2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
13 #include "gropenglinternal.h"
15 #include "grinternal.h"
22 extern int OGL_fog_mode;
24 #define NEBULA_COLORS 20
27 static void opengl1_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
31 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
33 saved_zbuf = gr_zbuffer_get();
35 // start the frame, no zbuffering, no culling
37 gr_zbuffer_set(GR_ZBUFF_NONE);
46 v[0].flags = PF_PROJECTED;
53 v[1].sx = i2fl(x + w);
58 v[1].flags = PF_PROJECTED;
65 v[2].sx = i2fl(x + w);
66 v[2].sy = i2fl(y + h);
70 v[2].flags = PF_PROJECTED;
78 v[3].sy = i2fl(y + h);
82 v[3].flags = PF_PROJECTED;
90 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
94 // restore zbuffer and culling
95 gr_zbuffer_set(saved_zbuf);
99 static void opengl1_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
101 if ( (w < 1) || (h < 1) ) {
105 if ( !gr_screen.current_color.is_alphacolor ) {
109 float u_scale, v_scale;
111 if ( !opengl1_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP,
112 &u_scale, &v_scale, 0, -1, -1, 0) )
114 // Couldn't set texture
115 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
119 opengl1_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
121 float u0, u1, v0, v1;
122 float x1, x2, y1, y2;
125 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
127 u0 = u_scale*i2fl(sx)/i2fl(bw);
128 v0 = v_scale*i2fl(sy)/i2fl(bh);
130 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
131 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
133 x1 = i2fl(x+gr_screen.offset_x);
134 y1 = i2fl(y+gr_screen.offset_y);
135 x2 = i2fl(x+w+gr_screen.offset_x);
136 y2 = i2fl(y+h+gr_screen.offset_y);
138 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
139 gr_screen.current_color.blue,gr_screen.current_color.alpha);
141 opengl_alloc_render_buffer(4);
143 render_buffer[0].x = x1;
144 render_buffer[0].y = y1;
145 render_buffer[0].u = u0;
146 render_buffer[0].v = v0;
148 render_buffer[1].x = x1;
149 render_buffer[1].y = y2;
150 render_buffer[1].u = u0;
151 render_buffer[1].v = v1;
153 render_buffer[2].x = x2;
154 render_buffer[2].y = y1;
155 render_buffer[2].u = u1;
156 render_buffer[2].v = v0;
158 render_buffer[3].x = x2;
159 render_buffer[3].y = y2;
160 render_buffer[3].u = u1;
161 render_buffer[3].v = v1;
163 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
164 glEnableClientState(GL_VERTEX_ARRAY);
166 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
167 glVertexPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
169 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
171 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
172 glDisableClientState(GL_VERTEX_ARRAY);
175 static void opengl1_stuff_fog_value(float z, float *f_val)
183 f_float = 1.0f - ((gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near));
185 if (f_float < 0.0f) {
187 } else if (f_float > 1.0f) {
194 static void opengl1_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
197 float u_scale = 1.0f, v_scale = 1.0f;
199 gr_texture_source texture_source = TEXTURE_SOURCE_NONE;
200 gr_alpha_blend alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
201 gr_zbuffer_type zbuffer_type = ZBUFFER_TYPE_NONE;
204 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
205 zbuffer_type = ZBUFFER_TYPE_READ;
207 zbuffer_type = ZBUFFER_TYPE_FULL;
211 int tmap_type = TCACHE_TYPE_NORMAL;
213 ubyte r = 255, g = 255, b = 255, a = 255;
215 if ( !(flags & TMAP_FLAG_TEXTURED) ) {
216 r = gr_screen.current_color.red;
217 g = gr_screen.current_color.green;
218 b = gr_screen.current_color.blue;
221 if (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) {
222 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
224 // Blend with screen pixel using src*alpha+dst
226 if (gr_screen.current_alpha < 1.0f) {
227 r = ubyte((r * gr_screen.current_alpha) + 0.5f);
228 g = ubyte((g * gr_screen.current_alpha) + 0.5f);
229 b = ubyte((b * gr_screen.current_alpha) + 0.5f);
233 if (flags & TMAP_FLAG_BITMAP_SECTION) {
234 SDL_assert( !(flags & TMAP_FLAG_BITMAP_INTERFACE) );
235 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
236 } else if (flags & TMAP_FLAG_BITMAP_INTERFACE) {
237 SDL_assert( !(flags & TMAP_FLAG_BITMAP_SECTION) );
238 tmap_type = TCACHE_TYPE_BITMAP_INTERFACE;
241 if (flags & TMAP_FLAG_TEXTURED) {
242 if ( !opengl1_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale,
243 &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0) )
245 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
249 // use non-filtered textures for bitmap sections and UI graphics
251 case TCACHE_TYPE_BITMAP_INTERFACE:
