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 = (gr_texture_source)-1;
200 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
201 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
204 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
205 zbuffer_type = ZBUFFER_TYPE_READ;
207 zbuffer_type = ZBUFFER_TYPE_FULL;
210 zbuffer_type = ZBUFFER_TYPE_NONE;
215 int tmap_type = TCACHE_TYPE_NORMAL;
219 if ( flags & TMAP_FLAG_TEXTURED ) {
222 r = gr_screen.current_color.red;
223 g = gr_screen.current_color.green;
224 b = gr_screen.current_color.blue;
227 if (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) {
228 tmap_type = TCACHE_TYPE_NORMAL;
229 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
231 // Blend with screen pixel using src*alpha+dst
235 if (gr_screen.current_alpha <= 1.0f) {
236 r = fl2i((r * gr_screen.current_alpha) + 0.5f);
237 g = fl2i((g * gr_screen.current_alpha) + 0.5f);
238 b = fl2i((b * gr_screen.current_alpha) + 0.5f);
241 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
245 if (flags & TMAP_FLAG_BITMAP_SECTION) {
246 SDL_assert( !(flags & TMAP_FLAG_BITMAP_INTERFACE) );
247 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
248 } else if (flags & TMAP_FLAG_BITMAP_INTERFACE) {
249 SDL_assert( !(flags & TMAP_FLAG_BITMAP_SECTION) );
250 tmap_type = TCACHE_TYPE_BITMAP_INTERFACE;
253 texture_source = TEXTURE_SOURCE_NONE;
255 if (flags & TMAP_FLAG_TEXTURED) {
256 if ( !opengl1_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale,
257 &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0) )
259 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
263 // use non-filtered textures for bitmap sections and UI graphics
265 case TCACHE_TYPE_BITMAP_INTERFACE:
266 case TCACHE_TYPE_BITMAP_SECTION:
267 texture_source = TEXTURE_SOURCE_NO_FILTERING;
271 texture_source = TEXTURE_SOURCE_DECAL;
277 opengl1_set_state( texture_source, alpha_blend, zbuffer_type );
279 float fr = 1.0f, fg = 1.0f, fb = 1.0f;
281 if (flags & TMAP_FLAG_PIXEL_FOG) {
290 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
292 vertex * va = verts[i];
294 x = fl2i(va->sx*16.0f);
295 y = fl2i(va->sy*16.0f);
297 x += gr_screen.offset_x*16;
298 y += gr_screen.offset_y*16;
300 sx = i2fl(x) / 16.0f;
301 sy = i2fl(y) / 16.0f;
303 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
314 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba, -1.0f, -1.0f);
321 opengl_alloc_render_buffer(nv);
326 float sx, sy, sz, rhw;
329 for (i = nv-1; i >= 0; i--) {
330 vertex * va = verts[i];
332 if ( Gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
333 sz = 1.0f - 1.0f / (1.0f + va->z / (32768.0f / 256.0f));
342 if (flags & TMAP_FLAG_CORRECT) {
348 if (flags & TMAP_FLAG_ALPHA) {
354 if (flags & TMAP_FLAG_NEBULA ) {
355 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
356 r = gr_palette[pal*3+0];
357 g = gr_palette[pal*3+1];
358 b = gr_palette[pal*3+2];
359 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
360 r = Gr_gamma_lookup[verts[i]->b];
361 g = Gr_gamma_lookup[verts[i]->b];
362 b = Gr_gamma_lookup[verts[i]->b];
363 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
364 // Make 0.75 be 256.0f
365 r = Gr_gamma_lookup[verts[i]->r];
366 g = Gr_gamma_lookup[verts[i]->g];
367 b = Gr_gamma_lookup[verts[i]->b];
369 // use constant RGB values...
372 render_buffer[rb_offset].r = (ubyte)r;
373 render_buffer[rb_offset].g = (ubyte)g;
374 render_buffer[rb_offset].b = (ubyte)b;
375 render_buffer[rb_offset].a = (ubyte)a;
377 if ( (flags & TMAP_FLAG_PIXEL_FOG) && (OGL_fog_mode == 1) ) {
380 opengl1_stuff_fog_value(va->z, &f_val);
382 render_buffer[rb_offset].sr = (ubyte)(((fr * f_val) * 255.0f) + 0.5f);
383 render_buffer[rb_offset].sg = (ubyte)(((fg * f_val) * 255.0f) + 0.5f);
384 render_buffer[rb_offset].sb = (ubyte)(((fb * f_val) * 255.0f) + 0.5f);
387 x = fl2i(va->sx*16.0f);
388 y = fl2i(va->sy*16.0f);
390 x += gr_screen.offset_x*16;
391 y += gr_screen.offset_y*16;
393 sx = i2fl(x) / 16.0f;
394 sy = i2fl(y) / 16.0f;
396 if ( flags & TMAP_FLAG_TEXTURED ) {
397 render_buffer[rb_offset].u = va->u * u_scale;
398 render_buffer[rb_offset].v = va->v * v_scale;
401 render_buffer[rb_offset].x = sx * rhw;
402 render_buffer[rb_offset].y = sy * rhw;
403 render_buffer[rb_offset].z = -sz * rhw;
404 render_buffer[rb_offset].w = rhw;
409 if (flags & TMAP_FLAG_TEXTURED) {
410 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
411 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
414 if ( (gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (OGL_fog_mode == 1) ) {
415 glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
416 vglSecondaryColorPointer(3, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].sr);
419 glEnableClientState(GL_COLOR_ARRAY);
420 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].r);
422 glEnableClientState(GL_VERTEX_ARRAY);
423 glVertexPointer(4, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
425 glDrawArrays(GL_TRIANGLE_FAN, 0, rb_offset);
427 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
428 glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
429 glDisableClientState(GL_COLOR_ARRAY);
430 glDisableClientState(GL_VERTEX_ARRAY);
433 void gr_opengl1_rect(int x,int y,int w,int h)
435 opengl1_rect_internal(x, y, w, h, gr_screen.current_color.red,
436 gr_screen.current_color.green, gr_screen.current_color.blue,
437 gr_screen.current_color.alpha);
440 void gr_opengl1_shade(int x,int y,int w,int h)
447 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
448 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
449 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
450 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
451 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
452 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
453 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
454 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
456 opengl1_rect_internal(x, y, w, h, r, g, b, a);
459 void gr_opengl1_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
466 int dx1=x, dx2=x+w-1;
467 int dy1=y, dy2=y+h-1;
470 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
475 if ( count > 1 ) Int3();
479 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
480 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
481 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
482 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
483 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
484 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
511 if ( w < 1 ) return; // clipped away!
512 if ( h < 1 ) return; // clipped away!
516 // Make sure clipping algorithm works
520 SDL_assert( w == (dx2-dx1+1) );
521 SDL_assert( h == (dy2-dy1+1) );
522 SDL_assert( sx >= 0 );
523 SDL_assert( sy >= 0 );
524 SDL_assert( sx+w <= bw );
525 SDL_assert( sy+h <= bh );
526 SDL_assert( dx2 >= dx1 );
527 SDL_assert( dy2 >= dy1 );
528 SDL_assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
529 SDL_assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
530 SDL_assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
531 SDL_assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
534 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
535 opengl1_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
538 void gr_opengl1_aabitmap(int x, int y)
542 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
543 int dx1=x, dx2=x+w-1;
544 int dy1=y, dy2=y+h-1;
547 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
548 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
549 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
550 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
551 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
552 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
554 if ( sx < 0 ) return;
555 if ( sy < 0 ) return;
556 if ( sx >= w ) return;
557 if ( sy >= h ) return;
559 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
560 gr_opengl1_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
563 void gr_opengl1_string( int sx, int sy, const char *s )
565 int width, spacing, letter;
568 float u_scale, v_scale;
569 float u0, u1, v0, v1;
570 float x1, x2, y1, y2;
574 if ( !Current_font ) {
578 gr_set_bitmap(Current_font->bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
580 if ( !opengl1_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 0, -1, -1, 0 ) ) {
581 // Couldn't set texture
582 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
586 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
588 fbw = 1.0f / i2fl(bw);
589 fbh = 1.0f / i2fl(bh);
591 opengl1_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
593 // don't want to create a super huge buffer size (i.e. credits text)
594 const int alocsize = 320; // 80 characters max per render call
595 opengl_alloc_render_buffer(alocsize);
597 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
598 gr_screen.current_color.blue, gr_screen.current_color.alpha);
600 glEnableClientState(GL_VERTEX_ARRAY);
601 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
603 glVertexPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
604 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
608 if (sx==0x8000) { //centered
609 x = get_centered_x(s);
622 y += Current_font->h;
623 if (sx==0x8000) { //centered
624 x = get_centered_x(s);
631 letter = get_char_width(s[0],s[1],&width,&spacing);
634 //not in font, draw as space
642 // Check if this character is totally clipped
643 if ( x + width < gr_screen.clip_left ) continue;
644 if ( y + Current_font->h < gr_screen.clip_top ) continue;
645 if ( x > gr_screen.clip_right ) continue;
646 if ( y > gr_screen.clip_bottom ) continue;
649 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
650 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
654 wc = width - xd; hc = Current_font->h - yd;
655 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
656 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
658 if ( wc < 1 ) continue;
659 if ( hc < 1 ) continue;
661 float u = i2fl(Current_font->bm_u[letter] + xd);
662 float v = i2fl(Current_font->bm_v[letter] + yd);
664 x1 = i2fl(xc + gr_screen.offset_x);
665 y1 = i2fl(yc + gr_screen.offset_y);
669 u0 = u_scale * (u * fbw);
670 v0 = v_scale * (v * fbh);
672 u1 = u_scale * ((u+i2fl(wc)) * fbw);
673 v1 = v_scale * ((v+i2fl(hc)) * fbh);
675 // maybe go ahead and draw
676 if (rb_offset == alocsize) {
677 glDrawArrays(GL_TRIANGLE_STRIP, 0, rb_offset);
681 render_buffer[rb_offset].x = x1;
682 render_buffer[rb_offset].y = y1;
683 render_buffer[rb_offset].u = u0;
684 render_buffer[rb_offset].v = v0;
687 render_buffer[rb_offset].x = x1;
688 render_buffer[rb_offset].y = y2;
689 render_buffer[rb_offset].u = u0;
690 render_buffer[rb_offset].v = v1;
693 render_buffer[rb_offset].x = x2;
694 render_buffer[rb_offset].y = y1;
695 render_buffer[rb_offset].u = u1;
696 render_buffer[rb_offset].v = v0;
699 render_buffer[rb_offset].x = x2;
700 render_buffer[rb_offset].y = y2;
701 render_buffer[rb_offset].u = u1;
702 render_buffer[rb_offset].v = v1;
707 glDrawArrays(GL_TRIANGLE_STRIP, 0, rb_offset);
710 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
711 glDisableClientState(GL_VERTEX_ARRAY);
714 void gr_opengl1_line(int x1,int y1,int x2,int y2)
716 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
718 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,
719 gr_screen.clip_right,gr_screen.clip_bottom,return,void(),void());
724 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5f;
725 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5f;
726 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5f;
727 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5f;
729 opengl_alloc_render_buffer(2);
731 if ( x1 == x2 && y1 == y2 ) {
732 render_buffer[0].x = sx1;
733 render_buffer[0].y = sy1;
734 render_buffer[0].z = -0.99f;
736 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
737 gr_screen.current_color.blue, gr_screen.current_color.alpha);
739 glEnableClientState(GL_VERTEX_ARRAY);
740 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
742 glDrawArrays(GL_POINTS, 0, 1);
744 glDisableClientState(GL_VERTEX_ARRAY);
755 } else if ( y1 == y2 ) {
763 render_buffer[0].x = sx2;
764 render_buffer[0].y = sy2;
765 render_buffer[0].z = -0.99f;
767 render_buffer[1].x = sx1;
768 render_buffer[1].y = sy1;
769 render_buffer[1].z = -0.99f;
771 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
772 gr_screen.current_color.blue, gr_screen.current_color.alpha);
774 glEnableClientState(GL_VERTEX_ARRAY);
775 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
777 glDrawArrays(GL_LINES, 0, 2);
779 glDisableClientState(GL_VERTEX_ARRAY);
782 void gr_opengl1_aaline(vertex *v1, vertex *v2)
784 gr_opengl1_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
787 void gr_opengl1_gradient(int x1,int y1,int x2,int y2)
791 if ( !gr_screen.current_color.is_alphacolor ) {
792 gr_line( x1, y1, x2, y2 );
796 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,
797 gr_screen.clip_right,gr_screen.clip_bottom,return,void(),swapped=1);
799 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
801 int aa = swapped ? 0 : gr_screen.current_color.alpha;
802 int ba = swapped ? gr_screen.current_color.alpha : 0;
807 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5f;
808 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5f;
809 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5f;
810 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5f;
818 } else if ( y1 == y2 ) {
826 opengl_alloc_render_buffer(2);
828 render_buffer[0].r = gr_screen.current_color.red;
829 render_buffer[0].g = gr_screen.current_color.green;
830 render_buffer[0].b = gr_screen.current_color.blue;
831 render_buffer[0].a = (ubyte)ba;
832 render_buffer[0].x = sx2;
833 render_buffer[0].y = sy2;
834 render_buffer[0].z = -0.99f;
836 render_buffer[1].r = gr_screen.current_color.red;
837 render_buffer[1].g = gr_screen.current_color.green;
838 render_buffer[1].b = gr_screen.current_color.blue;
839 render_buffer[1].a = (ubyte)aa;
840 render_buffer[1].x = sx1;
841 render_buffer[1].y = sy1;
842 render_buffer[1].z = -0.99f;
844 glEnableClientState(GL_COLOR_ARRAY);
845 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].r);
847 glEnableClientState(GL_VERTEX_ARRAY);
848 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
850 glDrawArrays(GL_LINES, 0, 2);
852 glDisableClientState(GL_COLOR_ARRAY);
853 glDisableClientState(GL_VERTEX_ARRAY);
856 void gr_opengl1_circle( int xc, int yc, int d )
866 if ( (xc+r) < gr_screen.clip_left ) return;
867 if ( (xc-r) > gr_screen.clip_right ) return;
868 if ( (yc+r) < gr_screen.clip_top ) return;
869 if ( (yc-r) > gr_screen.clip_bottom ) return;
872 // Draw the first octant
873 gr_opengl1_line( xc-y, yc-x, xc+y, yc-x );
874 gr_opengl1_line( xc-y, yc+x, xc+y, yc+x );
879 // Draw the second octant
880 gr_opengl1_line( xc-x, yc-y, xc+x, yc-y );
881 gr_opengl1_line( xc-x, yc+y, xc+x, yc+y );
889 gr_opengl1_line( xc-x, yc-y, xc+x, yc-y );
890 gr_opengl1_line( xc-x, yc+y, xc+x, yc+y );
895 void gr_opengl1_pixel(int x, int y)
902 void gr_opengl1_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
904 gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct );
907 gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct );
911 void gr_opengl1_flash(int r, int g, int b)
918 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
920 float x1, x2, y1, y2;
921 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
922 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
923 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
924 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
926 glColor4ub((GLubyte)r, (GLubyte)g, (GLubyte)b, 255);
928 opengl_alloc_render_buffer(4);
930 render_buffer[0].x = x1;
931 render_buffer[0].y = y1;
932 render_buffer[0].z = -0.99f;
934 render_buffer[1].x = x1;
935 render_buffer[1].y = y2;
936 render_buffer[1].z = -0.99f;
938 render_buffer[2].x = x2;
939 render_buffer[2].y = y1;
940 render_buffer[2].z = -0.99f;
942 render_buffer[3].x = x2;
943 render_buffer[3].y = y2;
944 render_buffer[3].z = -0.99f;
946 glEnableClientState(GL_VERTEX_ARRAY);
947 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
949 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
951 glDisableClientState(GL_VERTEX_ARRAY);
955 void gr_opengl1_tmapper( int nverts, vertex **verts, uint flags )
957 opengl1_tmapper_internal( nverts, verts, flags, 0 );
960 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
962 void gr_opengl1_scaler(vertex *va, vertex *vb )
964 float x0, y0, x1, y1;
965 float u0, v0, u1, v1;
966 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
967 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
968 float xmin, xmax, ymin, ymax;
969 int dx0, dy0, dx1, dy1;
971 //============= CLIP IT =====================
973 x0 = va->sx; y0 = va->sy;
974 x1 = vb->sx; y1 = vb->sy;
976 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
977 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
979 u0 = va->u; v0 = va->v;
980 u1 = vb->u; v1 = vb->v;
982 // Check for obviously offscreen bitmaps...
983 if ( (y1<=y0) || (x1<=x0) ) return;
984 if ( (x1<xmin ) || (x0>xmax) ) return;
985 if ( (y1<ymin ) || (y0>ymax) ) return;
987 clipped_u0 = u0; clipped_v0 = v0;
988 clipped_u1 = u1; clipped_v1 = v1;
990 clipped_x0 = x0; clipped_y0 = y0;
991 clipped_x1 = x1; clipped_y1 = y1;
993 // Clip the left, moving u0 right as necessary
995 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
999 // Clip the right, moving u1 left as necessary
1001 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1005 // Clip the top, moving v0 down as necessary
1007 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1011 // Clip the bottom, moving v1 up as necessary
1013 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1017 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1018 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1020 if (dx1<=dx0) return;
1021 if (dy1<=dy0) return;
1023 //============= DRAW IT =====================
1029 v[0].sx = clipped_x0;
1030 v[0].sy = clipped_y0;
1033 v[0].u = clipped_u0;
1034 v[0].v = clipped_v0;
1037 v[1].sx = clipped_x1;
1038 v[1].sy = clipped_y0;
1041 v[1].u = clipped_u1;
1042 v[1].v = clipped_v0;
1045 v[2].sx = clipped_x1;
1046 v[2].sy = clipped_y1;
1049 v[2].u = clipped_u1;
1050 v[2].v = clipped_v1;
1053 v[3].sx = clipped_x0;
1054 v[3].sy = clipped_y1;
1057 v[3].u = clipped_u0;
1058 v[3].v = clipped_v1;
1060 opengl1_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );