2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.29 2002/05/31 03:34:02 theoddone33
14 * Revision 1.28 2002/05/31 00:06:59 relnev
17 * Revision 1.27 2002/05/30 23:46:29 theoddone33
18 * some minor key changes (not necessarily fixes)
20 * Revision 1.26 2002/05/30 23:33:12 relnev
21 * implemented a few more functions.
23 * Revision 1.25 2002/05/30 23:01:16 relnev
24 * implement gr_opengl_set_state.
26 * Revision 1.24 2002/05/30 22:12:57 relnev
27 * finish default texture case
29 * Revision 1.23 2002/05/30 22:02:30 theoddone33
32 * Revision 1.22 2002/05/30 21:44:48 relnev
33 * implemented some missing texture stuff.
35 * enable bitmap polys for opengl.
37 * work around greenness in bitmaps.
39 * Revision 1.21 2002/05/30 17:29:30 theoddone33
40 * Fix some more stubs, change at least one polygon winding since culling is now
43 * Revision 1.20 2002/05/30 16:50:24 theoddone33
44 * Keyboard partially fixed
46 * Revision 1.19 2002/05/30 08:13:14 relnev
49 * Revision 1.18 2002/05/29 23:37:36 relnev
52 * Revision 1.17 2002/05/29 23:17:49 theoddone33
53 * Non working text code and fixed keys
55 * Revision 1.16 2002/05/29 19:45:13 theoddone33
56 * More changes on texture loading
58 * Revision 1.15 2002/05/29 19:06:48 theoddone33
59 * Enable string printing. Enable texture mapping
61 * Revision 1.14 2002/05/29 08:54:40 relnev
62 * "fixed" bitmap drawing.
64 * copied more d3d code over.
66 * Revision 1.13 2002/05/29 06:25:13 theoddone33
67 * Keyboard input, mouse tracking now work
69 * Revision 1.12 2002/05/29 04:52:45 relnev
72 * Revision 1.11 2002/05/29 04:29:56 relnev
73 * removed some unncessary stubbing, implemented opengl rect
75 * Revision 1.10 2002/05/29 04:13:27 theoddone33
78 * Revision 1.9 2002/05/29 03:35:51 relnev
81 * Revision 1.8 2002/05/29 03:30:05 relnev
84 * Revision 1.7 2002/05/29 02:52:32 theoddone33
85 * Enable OpenGL renderer
87 * Revision 1.6 2002/05/28 04:56:51 theoddone33
88 * runs a little bit now
90 * Revision 1.5 2002/05/28 04:07:28 theoddone33
91 * New graphics stubbing arrangement
93 * Revision 1.4 2002/05/27 23:39:34 relnev
96 * Revision 1.3 2002/05/27 22:35:01 theoddone33
99 * Revision 1.2 2002/05/27 22:32:02 theoddone33
100 * throw all d3d stuff at opengl
102 * Revision 1.1.1.1 2002/05/03 03:28:09 root
106 * 10 7/14/99 9:42a Dave
107 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
110 * 9 7/09/99 9:51a Dave
111 * Added thick polyline code.
113 * 8 6/29/99 10:35a Dave
114 * Interface polygon bitmaps! Whee!
116 * 7 2/03/99 11:44a Dave
117 * Fixed d3d transparent textures.
119 * 6 1/24/99 11:37p Dave
120 * First full rev of beam weapons. Very customizable. Removed some bogus
121 * Int3()'s in low level net code.
123 * 5 12/18/98 1:13a Dave
124 * Rough 1024x768 support for Direct3D. Proper detection and usage through
127 * 4 12/06/98 2:36p Dave
128 * Drastically improved nebula fogging.
130 * 3 11/11/98 5:37p Dave
131 * Checkin for multiplayer testing.
133 * 2 10/07/98 10:53a Dave
136 * 1 10/07/98 10:49a Dave
138 * 14 5/20/98 9:46p John
139 * added code so the places in code that change half the palette don't
140 * have to clear the screen.
