c=grd_curcanv->cv_color;
648 OGL_DISABLE(TEXTURE_2D);
649 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
652 (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
653 1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
654 glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
655 ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
659 int gr_circle(fix xc1,fix yc1,fix r1){
660 return gr_ucircle(xc1,yc1,r1);
663 bool g3_draw_poly(int nv,g3s_point **pointlist)
667 c=grd_curcanv->cv_color;
668 // glColor3f((gr_palette[c*3]+gr_palette_gamma)/63.0,(gr_palette[c*3+1]+gr_palette_gamma)/63.0,(gr_palette[c*3+2]+gr_palette_gamma)/63.0);
669 OGL_DISABLE(TEXTURE_2D);
670 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
671 glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
673 glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
674 glBegin(GL_TRIANGLE_FAN);
676 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
677 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
683 void gr_upoly_tmap(int nverts, int *vert ){
684 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
686 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
687 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
689 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
690 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
694 if (tmap_drawer_ptr==draw_tmap_flat){
695 /* fix average_light=0;
698 average_light += uvl_list[i].l;*/
699 OGL_DISABLE(TEXTURE_2D);
700 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
701 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
702 //glColor4f(0,0,0,f2fl(average_light/nv));
703 glBegin(GL_TRIANGLE_FAN);
705 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
706 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
707 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
710 }else if (tmap_drawer_ptr==draw_tmap){
712 /* if (bm->bm_w !=64||bm->bm_h!=64)
713 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
714 OGL_ENABLE(TEXTURE_2D);
716 ogl_texwrap(bm->gltexture,GL_REPEAT);
717 glBegin(GL_TRIANGLE_FAN);
719 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
722 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
723 l=f2fl(uvl_list[c].l);
726 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
727 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
728 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
732 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
737 int active_texture_unit = 0;
739 void ogl_setActiveTexture(int t)
741 if (ogl_arb_multitexture_ok)
743 #ifdef GL_ARB_multitexture
745 glActiveTextureARB(GL_TEXTURE0_ARB);
747 glActiveTextureARB(GL_TEXTURE1_ARB);
750 else if (ogl_sgis_multitexture_ok)
752 #ifdef GL_SGIS_multitexture
754 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
756 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
759 active_texture_unit = t;
762 void ogl_MultiTexCoord2f(int t, float u, float v)
764 if (ogl_arb_multitexture_ok)
766 #ifdef GL_ARB_multitexture
768 glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
770 glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
773 else if (ogl_sgis_multitexture_ok)
775 #ifdef GL_SGIS_multitexture
777 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
779 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
784 bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
786 #if (defined(GL_NV_texture_env_combine4) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
787 if (ogl_nv_texture_env_combine4_ok && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
792 if (tmap_drawer_ptr != draw_tmap)
797 //ogl_setActiveTexture(0);
798 OGL_ENABLE(TEXTURE_2D);
799 ogl_bindbmtex(bmbot);
800 ogl_texwrap(bmbot->gltexture, GL_REPEAT);
801 // GL_MODULATE is fine for texture 0
803 ogl_setActiveTexture(1);
804 glEnable(GL_TEXTURE_2D);
806 ogl_texwrap(bm->gltexture,GL_REPEAT);
808 // GL_DECAL works sorta ok but the top texture is fullbright.
809 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
811 // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
812 // only GL_NV_texture_env_combine4 lets us do what we need:
813 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
815 // multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
816 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
818 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
819 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
820 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
821 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
823 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
824 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
825 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
826 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
828 // add up alpha channels
829 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
831 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
832 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
833 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
834 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
836 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
837 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
838 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
839 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
841 // GL_ARB_texture_env_combine comes close, but doesn't quite make it.
842 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
844 //// this gives effect like GL_DECAL:
845 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
846 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
847 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
848 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
851 // this properly shades the top texture, but the bottom texture doesn't get through.
852 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
853 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
854 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
858 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
859 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
860 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
863 glBegin(GL_TRIANGLE_FAN);
867 u1=1.0-f2glf(uvl_list[c].v);
868 v1=f2glf(uvl_list[c].u);
871 u1=1.0-f2glf(uvl_list[c].u);
872 v1=1.0-f2glf(uvl_list[c].v);
875 u1=f2glf(uvl_list[c].v);
876 v1=1.0-f2glf(uvl_list[c].u);
879 u1=f2glf(uvl_list[c].u);
880 v1=f2glf(uvl_list[c].v);
883 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
886 l=f2fl(uvl_list[c].l);
889 ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
890 ogl_MultiTexCoord2f(1, u1, v1);
891 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
892 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
893 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
896 //ogl_setActiveTexture(1); // still the active texture
897 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
898 glDisable(GL_TEXTURE_2D);
899 ogl_setActiveTexture(0);
907 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
910 /* if (bm->bm_w !=64||bm->bm_h!=64)
911 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
912 OGL_ENABLE(TEXTURE_2D);
914 ogl_texwrap(bm->gltexture,GL_REPEAT);
915 glBegin(GL_TRIANGLE_FAN);
919 u1=1.0-f2glf(uvl_list[c].v);
920 v1=f2glf(uvl_list[c].u);
923 u1=1.0-f2glf(uvl_list[c].u);
924 v1=1.0-f2glf(uvl_list[c].v);
927 u1=f2glf(uvl_list[c].v);
928 v1=1.0-f2glf(uvl_list[c].u);
931 u1=f2glf(uvl_list[c].u);
932 v1=f2glf(uvl_list[c].v);
935 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
938 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
939 l=f2fl(uvl_list[c].l);
943 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
944 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
945 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
952 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
955 vms_vector pv,v1;//,v2;
959 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
960 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
962 OGL_ENABLE(TEXTURE_2D);
964 ogl_texwrap(bm->gltexture,GL_CLAMP);
967 glColor3f(1.0,1.0,1.0);
968 width = fixmul(width,Matrix_scale.x);
969 height = fixmul(height,Matrix_scale.y);
971 // g3_rotate_point(&p[i],pos);
972 vm_vec_sub(&v1,pos,&View_position);
973 vm_vec_rotate(&pv,&v1,&View_matrix);
974 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
977 glTexCoord2f(0.0, 0.0);
982 glTexCoord2f(bm->gltexture->u, 0.0);
987 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
992 glTexCoord2f(0.0, bm->gltexture->v);
997 // vm_vec_rotate(&v2,&v1,&View_matrix);
998 // vm_vec_sub(&v1,&v2,&pv);
999 //vm_vec_sub(&v1,&pv,&v2);
1000 // vm_vec_sub(&v2,&pv,&v1);
1001 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
1002 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
1010 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
1012 GLfloat xo,yo,xf,yf;
1013 GLfloat u1,u2,v1,v2;
1015 x+=grd_curcanv->cv_bitmap.bm_x;
1016 y+=grd_curcanv->cv_bitmap.bm_y;
1017 xo=x/(float)last_width;
1018 xf=(bm->bm_w+x)/(float)last_width;
1019 yo=1.0-y/(float)last_height;
1020 yf=1.0-(bm->bm_h+y)/(float)last_height;
1022 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
1023 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
1025 /* glEnABLE(ALPHA_TEST);
1026 glAlphaFunc(GL_GREATER,0.0);*/
1028 OGL_ENABLE(TEXTURE_2D);
1030 ogl_texwrap(bm->gltexture,GL_CLAMP);
1034 if (bm->bm_w==bm->gltexture->w)
1035 u2=bm->gltexture->u;
1037 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1039 u1=bm->bm_x/(float)bm->gltexture->tw;
1040 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1044 if (bm->bm_h==bm->gltexture->h)
1045 v2=bm->gltexture->v;
1047 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1049 v1=bm->bm_y/(float)bm->gltexture->th;
1050 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1055 glColor3f(1.0,1.0,1.0);
1057 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
1058 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1059 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
1060 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
1061 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
1063 // glDisABLE(ALPHA_TEST);
1067 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
1068 return ogl_ubitmapm_c(x,y,bm,-1);
1069 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
1072 //also upsidedown, currently.
1073 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1075 GLfloat xo,yo;//,xs,ys;
1076 glmprintf((0,"ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p\n",w,h, dx, dy,sx, sy, src,dest));
1081 xo=dx/(float)last_width;
1082 // xo=dx/(float)grd_curscreen->sc_w;
1083 // xs=w/(float)last_width;
1084 //yo=1.0-dy/(float)last_height;
1085 yo=1.0-(dy+h)/(float)last_height;
1086 // ys=h/(float)last_height;
1088 // OGL_ENABLE(TEXTURE_2D);
1090 OGL_DISABLE(TEXTURE_2D);
1091 glRasterPos2f(xo,yo);
1092 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
1093 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1099 bool ogl_ubitblt_i(int dw,int dh,int dx,int dy, int sw, int sh, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1101 GLfloat xo,yo,xs,ys;
1102 GLfloat u1,v1;//,u2,v2;
1104 // unsigned char *oldpal;
1107 ogl_init_texture(&tex);
1109 tex.prio=0.0;tex.wantmip=0;
1110 tex.lw=src->bm_rowsize;
1112 /* if (w==src->bm_w && sx==0){
1115 u1=sx/(float)src->bm_w*src->glu;
1116 u2=w/(float)src->bm_w*src->glu+u1;
1118 if (h==src->bm_h && sy==0){
1121 v1=sy/(float)src->bm_h*src->glv;
1122 v2=h/(float)src->bm_h*src->glv+v1;
1128 xo=dx/(float)last_width;
1129 xs=dw/(float)last_width;
1130 yo=1.0-dy/(float)last_height;
1131 ys=dh/(float)last_height;
1133 OGL_ENABLE(TEXTURE_2D);
1136 ogl_pal=gr_current_pal;
1137 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1140 OGL_BINDTEXTURE(tex.handle);
1142 ogl_texwrap(&tex,GL_CLAMP);
1145 glColor3f(1.0,1.0,1.0);
1146 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1147 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1148 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1149 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1151 ogl_freetexture(&tex);
1154 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1155 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1158 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1160 unsigned char *d,*s;
1164 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1165 if (w1*h1*3>OGLTEXBUFSIZE)
1166 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1168 if (ogl_readpixels_ok>0){
1169 OGL_DISABLE(TEXTURE_2D);
1170 glReadBuffer(GL_FRONT);
1171 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1172 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1173 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1175 memset(texbuf,0,w1*h1*3);
1179 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1180 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1182 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1189 unsigned char *d,*s,*e;
1190 if (w*h*3>OGLTEXBUFSIZE)
1191 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1194 #if 1//also seems to cause a mess. need to look into it a bit more..
1195 if (ogl_readpixels_ok>0){
1196 OGL_DISABLE(TEXTURE_2D);
1197 glReadBuffer(GL_FRONT);
1198 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1199 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1202 memset(texbuf,0,w*h*3);
1203 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1204 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1206 s=texbuf+w*(h-(i+1))*3;
1208 if (s<texbuf){Error("blah1\n");}
1209 if (d<dest->bm_data){Error("blah3\n");}
1210 // d=dest->bm_data+(i*dest->bm_rowsize);
1214 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1215 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1216 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1222 d+=dest->bm_rowsize;
1224 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1229 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1230 #if 0 //just seems to cause a mess.
1231 GLfloat xo,yo;//,xs,ys;
1236 // xo=dx/(float)last_width;
1237 xo=dx/(float)grd_curscreen->sc_w;
1238 // yo=1.0-(dy+h)/(float)last_height;
1239 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1242 OGL_DISABLE(TEXTURE_2D);
1243 glReadBuffer(GL_FRONT);
1244 glRasterPos2f(xo,yo);
1245 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1246 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1252 grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
1254 void ogl_start_offscreen_render(int x, int y, int w, int h)
1257 Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
1258 offscreen_save_canv = grd_curcanv;
1259 offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
1260 gr_set_current_canvas(offscreen_canv);
1261 glDrawBuffer(GL_BACK);
1263 void ogl_end_offscreen_render(void)
1267 if (!offscreen_canv)
1268 Error("ogl_end_offscreen_render: no offscreen_canv");
1270 glDrawBuffer(GL_FRONT);
1271 glReadBuffer(GL_BACK);
1272 OGL_DISABLE(TEXTURE_2D);
1274 y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
1275 glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
1276 glCopyPixels(offscreen_canv->cv_bitmap.bm_x, y,
1277 offscreen_canv->cv_bitmap.bm_w,
1278 offscreen_canv->cv_bitmap.bm_h, GL_COLOR);
1280 gr_free_sub_canvas(offscreen_canv);
1281 gr_set_current_canvas(offscreen_save_canv);
1282 offscreen_canv=NULL;
1285 void ogl_start_frame(void){
1286 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1287 // gl_badtexture=500;
1289 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1290 glClearColor(0.0, 0.0, 0.0, 0.0);
1291 // glEnable(GL_ALPHA_TEST);
1292 // glAlphaFunc(GL_GREATER,0.01);
1293 glShadeModel(GL_SMOOTH);
1294 glMatrixMode(GL_PROJECTION);
1295 glLoadIdentity();//clear matrix
1296 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1297 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1298 gluPerspective(90.0,1.0,0.01,1000000.0);
1299 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1300 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1301 glMatrixMode(GL_MODELVIEW);
1302 glLoadIdentity();//clear matrix
1304 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1305 // glDisABLE(DITHER);
1306 // glScalef(1.0,1.0,-1.0);
1307 // glScalef(1.0,1.0,-1.0);
1310 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1311 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1312 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1313 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1314 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1315 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1316 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1317 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1320 void merge_textures_stats(void);
1322 void ogl_end_frame(void){
1323 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1324 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1326 // merge_textures_stats();
1327 // ogl_texture_stats();
1329 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1330 glMatrixMode(GL_PROJECTION);
1331 glLoadIdentity();//clear matrix
1332 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1333 glMatrixMode(GL_MODELVIEW);
1334 glLoadIdentity();//clear matrix
1335 // glDisABLE(BLEND);
1336 //glDisABLE(ALPHA_TEST);
1337 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1338 // ogl_swap_buffers();//platform specific code
1339 // glClear(GL_COLOR_BUFFER_BIT);
1341 void ogl_swap_buffers(void){
1342 ogl_clean_texture_cache();
1343 if (gr_renderstats){
1344 gr_printf(5,GAME_FONT->ft_h*13+3*13,"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc);
1345 // glmprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
1348 ogl_swap_buffers_internal();
1349 glClear(GL_COLOR_BUFFER_BIT);
1352 int tex_format_supported(int iformat,int format){
1355 if (!ogl_intensity4_ok) return 0; break;
1356 case GL_LUMINANCE4_ALPHA4:
1357 if (!ogl_luminance4_alpha4_ok) return 0; break;
1359 if (!ogl_rgba2_ok) return 0; break;
1361 if (ogl_gettexlevelparam_ok){
1362 GLint internalFormat;
1363 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1364 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1365 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1366 GL_TEXTURE_INTERNAL_FORMAT,
1368 return (internalFormat==iformat);
1373 //little hack to find the largest or equal multiple of 2 for a given number
1376 for (i=2;i<=4096;i*=2)
1381 //GLubyte texbuf[512*512*4];
1382 GLubyte texbuf[OGLTEXBUFSIZE];
1383 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1385 // GLushort *tex=(GLushort *)texp;
1387 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1388 Error("texture toobig %i %i",twidth,theight);
1391 for (y=0;y<theight;y++){
1392 i=dxo+truewidth*(y+dyo);
1393 for (x=0;x<twidth;x++){
1394 if (x<width && y<height)
1397 c=255;//fill the pad space with transparancy
1403 case GL_LUMINANCE_ALPHA:
1411 (*(texp++))=0;//transparent pixel
1417 case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
1420 case GL_LUMINANCE_ALPHA:
1425 //(*(texp++))=gr_palette[c*3]*4;
1426 //(*(texp++))=gr_palette[c*3+1]*4;
1427 //(*(texp++))=gr_palette[c*3+2]*4;
1428 (*(texp++))=ogl_pal[c*3]*4;
1429 (*(texp++))=ogl_pal[c*3+1]*4;
1430 (*(texp++))=ogl_pal[c*3+2]*4;
1431 (*(texp++))=255;//not transparent
1432 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1439 int tex_format_verify(ogl_texture *tex){
1440 while (!tex_format_supported(tex->internalformat,tex->format)){
1441 glmprintf((0,"tex format %x not supported",tex->internalformat));
1442 switch (tex->internalformat){
1444 if (ogl_luminance4_alpha4_ok){
1445 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1446 tex->format=GL_LUMINANCE_ALPHA;
1448 }//note how it will fall through here if the statement is false
1449 case GL_LUMINANCE4_ALPHA4:
1451 tex->internalformat=GL_RGBA2;
1452 tex->format=GL_RGBA;
1454 }//note how it will fall through here if the statement is false
1456 tex->internalformat=ogl_rgba_format;
1457 tex->format=GL_RGBA;
1460 mprintf((0,"...no tex format to fall back on\n"));
1463 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1467 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1469 if (tex->tw!=w || tex->th!=h){
1470 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1471 glmprintf((0,"shrunken texture?\n"));
1474 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1475 tex->bytes=((float)w*h*dbits)/8.0;
1476 tex->bytesu=((float)u*dbits)/8.0;
1478 tex->bytes=((float)w*h*bits)/8.0;
1479 tex->bytesu=((float)u*bits)/8.0;
1481 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1483 void tex_set_size(ogl_texture *tex){
1486 if (ogl_gettexlevelparam_ok){
1488 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1489 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1490 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1491 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1492 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1493 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1494 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1495 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1500 switch (tex->format){
1504 case GL_LUMINANCE_ALPHA:
1511 Error("tex_set_size unknown texformat\n");
1514 tex_set_size1(tex,bi,a,w,h);
1516 //loads a palettized bitmap into a ogl RGBA texture.
1517 //Sizes and pads dimensions to multiples of 2 if necessary.
1518 //In theory this could be a problem for repeating textures, but all real
1519 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1520 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1521 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1523 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1524 // int internalformat=GL_RGBA;
1525 // int format=GL_RGBA;
1527 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1528 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1530 if(gr_badtexture>0) return;
1532 #if !(defined(__APPLE__) && defined(__MACH__))
1533 // always fails on OS X, but textures work fine!
1534 if (tex_format_verify(tex))
1538 //calculate u/v values that would make the resulting texture correctly sized
1539 tex->u=(float)tex->w/(float)tex->tw;
1540 tex->v=(float)tex->h/(float)tex->th;
1542 // if (width!=twidth || height!=theight)
1543 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1544 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1546 // Generate OpenGL texture IDs.
1547 glGenTextures(1, &tex->handle);
1550 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1552 // Give our data to OpenGL.
1554 OGL_BINDTEXTURE(tex->handle);
1556 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1558 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1559 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1560 if (ogl_ext_texture_filter_anisotropic_ok && GL_texanisofilt)
1561 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GL_texanisofilt);
1565 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1566 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1568 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1569 //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg.
1571 if (tex->wantmip && GL_needmipmaps)
1572 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1573 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1575 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1576 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1577 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1583 glmprintf((0,"ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i)\n",data,tex->tw,tex->th,dxo,dyo,tex,tex->handle,tex->u,tex->v,tex->bytes,tex->bytesu,r_texcount));
1587 unsigned char decodebuf[512*512];
1589 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1592 while (bm->bm_parent)
1595 if (bm->gltexture==NULL){
1596 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1597 bm->gltexture->lw=bm->bm_w;
1598 bm->gltexture->w=bm->bm_w;
1599 bm->gltexture->h=bm->bm_h;
1600 bm->gltexture->wantmip=domipmap;
1603 if (bm->gltexture->handle>0)
1605 if (bm->gltexture->w==0){
1606 bm->gltexture->lw=bm->bm_w;
1607 bm->gltexture->w=bm->bm_w;
1608 bm->gltexture->h=bm->bm_h;
1611 if (bm->bm_flags & BM_FLAG_RLE){
1612 unsigned char * dbits;
1613 unsigned char * sbits;
1617 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1620 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1623 for (i=0; i < bm->bm_h; i++ ) {
1624 gr_rle_decode(sbits,dbits);
1625 if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1626 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1628 sbits += (int)bm->bm_data[4+i];
1633 ogl_loadtexture(buf,0,0,bm->gltexture);
1636 void ogl_loadbmtexture(grs_bitmap *bm)
1638 ogl_loadbmtexture_m(bm,1);
1641 void ogl_freetexture(ogl_texture *gltexture)
1643 if (gltexture->handle>0) {
1645 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1646 glDeleteTextures( 1, &gltexture->handle );
1647 // gltexture->handle=0;
1648 ogl_init_texture(gltexture);
1651 void ogl_freebmtexture(grs_bitmap *bm){
1653 ogl_freetexture(bm->gltexture);
1656 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1657 // glDeleteTextures( 1, &bm->gltexture );
1658 // bm->gltexture=-1;