252 case TCACHE_TYPE_BITMAP_SECTION:
253 texture_source = TEXTURE_SOURCE_NO_FILTERING;
257 texture_source = TEXTURE_SOURCE_DECAL;
263 opengl1_set_state( texture_source, alpha_blend, zbuffer_type );
265 float ox = gr_screen.offset_x * 16.0f;
266 float oy = gr_screen.offset_y * 16.0f;
268 float fr = 1.0f, fg = 1.0f, fb = 1.0f;
270 if (flags & TMAP_FLAG_PIXEL_FOG) {
278 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
280 vertex * va = verts[i];
282 sx = (va->sx * 16.0f + ox) / 16.0f;
283 sy = (va->sy * 16.0f + oy) / 16.0f;
285 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
296 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba, -1.0f, -1.0f);
303 opengl_alloc_render_buffer(nv);
307 float sx, sy, sz = 0.99f, rhw = 1.0f;
309 for (i = nv-1; i >= 0; i--) {
310 vertex *va = verts[i];
312 if ( Gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
313 sz = 1.0f - 1.0f / (1.0f + va->z / (32768.0f / 256.0f));
320 if (flags & TMAP_FLAG_CORRECT) {
324 if (flags & TMAP_FLAG_ALPHA) {
328 if (flags & TMAP_FLAG_NEBULA ) {
329 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
330 r = gr_palette[pal*3+0];
331 g = gr_palette[pal*3+1];
332 b = gr_palette[pal*3+2];
333 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
334 r = g = b = Gr_gamma_lookup[verts[i]->b];
335 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
336 // Make 0.75 be 256.0f
337 r = Gr_gamma_lookup[verts[i]->r];
338 g = Gr_gamma_lookup[verts[i]->g];
339 b = Gr_gamma_lookup[verts[i]->b];
342 render_buffer[rb_offset].r = r;
343 render_buffer[rb_offset].g = g;
344 render_buffer[rb_offset].b = b;
345 render_buffer[rb_offset].a = a;
347 if ( (flags & TMAP_FLAG_PIXEL_FOG) && (OGL_fog_mode == 1) ) {
350 opengl1_stuff_fog_value(va->z, &f_val);
352 render_buffer[rb_offset].sr = (ubyte)(((fr * f_val) * 255.0f) + 0.5f);
353 render_buffer[rb_offset].sg = (ubyte)(((fg * f_val) * 255.0f) + 0.5f);
354 render_buffer[rb_offset].sb = (ubyte)(((fb * f_val) * 255.0f) + 0.5f);
357 sx = (va->sx * 16.0f + ox) / 16.0f;
358 sy = (va->sy * 16.0f + oy) / 16.0f;
360 if (flags & TMAP_FLAG_TEXTURED) {
361 render_buffer[rb_offset].u = va->u * u_scale;
362 render_buffer[rb_offset].v = va->v * v_scale;
365 render_buffer[rb_offset].x = sx * rhw;
366 render_buffer[rb_offset].y = sy * rhw;
367 render_buffer[rb_offset].z = -sz * rhw;
368 render_buffer[rb_offset].w = rhw;
373 if (flags & TMAP_FLAG_TEXTURED) {
374 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
375 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
378 if ( (gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (OGL_fog_mode == 1) ) {
379 glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
380 vglSecondaryColorPointer(3, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].sr);
383 glEnableClientState(GL_COLOR_ARRAY);
384 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].r);
386 glEnableClientState(GL_VERTEX_ARRAY);
387 glVertexPointer(4, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
389 glDrawArrays(GL_TRIANGLE_FAN, 0, rb_offset);
391 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
392 glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
393 glDisableClientState(GL_COLOR_ARRAY);
394 glDisableClientState(GL_VERTEX_ARRAY);
397 void gr_opengl1_rect(int x,int y,int w,int h)
399 opengl1_rect_internal(x, y, w, h, gr_screen.current_color.red,
400 gr_screen.current_color.green, gr_screen.current_color.blue,
401 gr_screen.current_color.alpha);
404 void gr_opengl1_shade(int x,int y,int w,int h)
411 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
412 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
413 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
414 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
415 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
416 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
417 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
418 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
420 opengl1_rect_internal(x, y, w, h, r, g, b, a);
423 void gr_opengl1_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
430 int dx1=x, dx2=x+w-1;
431 int dy1=y, dy2=y+h-1;
434 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
439 if ( count > 1 ) Int3();
443 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
444 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
445 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
446 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
447 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
448 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
475 if ( w < 1 ) return; // clipped away!
476 if ( h < 1 ) return; // clipped away!
480 // Make sure clipping algorithm works
484 SDL_assert( w == (dx2-dx1+1) );
485 SDL_assert( h == (dy2-dy1+1) );
486 SDL_assert( sx >= 0 );
487 SDL_assert( sy >= 0 );
488 SDL_assert( sx+w <= bw );
489 SDL_assert( sy+h <= bh );
490 SDL_assert( dx2 >= dx1 );
491 SDL_assert( dy2 >= dy1 );
492 SDL_assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
493 SDL_assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
494 SDL_assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
495 SDL_assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
498 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
499 opengl1_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
502 void gr_opengl1_aabitmap(int x, int y)
506 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
507 int dx1=x, dx2=x+w-1;
508 int dy1=y, dy2=y+h-1;
511 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
512 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
513 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
514 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
515 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
516 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
518 if ( sx < 0 ) return;
519 if ( sy < 0 ) return;
520 if ( sx >= w ) return;
521 if ( sy >= h ) return;
523 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
524 gr_opengl1_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
527 void gr_opengl1_string( int sx, int sy, const char *s )
529 int width, spacing, letter;
532 float u_scale, v_scale;
533 float u0, u1, v0, v1;
534 float x1, x2, y1, y2;
538 if ( !Current_font ) {
542 gr_set_bitmap(Current_font->bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
544 if ( !opengl1_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 0, -1, -1, 0 ) ) {
545 // Couldn't set texture
546 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
550 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
552 fbw = 1.0f / i2fl(bw);
553 fbh = 1.0f / i2fl(bh);
555 opengl1_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
557 // don't want to create a super huge buffer size (i.e. credits text)
558 const int alocsize = 320; // 80 characters max per render call
559 opengl_alloc_render_buffer(alocsize);
561 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
562 gr_screen.current_color.blue, gr_screen.current_color.alpha);
564 glEnableClientState(GL_VERTEX_ARRAY);
565 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
567 glVertexPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
568 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
572 if (sx==0x8000) { //centered
573 x = get_centered_x(s);
586 y += Current_font->h;
587 if (sx==0x8000) { //centered
588 x = get_centered_x(s);
595 letter = get_char_width(s[0],s[1],&width,&spacing);
598 //not in font, draw as space
606 // Check if this character is totally clipped
607 if ( x + width < gr_screen.clip_left ) continue;
608 if ( y + Current_font->h < gr_screen.clip_top ) continue;
609 if ( x > gr_screen.clip_right ) continue;
610 if ( y > gr_screen.clip_bottom ) continue;
613 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
614 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
618 wc = width - xd; hc = Current_font->h - yd;
619 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
620 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
622 if ( wc < 1 ) continue;
623 if ( hc < 1 ) continue;
625 float u = i2fl(Current_font->bm_u[letter] + xd);
626 float v = i2fl(Current_font->bm_v[letter] + yd);
628 x1 = i2fl(xc + gr_screen.offset_x);
629 y1 = i2fl(yc + gr_screen.offset_y);
633 u0 = u_scale * (u * fbw);
634 v0 = v_scale * (v * fbh);
636 u1 = u_scale * ((u+i2fl(wc)) * fbw);
637 v1 = v_scale * ((v+i2fl(hc)) * fbh);
639 // maybe go ahead and draw
640 if (rb_offset == alocsize) {
641 glDrawArrays(GL_TRIANGLE_STRIP, 0, rb_offset);
645 render_buffer[rb_offset].x = x1;
646 render_buffer[rb_offset].y = y1;
647 render_buffer[rb_offset].u = u0;
648 render_buffer[rb_offset].v = v0;
651 render_buffer[rb_offset].x = x1;
652 render_buffer[rb_offset].y = y2;
653 render_buffer[rb_offset].u = u0;
654 render_buffer[rb_offset].v = v1;
657 render_buffer[rb_offset].x = x2;
658 render_buffer[rb_offset].y = y1;
659 render_buffer[rb_offset].u = u1;
660 render_buffer[rb_offset].v = v0;
663 render_buffer[rb_offset].x = x2;
664 render_buffer[rb_offset].y = y2;
665 render_buffer[rb_offset].u = u1;
666 render_buffer[rb_offset].v = v1;
671 glDrawArrays(GL_TRIANGLE_STRIP, 0, rb_offset);
674 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
675 glDisableClientState(GL_VERTEX_ARRAY);
678 void gr_opengl1_line(int x1,int y1,int x2,int y2)
680 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
682 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,
683 gr_screen.clip_right,gr_screen.clip_bottom,return,void(),void());
688 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5f;
689 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5f;
690 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5f;
691 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5f;
693 opengl_alloc_render_buffer(2);
695 if ( x1 == x2 && y1 == y2 ) {
696 render_buffer[0].x = sx1;
697 render_buffer[0].y = sy1;
698 render_buffer[0].z = -0.99f;
700 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
701 gr_screen.current_color.blue, gr_screen.current_color.alpha);
703 glEnableClientState(GL_VERTEX_ARRAY);
704 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
706 glDrawArrays(GL_POINTS, 0, 1);
708 glDisableClientState(GL_VERTEX_ARRAY);
719 } else if ( y1 == y2 ) {
727 render_buffer[0].x = sx2;
728 render_buffer[0].y = sy2;
729 render_buffer[0].z = -0.99f;
731 render_buffer[1].x = sx1;
732 render_buffer[1].y = sy1;
733 render_buffer[1].z = -0.99f;
735 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
736 gr_screen.current_color.blue, gr_screen.current_color.alpha);
738 glEnableClientState(GL_VERTEX_ARRAY);
739 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
741 glDrawArrays(GL_LINES, 0, 2);
743 glDisableClientState(GL_VERTEX_ARRAY);
746 void gr_opengl1_aaline(vertex *v1, vertex *v2)
748 gr_opengl1_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
751 void gr_opengl1_gradient(int x1,int y1,int x2,int y2)
755 if ( !gr_screen.current_color.is_alphacolor ) {
756 gr_line( x1, y1, x2, y2 );
760 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,
761 gr_screen.clip_right,gr_screen.clip_bottom,return,void(),swapped=1);
763 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
765 int aa = swapped ? 0 : gr_screen.current_color.alpha;
766 int ba = swapped ? gr_screen.current_color.alpha : 0;
771 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5f;
772 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5f;
773 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5f;
774 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5f;
782 } else if ( y1 == y2 ) {
790 opengl_alloc_render_buffer(2);
792 render_buffer[0].r = gr_screen.current_color.red;
793 render_buffer[0].g = gr_screen.current_color.green;
794 render_buffer[0].b = gr_screen.current_color.blue;
795 render_buffer[0].a = (ubyte)ba;
796 render_buffer[0].x = sx2;
797 render_buffer[0].y = sy2;
798 render_buffer[0].z = -0.99f;
800 render_buffer[1].r = gr_screen.current_color.red;
801 render_buffer[1].g = gr_screen.current_color.green;
802 render_buffer[1].b = gr_screen.current_color.blue;
803 render_buffer[1].a = (ubyte)aa;
804 render_buffer[1].x = sx1;
805 render_buffer[1].y = sy1;
806 render_buffer[1].z = -0.99f;
808 glEnableClientState(GL_COLOR_ARRAY);
809 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].r);
811 glEnableClientState(GL_VERTEX_ARRAY);
812 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
814 glDrawArrays(GL_LINES, 0, 2);
816 glDisableClientState(GL_COLOR_ARRAY);
817 glDisableClientState(GL_VERTEX_ARRAY);
820 void gr_opengl1_circle( int xc, int yc, int d )
830 if ( (xc+r) < gr_screen.clip_left ) return;
831 if ( (xc-r) > gr_screen.clip_right ) return;
832 if ( (yc+r) < gr_screen.clip_top ) return;
833 if ( (yc-r) > gr_screen.clip_bottom ) return;
836 // Draw the first octant
837 gr_opengl1_line( xc-y, yc-x, xc+y, yc-x );
838 gr_opengl1_line( xc-y, yc+x, xc+y, yc+x );
843 // Draw the second octant
844 gr_opengl1_line( xc-x, yc-y, xc+x, yc-y );
845 gr_opengl1_line( xc-x, yc+y, xc+x, yc+y );
853 gr_opengl1_line( xc-x, yc-y, xc+x, yc-y );
854 gr_opengl1_line( xc-x, yc+y, xc+x, yc+y );
859 void gr_opengl1_pixel(int x, int y)
866 void gr_opengl1_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
868 gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct );
871 gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct );
875 void gr_opengl1_flash(int r, int g, int b)
882 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
884 float x1, x2, y1, y2;
885 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
886 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
887 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
888 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
890 glColor4ub((GLubyte)r, (GLubyte)g, (GLubyte)b, 255);
892 opengl_alloc_render_buffer(4);
894 render_buffer[0].x = x1;
895 render_buffer[0].y = y1;
896 render_buffer[0].z = -0.99f;
898 render_buffer[1].x = x1;
899 render_buffer[1].y = y2;
900 render_buffer[1].z = -0.99f;
902 render_buffer[2].x = x2;
903 render_buffer[2].y = y1;
904 render_buffer[2].z = -0.99f;
906 render_buffer[3].x = x2;
907 render_buffer[3].y = y2;
908 render_buffer[3].z = -0.99f;
910 glEnableClientState(GL_VERTEX_ARRAY);
911 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
913 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
915 glDisableClientState(GL_VERTEX_ARRAY);
919 void gr_opengl1_tmapper( int nverts, vertex **verts, uint flags )
921 opengl1_tmapper_internal( nverts, verts, flags, 0 );
924 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
926 void gr_opengl1_scaler(vertex *va, vertex *vb )
928 float x0, y0, x1, y1;
929 float u0, v0, u1, v1;
930 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
931 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
932 float xmin, xmax, ymin, ymax;
933 int dx0, dy0, dx1, dy1;
935 //============= CLIP IT =====================
937 x0 = va->sx; y0 = va->sy;
938 x1 = vb->sx; y1 = vb->sy;
940 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
941 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
943 u0 = va->u; v0 = va->v;
944 u1 = vb->u; v1 = vb->v;
946 // Check for obviously offscreen bitmaps...
947 if ( (y1<=y0) || (x1<=x0) ) return;
948 if ( (x1<xmin ) || (x0>xmax) ) return;
949 if ( (y1<ymin ) || (y0>ymax) ) return;
951 clipped_u0 = u0; clipped_v0 = v0;
952 clipped_u1 = u1; clipped_v1 = v1;
954 clipped_x0 = x0; clipped_y0 = y0;
955 clipped_x1 = x1; clipped_y1 = y1;
957 // Clip the left, moving u0 right as necessary
959 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
963 // Clip the right, moving u1 left as necessary
965 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
969 // Clip the top, moving v0 down as necessary
971 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
975 // Clip the bottom, moving v1 up as necessary
977 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
981 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
982 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
984 if (dx1<=dx0) return;
985 if (dy1<=dy0) return;
987 //============= DRAW IT =====================
993 v[0].sx = clipped_x0;
994 v[0].sy = clipped_y0;
1001 v[1].sx = clipped_x1;
1002 v[1].sy = clipped_y0;
1005 v[1].u = clipped_u1;
1006 v[1].v = clipped_v0;
1009 v[2].sx = clipped_x1;
1010 v[2].sy = clipped_y1;
1013 v[2].u = clipped_u1;
1014 v[2].v = clipped_v1;
1017 v[3].sx = clipped_x0;
1018 v[3].sy = clipped_y1;
1021 v[3].u = clipped_u0;
1022 v[3].v = clipped_v1;
1024 opengl1_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );