]> icculus.org git repositories - btb/d2x.git/blob - arch/ogl/ogl.c
add -renderstats command-line arg to activate RENDERSTATS (d1x r1.36, r1.15, r1.33)
[btb/d2x.git] / arch / ogl / ogl.c
1 /* $Id: ogl.c,v 1.24 2004-05-20 07:25:11 btb Exp $ */
2 /*
3  *
4  * Graphics support functions for OpenGL.
5  *
6  *
7  */
8
9 #ifdef HAVE_CONFIG_H
10 #include <conf.h>
11 #endif
12
13 //#include <stdio.h>
14 #ifdef _WIN32
15 #include <windows.h>
16 #include <stddef.h>
17 #endif
18 #include "internal.h"
19 #if defined(__APPLE__) && defined(__MACH__)
20 #include <OpenGL/gl.h>
21 #include <OpenGL/glu.h>
22 #else
23 #include <GL/gl.h>
24 #include <GL/glu.h>
25 #endif
26 #include <string.h>
27 #include <math.h>
28
29 #include "3d.h"
30 #include "piggy.h"
31 #include "../../3d/globvars.h"
32 #include "error.h"
33 #include "texmap.h"
34 #include "palette.h"
35 #include "rle.h"
36 #include "mono.h"
37
38 #include "segment.h"
39 #include "textures.h"
40 #include "texmerge.h"
41 #include "effects.h"
42 #include "weapon.h"
43 #include "powerup.h"
44 #include "polyobj.h"
45 #include "gamefont.h"
46 #include "byteswap.h"
47
48 //change to 1 for lots of spew.
49 #if 0
50 #define glmprintf(a) mprintf(a)
51 #else
52 #define glmprintf(a)
53 #endif
54
55 #ifndef M_PI
56 #define M_PI 3.14159
57 #endif
58
59 #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__)
60 #define cosf(a) cos(a)
61 #define sinf(a) sin(a)
62 #endif
63
64 unsigned char *ogl_pal=gr_palette;
65
66 int GL_texmagfilt=GL_NEAREST;
67 int GL_texminfilt=GL_NEAREST;
68 float GL_texanisofilt = 0;
69 int GL_needmipmaps=0;
70
71 int last_width=-1,last_height=-1;
72 int GL_TEXTURE_2D_enabled=-1;
73 int GL_texclamp_enabled=-1;
74
75 extern int gr_badtexture;
76 int r_texcount = 0, r_cachedtexcount = 0;
77 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
78 int ogl_rgba_format=4;
79 int ogl_intensity4_ok=1;
80 int ogl_luminance4_alpha4_ok=1;
81 int ogl_rgba2_ok=1;
82 int ogl_readpixels_ok=1;
83 int ogl_gettexlevelparam_ok=1;
84 #ifdef GL_ARB_multitexture
85 int ogl_arb_multitexture_ok=0;
86 #endif
87 #ifdef GL_SGIS_multitexture
88 int ogl_sgis_multitexture_ok=0;
89 #endif
90 int ogl_nv_texture_env_combine4_ok = 0;
91 int ogl_ext_texture_filter_anisotropic_ok = 0;
92
93 int sphereh=0;
94 int cross_lh[2]={0,0};
95 int primary_lh[3]={0,0,0};
96 int secondary_lh[5]={0,0,0,0,0};
97 /*int lastbound=-1;
98
99 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
100         else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
101 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
102         else glBindTexture(GL_TEXTURE_2D, a);
103
104
105 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
106 int ogl_texture_list_cur;
107
108 /* some function prototypes */
109
110 //#define OGLTEXBUFSIZE (1024*1024*4)
111 #define OGLTEXBUFSIZE (2048*2048*4)
112 extern GLubyte texbuf[OGLTEXBUFSIZE];
113 //void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int width,int height,int  twidth,int theight);
114 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type);
115 void ogl_loadbmtexture(grs_bitmap *bm);
116 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,intdyo , int *texid,float *u,float *v,char domipmap,float prio);
117 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex);
118 void ogl_freetexture(ogl_texture *gltexture);
119 void ogl_do_palfx(void);
120
121 void ogl_init_texture_stats(ogl_texture* t){
122         t->prio=0.3;//default prio
123         t->lastrend=0;
124         t->numrend=0;
125 }
126 void ogl_init_texture(ogl_texture* t){
127         t->handle=0;
128         t->internalformat=ogl_rgba_format;
129         t->format=GL_RGBA;
130         t->wrapstate[0] = -1;
131         t->wrapstate[1] = -1;
132         t->w=t->h=0;
133         ogl_init_texture_stats(t);
134 }
135 void ogl_reset_texture_stats_internal(void){
136         int i;
137         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
138                 if (ogl_texture_list[i].handle>0){
139                         ogl_init_texture_stats(&ogl_texture_list[i]);
140                 }
141 }
142 void ogl_init_texture_list_internal(void){
143         int i;
144         ogl_texture_list_cur=0;
145         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
146                 ogl_init_texture(&ogl_texture_list[i]);
147 }
148 void ogl_smash_texture_list_internal(void){
149         int i;
150         sphereh=0;
151         memset(cross_lh,0,sizeof(cross_lh));
152         memset(primary_lh,0,sizeof(primary_lh));
153         memset(secondary_lh,0,sizeof(secondary_lh));
154         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
155                 if (ogl_texture_list[i].handle>0){
156                         glDeleteTextures( 1, &ogl_texture_list[i].handle );
157                         ogl_texture_list[i].handle=0;
158                 }
159                 ogl_texture_list[i].wrapstate[0] = -1;
160                 ogl_texture_list[i].wrapstate[1] = -1;
161         }
162 }
163 void ogl_vivify_texture_list_internal(void){
164 /*
165    int i;
166         ogl_texture* t;
167         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
168                 t=&ogl_texture_list[i];
169                 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
170                         ogl_loadbmtexture(t);
171         }
172 */
173 }
174
175 ogl_texture* ogl_get_free_texture(void){
176         int i;
177         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
178                 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
179                         return &ogl_texture_list[ogl_texture_list_cur];
180                 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
181                         ogl_texture_list_cur=0;
182         }
183         Error("OGL: texture list full!\n");
184 //      return NULL;
185 }
186 int ogl_texture_stats(void){
187         int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
188         int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
189 //      int grabbed=0;
190         ogl_texture* t;
191         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
192                 t=&ogl_texture_list[i];
193                 if (t->handle>0){
194                         used++;
195                         datatexel+=t->w*t->h;
196                         truetexel+=t->tw*t->th;
197                         databytes+=t->bytesu;
198                         truebytes+=t->bytes;
199                         if (t->prio<0.299)prio0++;
200                         else if (t->prio<0.399)prio1++;
201                         else if (t->prio<0.499)prio2++;
202                         else if (t->prio<0.599)prio3++;
203                         else prioh++;
204                 }
205 //              else if(t->w!=0)
206 //                      grabbed++;
207         }
208         if (gr_renderstats)
209         {
210                 int idx, r, g, b, a, dbl, depth, res, colorsize, depthsize;
211
212                 res = SWIDTH * SHEIGHT;
213                 glGetIntegerv(GL_INDEX_BITS, &idx);
214                 glGetIntegerv(GL_RED_BITS, &r);
215                 glGetIntegerv(GL_GREEN_BITS, &g);
216                 glGetIntegerv(GL_BLUE_BITS, &b);
217                 glGetIntegerv(GL_ALPHA_BITS, &a);
218                 glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
219                 dbl += 1;
220                 glGetIntegerv(GL_DEPTH_BITS, &depth);
221                 colorsize = (idx * res * dbl) / 8;
222                 depthsize = res * depth / 8;
223                 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);
224                 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);
225                 gr_printf(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
226         }
227 //      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));
228         return truebytes;
229 }
230 int ogl_mem_target=-1;
231 void ogl_clean_texture_cache(void){
232         ogl_texture* t;
233         int i,bytes;
234         int time=120;
235         
236         if (ogl_mem_target<0){
237                 if (gr_renderstats)
238                         ogl_texture_stats();
239                 return;
240         }
241         
242         bytes=ogl_texture_stats();
243         while (bytes>ogl_mem_target){
244                 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
245                         t=&ogl_texture_list[i];
246                         if (t->handle>0){
247                                 if (t->lastrend+f1_0*time<GameTime){
248                                         ogl_freetexture(t);
249                                         bytes-=t->bytes;
250                                         if (bytes<ogl_mem_target)
251                                                 return;
252                                 }
253                         }
254                 }
255                 if (time==0)
256                         Error("not enough mem?");
257                 time=time/2;
258         }
259         
260 }
261 void ogl_bindbmtex(grs_bitmap *bm){
262         if (bm->gltexture==NULL || bm->gltexture->handle<=0)
263                 ogl_loadbmtexture(bm);
264         OGL_BINDTEXTURE(bm->gltexture->handle);
265         bm->gltexture->lastrend=GameTime;
266         bm->gltexture->numrend++;
267 ////    if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
268 //      if (bm->gltexture->numrend==100){
269 //              bm->gltexture->prio+=0.1;
270 ////            glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
271 //              glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
272 //      }
273 }
274 //gltexture MUST be bound first
275 void ogl_texwrap(ogl_texture *gltexture,int state)
276 {
277         if (gltexture->wrapstate[active_texture_unit] != state || gltexture->numrend < 1)
278         {
279                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
280                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
281                 gltexture->wrapstate[active_texture_unit] = state;
282         }
283 }
284
285 //crude texture precaching
286 //handles: powerups, walls, weapons, polymodels, etc.
287 //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.
288 //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
289 //TODO: doors
290
291 void ogl_cache_polymodel_textures(int model_num){
292         polymodel *po=&Polygon_models[model_num];
293         int i;
294         for (i=0;i<po->n_textures;i++)  {
295 //              texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
296                 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
297         }
298 }
299 void ogl_cache_vclip_textures(vclip *vc){
300         int i;
301         for (i=0;i<vc->num_frames;i++){
302                 PIGGY_PAGE_IN(vc->frames[i]);
303                 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
304         }
305 }
306 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
307 void ogl_cache_weapon_textures(weapon_info *w){
308         ogl_cache_vclipn_textures(w->flash_vclip);
309         ogl_cache_vclipn_textures(w->robot_hit_vclip);
310         ogl_cache_vclipn_textures(w->wall_hit_vclip);
311         if (w->render_type==WEAPON_RENDER_VCLIP)
312                 ogl_cache_vclipn_textures(w->weapon_vclip);
313         else if (w->render_type==WEAPON_RENDER_POLYMODEL)
314                 ogl_cache_polymodel_textures(w->model_num);
315 }
316
317 void ogl_cache_level_textures(void)
318 {
319         int seg,side,i;
320         eclip *ec;
321         short tmap1,tmap2;
322         grs_bitmap *bm,*bm2;
323         struct side *sidep;
324         int max_efx=0,ef;
325         
326         ogl_reset_texture_stats_internal();//loading a new lev should reset textures
327         
328         for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
329                 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
330                         continue;
331                 if (ec->vc.num_frames>max_efx)
332                         max_efx=ec->vc.num_frames;
333         }
334         glmprintf((0,"max_efx:%i\n",max_efx));
335         for (ef=0;ef<max_efx;ef++){
336                 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
337                         if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
338                                 continue;
339 //                      if (ec->vc.num_frames>max_efx)
340 //                              max_efx=ec->vc.num_frames;
341                         ec->time_left=-1;
342                 }
343                 do_special_effects();
344
345                 for (seg=0;seg<Num_segments;seg++){
346                         for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
347                                 sidep=&Segments[seg].sides[side];
348                                 tmap1=sidep->tmap_num;
349                                 tmap2=sidep->tmap_num2;
350                                 if (tmap1<0 || tmap1>=NumTextures){
351                                         glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
352                                         //                              tmap1=0;
353                                         continue;
354                                 }
355                                 PIGGY_PAGE_IN(Textures[tmap1]);
356                                 bm = &GameBitmaps[Textures[tmap1].index];
357                                 if (tmap2 != 0){
358                                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
359                                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
360                                         if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
361                                                 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
362                                         else {
363                                                 ogl_loadbmtexture(bm2);
364                                         }
365                                         //                              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));
366                                 }
367                                 ogl_loadbmtexture(bm);
368                         }
369                 }
370                 glmprintf((0,"finished ef:%i\n",ef));
371         }
372         reset_special_effects();
373         init_special_effects();
374         {
375 //              int laserlev=1;
376                 //always have lasers and concs
377                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
378                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
379                 for (i=0;i<Highest_object_index;i++){
380                         if(Objects[i].render_type==RT_POWERUP){
381                                 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
382                                 switch (Objects[i].id){
383 /*                                      case POW_LASER:
384                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
385 //                                              if (laserlev<4)
386 //                                                      laserlev++;
387                                                 break;*/
388                                         case POW_VULCAN_WEAPON:
389                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
390                                                 break;
391                                         case POW_SPREADFIRE_WEAPON:
392                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
393                                                 break;
394                                         case POW_PLASMA_WEAPON:
395                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
396                                                 break;
397                                         case POW_FUSION_WEAPON:
398                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
399                                                 break;
400 /*                                      case POW_MISSILE_1:
401                                         case POW_MISSILE_4:
402                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
403                                                 break;*/
404                                         case POW_PROXIMITY_WEAPON:
405                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
406                                                 break;
407                                         case POW_HOMING_AMMO_1:
408                                         case POW_HOMING_AMMO_4:
409                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
410                                                 break;
411                                         case POW_SMARTBOMB_WEAPON:
412                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
413                                                 break;
414                                         case POW_MEGA_WEAPON:
415                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
416                                                 break;
417                                 }
418                         }
419                         else if(Objects[i].render_type==RT_POLYOBJ){
420                                 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
421                         }
422                 }
423         }
424         glmprintf((0,"finished caching\n"));
425         r_cachedtexcount = r_texcount;
426 }
427
428 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
429 #define f2glf(x) (f2fl(x))
430
431 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
432 {
433         int c;
434         c=grd_curcanv->cv_color;
435         OGL_DISABLE(TEXTURE_2D);
436         glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
437         glBegin(GL_LINES);
438         glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
439         glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
440         glEnd();
441         return 1;
442 }
443 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
444         int i;
445         float ang;
446         glBegin(type);
447         for (i=0; i<nsides; i++) {
448                 ang = 2.0*M_PI*i/nsides;
449                 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
450         }
451         glEnd();
452 }
453 void ogl_drawcircle(int nsides,int type){
454         int i;
455         float ang;
456         glBegin(type);
457         for (i=0; i<nsides; i++) {
458                 ang = 2.0*M_PI*i/nsides;
459                 glVertex2f(cosf(ang),sinf(ang));
460         }
461         glEnd();
462 }
463 int circle_list_init(int nsides,int type,int mode) {
464         int hand=glGenLists(1);
465         glNewList(hand, mode);
466         /* draw a unit radius circle in xy plane centered on origin */
467         ogl_drawcircle(nsides,type);
468         glEndList();
469         return hand;
470 }
471 float bright_g[4]={     32.0/256,       252.0/256,      32.0/256};
472 float dark_g[4]={       32.0/256,       148.0/256,      32.0/256};
473 float darker_g[4]={     32.0/256,       128.0/256,      32.0/256};
474 void ogl_draw_reticle(int cross,int primary,int secondary){
475         float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
476         glPushMatrix();
477 //      glTranslatef(0.5,0.5,0);
478         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);
479         glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
480         
481         OGL_DISABLE(TEXTURE_2D);
482
483         if (!cross_lh[cross]){
484                 cross_lh[cross]=glGenLists(1);
485                 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
486                 glBegin(GL_LINES);
487                 //cross top left
488                 glColor3fv(darker_g);
489                 glVertex2f(-4.0,4.0);
490                 if (cross)
491                         glColor3fv(bright_g);
492                 else
493                         glColor3fv(dark_g);
494                 glVertex2f(-2.0,2.0);
495
496                 //cross bottom left
497                 glColor3fv(dark_g);
498                 glVertex2f(-3.0,-2.0);
499                 if (cross)
500                         glColor3fv(bright_g);
501                 glVertex2f(-2.0,-1.0);
502
503                 //cross top right
504                 glColor3fv(darker_g);
505                 glVertex2f(4.0,4.0);
506                 if (cross)
507                         glColor3fv(bright_g);
508                 else
509                         glColor3fv(dark_g);
510                 glVertex2f(2.0,2.0);
511
512                 //cross bottom right
513                 glColor3fv(dark_g);
514                 glVertex2f(3.0,-2.0);
515                 if (cross)
516                         glColor3fv(bright_g);
517                 glVertex2f(2.0,-1.0);
518
519                 glEnd();
520                 glEndList();
521         }else
522                 glCallList(cross_lh[cross]);
523
524 //      if (Canvas_height>200)
525 //              glLineWidth(Canvas_height/(float)200);
526         if (!primary_lh[primary]){
527                 primary_lh[primary]=glGenLists(1);
528                 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
529
530                 glColor3fv(dark_g);
531                 glBegin(GL_LINES);
532                 //left primary bar
533                 glVertex2f(-14.0,-8.0);
534                 glVertex2f(-8.0,-5.0);
535                 //right primary bar
536                 glVertex2f(14.0,-8.0);
537                 glVertex2f(8.0,-5.0);
538                 glEnd();
539                 if (primary==0)
540                         glColor3fv(dark_g);
541                 else
542                         glColor3fv(bright_g);
543                 //left upper
544                 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
545                 //right upper
546                 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
547                 if (primary!=2)
548                         glColor3fv(dark_g);
549                 else
550                         glColor3fv(bright_g);
551                 //left lower
552                 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
553                 //right lower
554                 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
555
556                 glEndList();
557         }else
558                 glCallList(primary_lh[primary]);
559 //      if (Canvas_height>200)
560 //              glLineWidth(1);
561
562         if (!secondary_lh[secondary]){
563                 secondary_lh[secondary]=glGenLists(1);
564                 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
565                 if (secondary<=2){
566                         //left secondary
567                         if (secondary!=1)
568                                 glColor3fv(darker_g);
569                         else
570                                 glColor3fv(bright_g);
571                         ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
572                         //right secondary
573                         if (secondary!=2)
574                                 glColor3fv(darker_g);
575                         else
576                                 glColor3fv(bright_g);
577                         ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
578                 }else{
579                         //bottom/middle secondary
580                         if (secondary!=4)
581                                 glColor3fv(darker_g);
582                         else
583                                 glColor3fv(bright_g);
584                         ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
585                 }
586                 glEndList();
587         }else
588                 glCallList(secondary_lh[secondary]);
589
590         glPopMatrix();
591 }
592 int g3_draw_sphere(g3s_point *pnt,fix rad){
593         int c;
594         c=grd_curcanv->cv_color;
595         OGL_DISABLE(TEXTURE_2D);
596 //      glPointSize(f2glf(rad));
597         glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
598 //      glBegin(GL_POINTS);
599 //      glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
600 //      glEnd();
601         glPushMatrix();
602         glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
603         glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
604         if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
605         else glCallList(sphereh);
606         glPopMatrix();
607         return 0;
608
609 }
610 int gr_ucircle(fix xc1, fix yc1, fix r1)
611 {
612         int c;
613         c=grd_curcanv->cv_color;
614         OGL_DISABLE(TEXTURE_2D);
615         glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
616         glPushMatrix();
617         glTranslatef(
618                      (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
619                      1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
620         glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
621         ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
622         glPopMatrix();
623         return 0;
624 }
625 int gr_circle(fix xc1,fix yc1,fix r1){
626         return gr_ucircle(xc1,yc1,r1);
627 }
628
629 bool g3_draw_poly(int nv,g3s_point **pointlist)
630 {
631         int c;
632         r_polyc++;
633         c=grd_curcanv->cv_color;
634 //      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);
635         OGL_DISABLE(TEXTURE_2D);
636         if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
637                 glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
638         else
639                 glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
640         glBegin(GL_TRIANGLE_FAN);
641         for (c=0;c<nv;c++){
642         //      glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
643                 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
644         }
645         glEnd();
646         return 0;
647 }
648
649 void gr_upoly_tmap(int nverts, int *vert ){
650                 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
651 }
652 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
653                 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
654 }
655 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
656 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
657 {
658         int c;
659         float l;
660         if (tmap_drawer_ptr==draw_tmap_flat){
661 /*              fix average_light=0;
662                 int i;
663                 for (i=0; i<nv; i++)
664                         average_light += uvl_list[i].l;*/
665                 OGL_DISABLE(TEXTURE_2D);
666 //              glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
667                 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
668                 //glColor4f(0,0,0,f2fl(average_light/nv));
669                 glBegin(GL_TRIANGLE_FAN);
670                 for (c=0;c<nv;c++){
671 //                      glColor4f(0,0,0,f2fl(uvl_list[c].l));
672 //                      glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
673                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
674                 }
675                 glEnd();
676         }else if (tmap_drawer_ptr==draw_tmap){
677                 r_tpolyc++;
678                 /*      if (bm->bm_w !=64||bm->bm_h!=64)
679                         printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
680                 OGL_ENABLE(TEXTURE_2D);
681                 ogl_bindbmtex(bm);
682                 ogl_texwrap(bm->gltexture,GL_REPEAT);
683                 glBegin(GL_TRIANGLE_FAN);
684                 for (c=0;c<nv;c++){
685                         if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
686                                 l=1.0;
687                         }else{
688                                 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
689                                 l=f2fl(uvl_list[c].l);
690                         }
691                         glColor3f(l,l,l);
692                         glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
693                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
694                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
695                 }
696                 glEnd();
697         }else{
698                 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
699         }
700         return 0;
701 }
702
703 int active_texture_unit = 0;
704
705 void ogl_setActiveTexture(int t)
706 {
707         if (ogl_arb_multitexture_ok)
708         {
709 #ifdef GL_ARB_multitexture
710                 if (t == 0)
711                         glActiveTextureARB(GL_TEXTURE0_ARB);
712                 else
713                         glActiveTextureARB(GL_TEXTURE1_ARB);
714 #endif
715         }
716         else if (ogl_sgis_multitexture_ok)
717         {
718 #ifdef GL_SGIS_multitexture
719                 if (t == 0)
720                         glSelectTextureSGIS(GL_TEXTURE0_SGIS);
721                 else
722                         glSelectTextureSGIS(GL_TEXTURE1_SGIS);
723 #endif
724         }
725         active_texture_unit = t;
726 }
727
728 void ogl_MultiTexCoord2f(int t, float u, float v)
729 {
730         if (ogl_arb_multitexture_ok)
731         {
732 #ifdef GL_ARB_multitexture
733                 if (t == 0)
734                         glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
735                 else
736                         glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
737 #endif
738         }
739         else if (ogl_sgis_multitexture_ok)
740         {
741 #ifdef GL_SGIS_multitexture
742                 if (t == 0)
743                         glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
744                 else
745                         glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
746 #endif
747         }
748 }
749
750 bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
751 {
752 #if (defined(GL_NV_texture_env_combine4) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
753         if (ogl_nv_texture_env_combine4_ok && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
754         {
755                 int c;
756                 float l, u1, v1;
757
758                 if (tmap_drawer_ptr != draw_tmap)
759                         Error("WTFF\n");
760
761                 r_tpolyc+=2;
762
763                 //ogl_setActiveTexture(0);
764                 OGL_ENABLE(TEXTURE_2D);
765                 ogl_bindbmtex(bmbot);
766                 ogl_texwrap(bmbot->gltexture, GL_REPEAT);
767                 // GL_MODULATE is fine for texture 0
768
769                 ogl_setActiveTexture(1);
770                 glEnable(GL_TEXTURE_2D);
771                 ogl_bindbmtex(bm);
772                 ogl_texwrap(bm->gltexture,GL_REPEAT);
773
774                 // GL_DECAL works sorta ok but the top texture is fullbright.
775                 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
776
777                 // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
778                 // only GL_NV_texture_env_combine4 lets us do what we need:
779                 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
780
781                 // multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
782                 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
783
784                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
785                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
786                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
787                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
788
789                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
790                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
791                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
792                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
793
794                 // add up alpha channels
795                 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
796
797                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
798                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
799                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
800                 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
801
802                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
803                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
804                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
805                 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
806
807                 // GL_ARB_texture_env_combine comes close, but doesn't quite make it.
808                 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
809
810                 //// this gives effect like GL_DECAL:
811                 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
812                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
813                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
814                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
815
816
817                 // this properly shades the top texture, but the bottom texture doesn't get through.
818                 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
819                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
820                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
821
822
823                 // add up alpha
824                 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
825                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
826                 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
827
828
829                 glBegin(GL_TRIANGLE_FAN);
830                 for (c=0;c<nv;c++){
831                         switch(orient){
832                                 case 1:
833                                         u1=1.0-f2glf(uvl_list[c].v);
834                                         v1=f2glf(uvl_list[c].u);
835                                         break;
836                                 case 2:
837                                         u1=1.0-f2glf(uvl_list[c].u);
838                                         v1=1.0-f2glf(uvl_list[c].v);
839                                         break;
840                                 case 3:
841                                         u1=f2glf(uvl_list[c].v);
842                                         v1=1.0-f2glf(uvl_list[c].u);
843                                         break;
844                                 default:
845                                         u1=f2glf(uvl_list[c].u);
846                                         v1=f2glf(uvl_list[c].v);
847                                         break;
848                         }
849                         if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
850                                 l=1.0;
851                         }else{
852                                 l=f2fl(uvl_list[c].l);
853                         }
854                         glColor3f(l,l,l);
855                         ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
856                         ogl_MultiTexCoord2f(1, u1, v1);
857                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
858                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
859                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
860                 }
861                 glEnd();
862                 //ogl_setActiveTexture(1); // still the active texture
863                 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
864                 glDisable(GL_TEXTURE_2D);
865                 ogl_setActiveTexture(0);
866         }
867         else
868 #endif
869         {
870                 int c;
871                 float l,u1,v1;
872
873                 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
874
875                 r_tpolyc++;
876                 /*      if (bm->bm_w !=64||bm->bm_h!=64)
877                         printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
878                 OGL_ENABLE(TEXTURE_2D);
879                 ogl_bindbmtex(bm);
880                 ogl_texwrap(bm->gltexture,GL_REPEAT);
881                 glBegin(GL_TRIANGLE_FAN);
882                 for (c=0;c<nv;c++){
883                         switch(orient){
884                                 case 1:
885                                         u1=1.0-f2glf(uvl_list[c].v);
886                                         v1=f2glf(uvl_list[c].u);
887                                         break;
888                                 case 2:
889                                         u1=1.0-f2glf(uvl_list[c].u);
890                                         v1=1.0-f2glf(uvl_list[c].v);
891                                         break;
892                                 case 3:
893                                         u1=f2glf(uvl_list[c].v);
894                                         v1=1.0-f2glf(uvl_list[c].u);
895                                         break;
896                                 default:
897                                         u1=f2glf(uvl_list[c].u);
898                                         v1=f2glf(uvl_list[c].v);
899                                         break;
900                         }
901                         if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
902                                 l=1.0;
903                         }else{
904                                 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
905                                 l=f2fl(uvl_list[c].l);
906                         }
907                         glColor3f(l,l,l);
908                         glTexCoord2f(u1,v1);
909                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
910                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
911                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
912                 }
913                 glEnd();
914         }
915         return 0;
916 }
917
918 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
919 {
920         //float l=1.0;
921         vms_vector pv,v1;//,v2;
922         int i;
923         r_bitmapc++;
924         v1.z=0;
925 //      printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
926 //      printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
927
928         OGL_ENABLE(TEXTURE_2D);
929         ogl_bindbmtex(bm);
930         ogl_texwrap(bm->gltexture,GL_CLAMP);
931
932         glBegin(GL_QUADS);
933         glColor3f(1.0,1.0,1.0);
934     width = fixmul(width,Matrix_scale.x);       
935     height = fixmul(height,Matrix_scale.y);     
936         for (i=0;i<4;i++){
937 //              g3_rotate_point(&p[i],pos);
938                 vm_vec_sub(&v1,pos,&View_position);
939                 vm_vec_rotate(&pv,&v1,&View_matrix);
940 //              printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
941                 switch (i){
942                         case 0:
943                                 glTexCoord2f(0.0, 0.0);
944                                 pv.x+=-width;
945                                 pv.y+=height;
946                                 break;
947                         case 1:
948                                 glTexCoord2f(bm->gltexture->u, 0.0);
949                                 pv.x+=width;
950                                 pv.y+=height;
951                                 break;
952                         case 2:
953                                 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
954                                 pv.x+=width;
955                                 pv.y+=-height;
956                                 break;
957                         case 3:
958                                 glTexCoord2f(0.0, bm->gltexture->v);
959                                 pv.x+=-width;
960                                 pv.y+=-height;
961                                 break;
962                 }
963 //              vm_vec_rotate(&v2,&v1,&View_matrix);
964 //              vm_vec_sub(&v1,&v2,&pv);
965                 //vm_vec_sub(&v1,&pv,&v2);
966 //              vm_vec_sub(&v2,&pv,&v1);
967                 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
968 //              printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
969         }
970         glEnd();
971 //      printf("\n");
972
973         return 0;
974 }
975
976 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
977 {
978         GLfloat xo,yo,xf,yf;
979         GLfloat u1,u2,v1,v2;
980         r_ubitmapc++;
981         x+=grd_curcanv->cv_bitmap.bm_x;
982         y+=grd_curcanv->cv_bitmap.bm_y;
983         xo=x/(float)last_width;
984         xf=(bm->bm_w+x)/(float)last_width;
985         yo=1.0-y/(float)last_height;
986         yf=1.0-(bm->bm_h+y)/(float)last_height;
987
988 //      printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
989 //      printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
990
991 /*              glEnABLE(ALPHA_TEST);
992         glAlphaFunc(GL_GREATER,0.0);*/
993
994         OGL_ENABLE(TEXTURE_2D);
995         ogl_bindbmtex(bm);
996         ogl_texwrap(bm->gltexture,GL_CLAMP);
997         
998         if (bm->bm_x==0){
999                 u1=0;
1000                 if (bm->bm_w==bm->gltexture->w)
1001                         u2=bm->gltexture->u;
1002                 else
1003                         u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1004         }else {
1005                 u1=bm->bm_x/(float)bm->gltexture->tw;
1006                 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1007         }
1008         if (bm->bm_y==0){
1009                 v1=0;
1010                 if (bm->bm_h==bm->gltexture->h)
1011                         v2=bm->gltexture->v;
1012                 else
1013                         v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1014         }else{
1015                 v1=bm->bm_y/(float)bm->gltexture->th;
1016                 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1017         }
1018
1019         glBegin(GL_QUADS);
1020         if (c<0)
1021                 glColor3f(1.0,1.0,1.0);
1022         else
1023                 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
1024         glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1025         glTexCoord2f(u2, v1); glVertex2f(xf, yo);
1026         glTexCoord2f(u2, v2); glVertex2f(xf, yf);
1027         glTexCoord2f(u1, v2); glVertex2f(xo, yf);
1028         glEnd();
1029 //      glDisABLE(ALPHA_TEST);
1030         
1031         return 0;
1032 }
1033 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
1034         return ogl_ubitmapm_c(x,y,bm,-1);
1035 //      return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
1036 }
1037 #if 0
1038 //also upsidedown, currently.
1039 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1040 {
1041         GLfloat xo,yo;//,xs,ys;
1042         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));
1043         
1044         dx+=dest->bm_x;
1045         dy+=dest->bm_y;
1046         
1047         xo=dx/(float)last_width;
1048 //      xo=dx/(float)grd_curscreen->sc_w;
1049 //      xs=w/(float)last_width;
1050         //yo=1.0-dy/(float)last_height;
1051         yo=1.0-(dy+h)/(float)last_height;
1052 //      ys=h/(float)last_height;
1053         
1054 //      OGL_ENABLE(TEXTURE_2D);
1055         
1056         OGL_DISABLE(TEXTURE_2D);
1057         glRasterPos2f(xo,yo);
1058         ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
1059         glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1060         glRasterPos2f(0,0);
1061         
1062         return 0;
1063 }
1064 #else
1065 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)
1066 {
1067         GLfloat xo,yo,xs,ys;
1068         GLfloat u1,v1;//,u2,v2;
1069         ogl_texture tex;
1070 //      unsigned char *oldpal;
1071         r_ubitbltc++;
1072
1073         ogl_init_texture(&tex);
1074         tex.w=sw;tex.h=sh;
1075         tex.prio=0.0;tex.wantmip=0;
1076         tex.lw=src->bm_rowsize;
1077
1078 /*      if (w==src->bm_w && sx==0){
1079                 u1=0;u2=src->glu;
1080         }else{
1081                 u1=sx/(float)src->bm_w*src->glu;
1082                 u2=w/(float)src->bm_w*src->glu+u1;
1083         }
1084         if (h==src->bm_h && sy==0){
1085                 v1=0;v2=src->glv;
1086         }else{
1087                 v1=sy/(float)src->bm_h*src->glv;
1088                 v2=h/(float)src->bm_h*src->glv+v1;
1089         }*/
1090         u1=v1=0;
1091         
1092         dx+=dest->bm_x;
1093         dy+=dest->bm_y;
1094         xo=dx/(float)last_width;
1095         xs=dw/(float)last_width;
1096         yo=1.0-dy/(float)last_height;
1097         ys=dh/(float)last_height;
1098         
1099         OGL_ENABLE(TEXTURE_2D);
1100         
1101 //      oldpal=ogl_pal;
1102         ogl_pal=gr_current_pal;
1103         ogl_loadtexture(src->bm_data,sx,sy,&tex);
1104 //      ogl_pal=oldpal;
1105         ogl_pal=gr_palette;
1106         OGL_BINDTEXTURE(tex.handle);
1107         
1108         ogl_texwrap(&tex,GL_CLAMP);
1109
1110         glBegin(GL_QUADS);
1111         glColor3f(1.0,1.0,1.0);
1112         glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1113         glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1114         glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1115         glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1116         glEnd();
1117         ogl_freetexture(&tex);
1118         return 0;
1119 }
1120 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1121         return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1122 }
1123 #endif
1124 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1125 #if 1
1126         unsigned char *d,*s;
1127         int i,j;
1128         int w1,h1;
1129 //      w1=w;h1=h;
1130         w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1131         if (w1*h1*3>OGLTEXBUFSIZE)
1132                 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1133
1134         if (ogl_readpixels_ok>0){
1135                 OGL_DISABLE(TEXTURE_2D);
1136                 glReadBuffer(GL_FRONT);
1137                 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1138 //              glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1139 //              glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1140         }else
1141                 memset(texbuf,0,w1*h1*3);
1142         sx+=src->bm_x;
1143         sy+=src->bm_y;
1144         for (i=0;i<h;i++){
1145                 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1146                 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1147                 for (j=0;j<w;j++){
1148                         *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1149                         s+=3;
1150                         d++;
1151                 }
1152         }
1153 #else
1154         int i,j,c=0;
1155         unsigned char *d,*s,*e;
1156         if (w*h*3>OGLTEXBUFSIZE)
1157                 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1158         sx+=src->bm_x;
1159         sy+=src->bm_y;
1160 #if 1//also seems to cause a mess.  need to look into it a bit more..
1161         if (ogl_readpixels_ok>0){
1162                 OGL_DISABLE(TEXTURE_2D);
1163                 glReadBuffer(GL_FRONT);
1164 //              glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1165                 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1166         }else
1167 #endif
1168                 memset(texbuf,0,w*h*3);
1169 //      d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1170         d=dest->bm_data+dx+dy*dest->bm_rowsize;
1171         for (i=0;i<h;i++){
1172                 s=texbuf+w*(h-(i+1))*3;
1173 //              s=texbuf+w*i*3;
1174                 if (s<texbuf){Error("blah1\n");}
1175                 if (d<dest->bm_data){Error("blah3\n");}
1176 //              d=dest->bm_data+(i*dest->bm_rowsize);
1177
1178                 e=d;
1179                 for (j=0;j<w;j++){
1180                         if (s>texbuf+w*h*3-3){Error("blah2\n");}
1181                         if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx  ){Error("blah4\n");}
1182                         *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1183                         s+=3;
1184                         d++;
1185                         c++;
1186                 }
1187                 d=e;
1188                 d+=dest->bm_rowsize;
1189         }
1190         glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1191 #endif
1192         return 0;
1193 }
1194
1195 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1196 #if 0 //just seems to cause a mess.
1197         GLfloat xo,yo;//,xs,ys;
1198         
1199         dx+=dest->bm_x;
1200         dy+=dest->bm_y;
1201         
1202 //      xo=dx/(float)last_width;
1203         xo=dx/(float)grd_curscreen->sc_w;
1204 //      yo=1.0-(dy+h)/(float)last_height;
1205         yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1206         sx+=src->bm_x;
1207         sy+=src->bm_y;
1208         OGL_DISABLE(TEXTURE_2D);
1209         glReadBuffer(GL_FRONT);
1210         glRasterPos2f(xo,yo);
1211 //      glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1212         glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1213         glRasterPos2f(0,0);
1214 #endif
1215         return 0;
1216 }
1217
1218 grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
1219
1220 void ogl_start_offscreen_render(int x, int y, int w, int h)
1221 {
1222         if (offscreen_canv)
1223                 Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
1224         offscreen_save_canv = grd_curcanv;
1225         offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
1226         gr_set_current_canvas(offscreen_canv);
1227         glDrawBuffer(GL_BACK);
1228 }
1229 void ogl_end_offscreen_render(void)
1230 {
1231         int y;
1232
1233         if (!offscreen_canv)
1234                 Error("ogl_end_offscreen_render: no offscreen_canv");
1235
1236         glDrawBuffer(GL_FRONT);
1237         glReadBuffer(GL_BACK);
1238         OGL_DISABLE(TEXTURE_2D);
1239
1240         y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
1241         glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
1242         glCopyPixels(offscreen_canv->cv_bitmap.bm_x, y,
1243                      offscreen_canv->cv_bitmap.bm_w,
1244                  offscreen_canv->cv_bitmap.bm_h, GL_COLOR);
1245
1246         gr_free_sub_canvas(offscreen_canv);
1247         gr_set_current_canvas(offscreen_save_canv);
1248         offscreen_canv=NULL;
1249 }
1250
1251 void ogl_start_frame(void){
1252         r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1253 //      gl_badtexture=500;
1254
1255         OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1256         glClearColor(0.0, 0.0, 0.0, 0.0);
1257 //      glEnable(GL_ALPHA_TEST);
1258 //      glAlphaFunc(GL_GREATER,0.01);
1259         glShadeModel(GL_SMOOTH);
1260         glMatrixMode(GL_PROJECTION);
1261         glLoadIdentity();//clear matrix
1262         //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1263         //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1264         gluPerspective(90.0,1.0,0.01,1000000.0);
1265         //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1266 //      gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1267         glMatrixMode(GL_MODELVIEW);
1268         glLoadIdentity();//clear matrix
1269         glEnable(GL_BLEND);
1270         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1271 //      glDisABLE(DITHER);
1272 //      glScalef(1.0,1.0,-1.0);
1273 //      glScalef(1.0,1.0,-1.0);
1274 //      glPushMatrix();
1275         
1276 //      glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1277 //      OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1278 //      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1279 //      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1280 //      OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1281 //      OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1282 //      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1283 //      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1284 }
1285 #ifndef NMONO
1286 void merge_textures_stats(void);
1287 #endif
1288 void ogl_end_frame(void){
1289 //      OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1290         OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1291 #ifndef NMONO
1292 //      merge_textures_stats();
1293 //      ogl_texture_stats();
1294 #endif
1295 //      glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1296         glMatrixMode(GL_PROJECTION);
1297         glLoadIdentity();//clear matrix
1298         glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1299         glMatrixMode(GL_MODELVIEW);
1300         glLoadIdentity();//clear matrix
1301 //      glDisABLE(BLEND);
1302         //glDisABLE(ALPHA_TEST);
1303         //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1304 //      ogl_swap_buffers();//platform specific code
1305 //      glClear(GL_COLOR_BUFFER_BIT);
1306 }
1307 void ogl_swap_buffers(void){
1308         ogl_clean_texture_cache();
1309         if (gr_renderstats){
1310                 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);
1311 //      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
1312         }
1313         ogl_do_palfx();
1314         ogl_swap_buffers_internal();
1315         glClear(GL_COLOR_BUFFER_BIT);
1316 }
1317
1318 int tex_format_supported(int iformat,int format){
1319         switch (iformat){
1320                 case GL_INTENSITY4:
1321                         if (!ogl_intensity4_ok) return 0; break;
1322                 case GL_LUMINANCE4_ALPHA4:
1323                         if (!ogl_luminance4_alpha4_ok) return 0; break;
1324                 case GL_RGBA2:
1325                         if (!ogl_rgba2_ok) return 0; break;
1326         }
1327         if (ogl_gettexlevelparam_ok){
1328                 GLint internalFormat;
1329                 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1330                                 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1331                 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1332                                 GL_TEXTURE_INTERNAL_FORMAT,
1333                                 &internalFormat);
1334                 return (internalFormat==iformat);
1335         }else
1336                 return 1;
1337 }
1338
1339 //little hack to find the largest or equal multiple of 2 for a given number
1340 int pow2ize(int x){
1341         int i;
1342         for (i=2;i<=4096;i*=2)
1343                 if (x<=i) return i;
1344         return i;
1345 }
1346
1347 //GLubyte texbuf[512*512*4];
1348 GLubyte texbuf[OGLTEXBUFSIZE];
1349 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1350 {
1351 //      GLushort *tex=(GLushort *)texp;
1352         int x,y,c,i;
1353         if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1354                 Error("texture toobig %i %i",twidth,theight);
1355
1356         i=0;
1357         for (y=0;y<theight;y++){
1358                 i=dxo+truewidth*(y+dyo);
1359                 for (x=0;x<twidth;x++){
1360                         if (x<width && y<height)
1361                                 c=data[i++];
1362                         else
1363                                 c=255;//fill the pad space with transparancy
1364                         if (c==255){
1365                                 switch (type){
1366                                         case GL_LUMINANCE:
1367                                                 (*(texp++))=0;
1368                                                 break;
1369                                         case GL_LUMINANCE_ALPHA:
1370                                                 (*(texp++))=0;
1371                                                 (*(texp++))=0;
1372                                                 break;
1373                                         case GL_RGBA:
1374                                                 (*(texp++))=0;
1375                                                 (*(texp++))=0;
1376                                                 (*(texp++))=0;
1377                                                 (*(texp++))=0;//transparent pixel
1378                                                 break;
1379                                 }
1380 //                              (*(tex++))=0;
1381                         }else{
1382                                 switch (type){
1383                                         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. :)
1384                                                 (*(texp++))=255;
1385                                                 break;
1386                                         case GL_LUMINANCE_ALPHA:
1387                                                 (*(texp++))=255;
1388                                                 (*(texp++))=255;
1389                                                 break;
1390                                         case GL_RGBA:
1391                                                 //(*(texp++))=gr_palette[c*3]*4;
1392                                                 //(*(texp++))=gr_palette[c*3+1]*4;
1393                                                 //(*(texp++))=gr_palette[c*3+2]*4;
1394                                                 (*(texp++))=ogl_pal[c*3]*4;
1395                                                 (*(texp++))=ogl_pal[c*3+1]*4;
1396                                                 (*(texp++))=ogl_pal[c*3+2]*4;
1397                                                 (*(texp++))=255;//not transparent
1398                                                 //                              (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1399                                                 break;
1400                                 }
1401                         }
1402                 }
1403         }
1404 }
1405 int tex_format_verify(ogl_texture *tex){
1406         while (!tex_format_supported(tex->internalformat,tex->format)){
1407                 glmprintf((0,"tex format %x not supported",tex->internalformat));
1408                 switch (tex->internalformat){
1409                         case GL_INTENSITY4:
1410                                 if (ogl_luminance4_alpha4_ok){
1411                                         tex->internalformat=GL_LUMINANCE4_ALPHA4;
1412                                         tex->format=GL_LUMINANCE_ALPHA;
1413                                         break;
1414                                 }//note how it will fall through here if the statement is false
1415                         case GL_LUMINANCE4_ALPHA4:
1416                                 if (ogl_rgba2_ok){
1417                                         tex->internalformat=GL_RGBA2;
1418                                         tex->format=GL_RGBA;
1419                                         break;
1420                                 }//note how it will fall through here if the statement is false
1421                         case GL_RGBA2:
1422                                 tex->internalformat=ogl_rgba_format;
1423                                 tex->format=GL_RGBA;
1424                                 break;
1425                         default:
1426                                 mprintf((0,"...no tex format to fall back on\n"));
1427                                 return 1;
1428                 }
1429                 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1430         }
1431         return 0;
1432 }
1433 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1434         int u;
1435         if (tex->tw!=w || tex->th!=h){
1436                 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1437                 glmprintf((0,"shrunken texture?\n"));
1438         }else
1439                 u=tex->w*tex->h;
1440         if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1441                 tex->bytes=((float)w*h*dbits)/8.0;
1442                 tex->bytesu=((float)u*dbits)/8.0;
1443         }else{
1444                 tex->bytes=((float)w*h*bits)/8.0;
1445                 tex->bytesu=((float)u*bits)/8.0;
1446         }
1447         glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1448 }
1449 void tex_set_size(ogl_texture *tex){
1450         GLint w,h;
1451         int bi=16,a=0;
1452         if (ogl_gettexlevelparam_ok){
1453                 GLint t;
1454                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1455                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1456                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1457                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1458                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1459                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1460                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1461                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1462         }else{
1463                 w=tex->tw;
1464                 h=tex->th;
1465         }
1466         switch (tex->format){
1467                 case GL_LUMINANCE:
1468                         bi=8;
1469                         break;
1470                 case GL_LUMINANCE_ALPHA:
1471                         bi=8;
1472                         break;
1473                 case GL_RGBA:
1474                         bi=16;
1475                         break;
1476                 default:
1477                         Error("tex_set_size unknown texformat\n");
1478                         break;
1479         }
1480         tex_set_size1(tex,bi,a,w,h);
1481 }
1482 //loads a palettized bitmap into a ogl RGBA texture.
1483 //Sizes and pads dimensions to multiples of 2 if necessary.
1484 //In theory this could be a problem for repeating textures, but all real
1485 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1486 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1487 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1488 {
1489 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1490 //      int internalformat=GL_RGBA;
1491 //      int format=GL_RGBA;
1492         //int filltype=0;
1493         tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1494 //      tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1495         
1496         if(gr_badtexture>0) return;
1497
1498 #if !(defined(__APPLE__) && defined(__MACH__))
1499         // always fails on OS X, but textures work fine!
1500         if (tex_format_verify(tex))
1501                 return;
1502 #endif
1503
1504         //calculate u/v values that would make the resulting texture correctly sized
1505         tex->u=(float)tex->w/(float)tex->tw;
1506         tex->v=(float)tex->h/(float)tex->th;
1507
1508         //      if (width!=twidth || height!=theight)
1509         //              glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1510         ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1511
1512         // Generate OpenGL texture IDs.
1513         glGenTextures(1, &tex->handle);
1514
1515         //set priority
1516         glPrioritizeTextures(1,&tex->handle,&tex->prio);
1517         
1518         // Give our data to OpenGL.
1519
1520         OGL_BINDTEXTURE(tex->handle);
1521
1522         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1523         if (tex->wantmip){
1524                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1525                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1526                 if (ogl_ext_texture_filter_anisotropic_ok && GL_texanisofilt)
1527                         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GL_texanisofilt);
1528         }
1529         else
1530         {
1531                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1532                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1533         }
1534 //      domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1535         //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.
1536
1537         if (tex->wantmip && GL_needmipmaps)
1538                 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1539                                 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1540         else
1541                 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1542                         tex->tw, tex->th, 0, tex->format, // RGBA textures.
1543                         GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1544                         texbuf);
1545         
1546         tex_set_size(tex);
1547
1548         r_texcount++; 
1549         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));
1550
1551 }
1552
1553 unsigned char decodebuf[512*512];
1554
1555 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1556 {
1557         unsigned char *buf;
1558         while (bm->bm_parent)
1559                 bm=bm->bm_parent;
1560         buf=bm->bm_data;
1561         if (bm->gltexture==NULL){
1562                 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1563                 bm->gltexture->lw=bm->bm_w;
1564                 bm->gltexture->w=bm->bm_w;
1565                 bm->gltexture->h=bm->bm_h;
1566                 bm->gltexture->wantmip=domipmap;
1567         }
1568         else {
1569                 if (bm->gltexture->handle>0)
1570                         return;
1571                 if (bm->gltexture->w==0){
1572                         bm->gltexture->lw=bm->bm_w;
1573                         bm->gltexture->w=bm->bm_w;
1574                         bm->gltexture->h=bm->bm_h;
1575                 }
1576         }
1577         if (bm->bm_flags & BM_FLAG_RLE){
1578                 unsigned char * dbits;
1579                 unsigned char * sbits;
1580                 int i, data_offset;
1581
1582                 data_offset = 1;
1583                 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1584                         data_offset = 2;
1585
1586                 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1587                 dbits = decodebuf;
1588
1589                 for (i=0; i < bm->bm_h; i++ )    {
1590                         gr_rle_decode(sbits,dbits);
1591                         if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1592                                 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1593                         else
1594                                 sbits += (int)bm->bm_data[4+i];
1595                         dbits += bm->bm_w;
1596                 }
1597                 buf=decodebuf;
1598         }
1599         ogl_loadtexture(buf,0,0,bm->gltexture);
1600 }
1601
1602 void ogl_loadbmtexture(grs_bitmap *bm)
1603 {
1604         ogl_loadbmtexture_m(bm,1);
1605 }
1606
1607 void ogl_freetexture(ogl_texture *gltexture)
1608 {
1609         if (gltexture->handle>0) {
1610                 r_texcount--;
1611                 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1612                 glDeleteTextures( 1, &gltexture->handle );
1613 //              gltexture->handle=0;
1614                 ogl_init_texture(gltexture);
1615         }
1616 }
1617 void ogl_freebmtexture(grs_bitmap *bm){
1618         if (bm->gltexture){
1619                 ogl_freetexture(bm->gltexture);
1620                 bm->gltexture=NULL;
1621 //              r_texcount--;
1622 //              glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1623 //              glDeleteTextures( 1, &bm->gltexture );
1624 //              bm->gltexture=-1;
1625         }
1626 }