142 * 13 5/06/98 5:30p John
143 * Removed unused cfilearchiver. Removed/replaced some unused/little used
144 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
145 * DirectX header files and libs that fixed the Direct3D alpha blending
148 * 12 4/14/98 12:15p John
149 * Made 16-bpp movies work.
151 * 11 3/12/98 5:36p John
152 * Took out any unused shaders. Made shader code take rgbc instead of
153 * matrix and vector since noone used it like a matrix and it would have
154 * been impossible to do in hardware. Made Glide implement a basic
155 * shader for online help.
157 * 10 3/10/98 4:18p John
158 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
159 * & Glide have popups and print screen. Took out all >8bpp software
160 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
161 * support Fred. Made zbuffering key off of functions rather than one
164 * 9 12/02/97 4:00p John
165 * Added first rev of thruster glow, along with variable levels of
166 * translucency, which retquired some restructing of palman.
168 * 8 10/03/97 9:10a John
169 * added better antialiased line drawer
171 * 7 9/23/97 10:45a John
172 * made so you can tell bitblt code to rle a bitmap by passing flag to
175 * 6 9/09/97 11:01a Sandeep
176 * fixed warning level 4 bugs
178 * 5 7/10/97 2:06p John
179 * added code to specify alphablending type for bitmaps.
181 * 4 6/17/97 7:04p John
182 * added d3d support for gradients.
183 * fixed some color bugs by adding screen signatures instead of watching
184 * flags and palette changes.
186 * 3 6/12/97 2:50a Lawrance
187 * bm_unlock() now passed bitmap number, not pointer
189 * 2 6/11/97 1:12p John
190 * Started fixing all the text colors in the game.
192 * 1 5/12/97 12:14p John
199 #include <windowsx.h>
206 #include "floating.h"
208 #include "grinternal.h"
209 #include "gropengl.h"
212 static int Inited = 0;
214 static GLuint bitmapTex;
215 static GLubyte *bitmapMem;
217 typedef enum gr_texture_source {
219 TEXTURE_SOURCE_DECAL,
220 TEXTURE_SOURCE_NO_FILTERING,
223 typedef enum gr_alpha_blend {
224 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
225 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
226 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
227 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
230 typedef enum gr_zbuffer_type {
237 float z_mult = 30000.0f;
238 #define NEBULA_COLORS 20
241 // Throw in some dummy functions - DDOI
243 int D3D_32bit = 0; // grd3d.cpp
244 int D3D_fog_mode = -1; // grd3d.cpp
245 int D3D_inited = 0; // grd3d.cpp
246 int D3D_zbias = 1; // grd3d.cpp
247 int D3d_rendition_uvs = 0; // grd3d.cpp
249 void gr_dd_activate(int active) // grdirectdraw.cpp
254 void gr_directdraw_cleanup() // grdirectdraw.cpp
259 void gr_directdraw_force_windowed() // grdirectdraw.cpp
264 void gr_directdraw_init()
269 extern int gr_opengl_preload (int x, int y);
270 int gr_d3d_preload (int x, int y)
272 return gr_opengl_preload(x, y);
275 void d3d_start_frame()
280 void d3d_stop_frame()
290 void d3d_zbias (int a)
296 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
299 case TEXTURE_SOURCE_NONE:
300 glBindTexture(GL_TEXTURE_2D, 0);
301 gr_tcache_set(-1, -1, NULL, NULL );
303 case TEXTURE_SOURCE_DECAL:
304 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
305 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
306 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
308 case TEXTURE_SOURCE_NO_FILTERING:
309 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
310 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
311 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
318 case ALPHA_BLEND_NONE:
319 glBlendFunc(GL_ONE, GL_ZERO);
321 case ALPHA_BLEND_ALPHA_ADDITIVE:
322 glBlendFunc(GL_ONE, GL_ONE);
324 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
325 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
327 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
328 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
335 case ZBUFFER_TYPE_NONE:
336 glDepthFunc(GL_ALWAYS);
337 glDepthMask(GL_FALSE);
339 case ZBUFFER_TYPE_READ:
340 glDepthFunc(GL_LEQUAL);
341 glDepthMask(GL_FALSE);
343 case ZBUFFER_TYPE_WRITE:
344 glDepthFunc(GL_ALWAYS);
345 glDepthMask(GL_TRUE);
347 case ZBUFFER_TYPE_FULL:
348 glDepthFunc(GL_LEQUAL);
349 glDepthMask(GL_TRUE);
356 void gr_opengl_activate(int b)
362 void opengl_tcache_flush ();
364 void gr_opengl_preload_init()
366 if (gr_screen.mode != GR_OPENGL) {
370 opengl_tcache_flush ();
373 int GL_should_preload = 0;
374 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
376 if ( gr_screen.mode != GR_OPENGL) {
380 if ( !GL_should_preload ) {
384 float u_scale, v_scale;
388 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
390 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
394 mprintf(("Texture upload failed!\n" ));
400 void gr_opengl_pixel(int x, int y)
405 void gr_opengl_clear()
407 glClearColor(gr_screen.current_clear_color.red / 255.0,
408 gr_screen.current_clear_color.red / 255.0,
409 gr_screen.current_clear_color.red / 255.0, 1.0);
411 glClear ( GL_COLOR_BUFFER_BIT );
414 void opengl_tcache_frame ();
415 void gr_opengl_flip()
419 SDL_GL_SwapBuffers ();
421 opengl_tcache_frame ();
424 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
429 void gr_opengl_set_clip(int x,int y,int w,int h)
431 // check for sanity of parameters
437 if (x >= gr_screen.max_w)
438 x = gr_screen.max_w - 1;
439 if (y >= gr_screen.max_h)
440 y = gr_screen.max_h - 1;
442 if (x + w > gr_screen.max_w)
443 w = gr_screen.max_w - x;
444 if (y + h > gr_screen.max_h)
445 h = gr_screen.max_h - y;
447 if (w > gr_screen.max_w)
449 if (h > gr_screen.max_h)
452 gr_screen.offset_x = x;
453 gr_screen.offset_y = y;
454 gr_screen.clip_left = 0;
455 gr_screen.clip_right = w-1;
456 gr_screen.clip_top = 0;
457 gr_screen.clip_bottom = h-1;
458 gr_screen.clip_width = w;
459 gr_screen.clip_height = h;
461 // glViewport(x, y, w, h);
464 void gr_opengl_reset_clip()
466 gr_screen.offset_x = 0;
467 gr_screen.offset_y = 0;
468 gr_screen.clip_left = 0;
469 gr_screen.clip_top = 0;
470 gr_screen.clip_right = gr_screen.max_w - 1;
471 gr_screen.clip_bottom = gr_screen.max_h - 1;
472 gr_screen.clip_width = gr_screen.max_w;
473 gr_screen.clip_height = gr_screen.max_h;
475 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
478 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
480 gr_screen.current_alpha = alpha;
481 gr_screen.current_alphablend_mode = alphablend_mode;
482 gr_screen.current_bitblt_mode = bitblt_mode;
483 gr_screen.current_bitmap = bitmap_num;
485 gr_screen.current_bitmap_sx = sx;
486 gr_screen.current_bitmap_sy = sy;
489 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
491 shade->screen_sig = gr_screen.signature;
498 void gr_opengl_set_shader( shader * shade )
501 if (shade->screen_sig != gr_screen.signature) {
502 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
504 gr_screen.current_shader = *shade;
506 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
511 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
513 STUB_FUNCTION; /* who called me? */
516 extern int GL_last_bitmap_id;
517 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
521 GLubyte *sptr, *dptr;
525 int cw = min(bmp->w, w);
526 int ch = min(bmp->h, h);
528 GL_last_bitmap_id = -1; /* HACK! */
530 glColor4f(1.0, 1.0, 1.0, 1.0);
531 glBindTexture(GL_TEXTURE_2D, bitmapTex);
534 for (iy = sy; iy < ch; iy += 256) {
536 ih = min(256, (ch-iy));
538 for (ix = sx; ix < cw; ix += 256) {
540 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
542 iw = min(256, (cw-ix));
548 memcpy(dptr, sptr, iw*2);
556 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
566 t = (float)ih / 256.0;
571 s = (float)iw / 256.0;
572 t = (float)ih / 256.0;
577 s = (float)iw / 256.0;
589 bm_unlock(gr_screen.current_bitmap);
594 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
601 int dx1=x, dx2=x+w-1;
602 int dy1=y, dy2=y+h-1;
605 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
610 if ( count > 1 ) Int3();
614 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
615 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
616 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
617 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
618 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
619 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
646 if ( w < 1 ) return; // clipped away!
647 if ( h < 1 ) return; // clipped away!
651 // Make sure clipping algorithm works
655 Assert( w == (dx2-dx1+1) );
656 Assert( h == (dy2-dy1+1) );
659 Assert( sx+w <= bw );
660 Assert( sy+h <= bh );
661 Assert( dx2 >= dx1 );
662 Assert( dy2 >= dy1 );
663 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
664 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
665 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
666 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
669 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
670 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
672 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
675 void gr_opengl_bitmap(int x, int y)
679 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
680 int dx1=x, dx2=x+w-1;
681 int dy1=y, dy2=y+h-1;
684 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
685 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
686 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
687 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
688 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
689 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
691 if ( sx < 0 ) return;
692 if ( sy < 0 ) return;
693 if ( sx >= w ) return;
694 if ( sy >= h ) return;
696 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
698 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
701 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
705 saved_zbuf = gr_zbuffer_get();
706 gr_zbuffer_set(GR_ZBUFF_NONE);
709 glColor4ub(r, g, b, a);
718 glVertex2f(x+w, y+h);
724 gr_zbuffer_set(saved_zbuf);
728 void gr_opengl_rect(int x,int y,int w,int h)
730 gr_opengl_rect_internal(x, y, w, h, gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
733 void gr_opengl_shade(int x,int y,int w,int h)
740 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
741 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
742 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
743 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
744 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
745 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
746 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
747 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
749 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
752 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
757 if ( !gr_screen.current_color.is_alphacolor ) return;
759 float u_scale, v_scale;
761 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
763 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
764 // Couldn't set texture
765 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
769 float u0, u1, v0, v1;
770 float x1, x2, y1, y2;
773 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
775 u0 = u_scale*i2fl(sx)/i2fl(bw);
776 v0 = v_scale*i2fl(sy)/i2fl(bh);
778 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
779 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
781 x1 = i2fl(x+gr_screen.offset_x);
782 y1 = i2fl(y+gr_screen.offset_y);
783 x2 = i2fl(x+w+gr_screen.offset_x);
784 y2 = i2fl(y+h+gr_screen.offset_y);
786 if ( gr_screen.current_color.is_alphacolor ) {
787 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
789 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
793 glTexCoord2f (u0, v1);
794 glVertex3f (x1, y2, -0.99);
796 glTexCoord2f (u1, v1);
797 glVertex3f (x2, y2, -0.99);
799 glTexCoord2f (u1, v0);
800 glVertex3f (x2, y1, -0.99);
802 glTexCoord2f (u0, v0);
803 glVertex3f (x1, y1, -0.99);
807 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
814 int dx1=x, dx2=x+w-1;
815 int dy1=y, dy2=y+h-1;
818 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
823 if ( count > 1 ) Int3();
827 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
828 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
829 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
830 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
831 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
832 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
859 if ( w < 1 ) return; // clipped away!
860 if ( h < 1 ) return; // clipped away!
864 // Make sure clipping algorithm works
868 Assert( w == (dx2-dx1+1) );
869 Assert( h == (dy2-dy1+1) );
872 Assert( sx+w <= bw );
873 Assert( sy+h <= bh );
874 Assert( dx2 >= dx1 );
875 Assert( dy2 >= dy1 );
876 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
877 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
878 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
879 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
882 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
883 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
886 void gr_opengl_aabitmap(int x, int y)
890 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
891 int dx1=x, dx2=x+w-1;
892 int dy1=y, dy2=y+h-1;
895 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
896 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
897 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
898 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
899 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
900 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
902 if ( sx < 0 ) return;
903 if ( sy < 0 ) return;
904 if ( sx >= w ) return;
905 if ( sy >= h ) return;
907 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
908 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
912 void gr_opengl_string( int sx, int sy, char *s )
914 int width, spacing, letter;
917 if ( !Current_font ) {
921 gr_set_bitmap(Current_font->bitmap_id);
926 if (sx==0x8000) { //centered
927 x = get_centered_x(s);
939 y += Current_font->h;
940 if (sx==0x8000) { //centered
941 x = get_centered_x(s);
948 letter = get_char_width(s[0],s[1],&width,&spacing);
951 //not in font, draw as space
959 // Check if this character is totally clipped
960 if ( x + width < gr_screen.clip_left ) continue;
961 if ( y + Current_font->h < gr_screen.clip_top ) continue;
962 if ( x > gr_screen.clip_right ) continue;
963 if ( y > gr_screen.clip_bottom ) continue;
966 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
967 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
971 wc = width - xd; hc = Current_font->h - yd;
972 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
973 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
975 if ( wc < 1 ) continue;
976 if ( hc < 1 ) continue;
978 int u = Current_font->bm_u[letter];
979 int v = Current_font->bm_v[letter];
981 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
985 void gr_opengl_line(int x1,int y1,int x2,int y2)
987 int clipped = 0, swapped=0;
989 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
991 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
994 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
995 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
996 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1000 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1002 int clipped = 0, swapped=0;
1004 if ( !gr_screen.current_color.is_alphacolor ) {
1005 gr_line( x1, y1, x2, y2 );
1009 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
1011 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1014 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1015 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1016 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0);
1017 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1021 void gr_opengl_circle( int xc, int yc, int d )
1031 if ( (xc+r) < gr_screen.clip_left ) return;
1032 if ( (xc-r) > gr_screen.clip_right ) return;
1033 if ( (yc+r) < gr_screen.clip_top ) return;
1034 if ( (yc-r) > gr_screen.clip_bottom ) return;
1037 // Draw the first octant
1038 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1039 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1044 // Draw the second octant
1045 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1046 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1054 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1055 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1060 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1063 float u_scale = 1.0f, v_scale = 1.0f;
1065 // Make nebula use the texture mapper... this blends the colors better.
1066 if ( flags & TMAP_FLAG_NEBULA ){
1070 gr_texture_source texture_source = (gr_texture_source)-1;
1071 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1072 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1074 if ( gr_zbuffering ) {
1075 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1076 zbuffer_type = ZBUFFER_TYPE_READ;
1078 zbuffer_type = ZBUFFER_TYPE_FULL;
1081 zbuffer_type = ZBUFFER_TYPE_NONE;
1086 int tmap_type = TCACHE_TYPE_NORMAL;
1090 if ( flags & TMAP_FLAG_TEXTURED ) {
1093 r = gr_screen.current_color.red;
1094 g = gr_screen.current_color.green;
1095 b = gr_screen.current_color.blue;
1098 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1101 tmap_type = TCACHE_TYPE_NORMAL;
1102 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1104 // Blend with screen pixel using src*alpha+dst
1105 float factor = gr_screen.current_alpha;
1109 if ( factor <= 1.0f ) {
1110 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1111 r = (r*tmp_alpha)/255;
1112 g = (g*tmp_alpha)/255;
1113 b = (b*tmp_alpha)/255;
1116 tmap_type = TCACHE_TYPE_XPARENT;
1118 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1120 // Blend with screen pixel using src*alpha+dst
1121 float factor = gr_screen.current_alpha;
1123 if ( factor > 1.0f ) {
1126 alpha = fl2i(gr_screen.current_alpha*255.0f);
1130 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1131 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1133 alpha_blend = ALPHA_BLEND_NONE;
1138 if(flags & TMAP_FLAG_BITMAP_SECTION){
1139 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1142 texture_source = TEXTURE_SOURCE_NONE;
1144 if ( flags & TMAP_FLAG_TEXTURED ) {
1145 if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy ))
1147 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1151 // use nonfiltered textures for bitmap sections
1152 if(flags & TMAP_FLAG_BITMAP_SECTION){
1153 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1155 texture_source = TEXTURE_SOURCE_DECAL;
1160 x1 = gr_screen.clip_left*16;
1161 x2 = gr_screen.clip_right*16+15;
1162 y1 = gr_screen.clip_top*16;
1163 y2 = gr_screen.clip_bottom*16+15;
1165 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1167 if ( flags & TMAP_FLAG_TEXTURED )
1173 glBegin (GL_TRIANGLE_FAN);
1176 vertex * va = verts[i];
1177 float sx, sy, sz, sw;
1182 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1183 sz = va->z / z_mult;
1191 if ( flags & TMAP_FLAG_CORRECT ) {
1197 if (flags & TMAP_FLAG_ALPHA) {
1203 if (flags & TMAP_FLAG_NEBULA ) {
1204 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1205 r = gr_palette[pal*3+0];
1206 g = gr_palette[pal*3+1];
1207 b = gr_palette[pal*3+2];
1208 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1209 r = Gr_gamma_lookup[verts[i]->b];
1210 g = Gr_gamma_lookup[verts[i]->b];
1211 b = Gr_gamma_lookup[verts[i]->b];
1212 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1213 // Make 0.75 be 256.0f
1214 r = Gr_gamma_lookup[verts[i]->r];
1215 g = Gr_gamma_lookup[verts[i]->g];
1216 b = Gr_gamma_lookup[verts[i]->b];
1218 // use constant RGB values...
1220 glColor4ub (r,g,b,a);
1222 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1223 // gr_d3d_stuff_fog_value(va->z, &src_v->specular);
1225 // i hate you, specular color
1229 x = fl2i(va->sx*16.0f);
1230 y = fl2i(va->sy*16.0f);
1232 x += gr_screen.offset_x*16;
1233 y += gr_screen.offset_y*16;
1235 sx = i2fl(x) / 16.0f;
1236 sy = i2fl(y) / 16.0f;
1238 if ( flags & TMAP_FLAG_TEXTURED ) {
1242 glTexCoord2d(tu, tv);
1250 if(flags & TMAP_FLAG_PIXEL_FOG){
1253 glVertex4f(sx, sy, -sz, sw);
1258 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1260 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1263 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1265 void gr_opengl_scaler(vertex *va, vertex *vb )
1267 float x0, y0, x1, y1;
1268 float u0, v0, u1, v1;
1269 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1270 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1271 float xmin, xmax, ymin, ymax;
1272 int dx0, dy0, dx1, dy1;
1274 //============= CLIP IT =====================
1276 x0 = va->sx; y0 = va->sy;
1277 x1 = vb->sx; y1 = vb->sy;
1279 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1280 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1282 u0 = va->u; v0 = va->v;
1283 u1 = vb->u; v1 = vb->v;
1285 // Check for obviously offscreen bitmaps...
1286 if ( (y1<=y0) || (x1<=x0) ) return;
1287 if ( (x1<xmin ) || (x0>xmax) ) return;
1288 if ( (y1<ymin ) || (y0>ymax) ) return;
1290 clipped_u0 = u0; clipped_v0 = v0;
1291 clipped_u1 = u1; clipped_v1 = v1;
1293 clipped_x0 = x0; clipped_y0 = y0;
1294 clipped_x1 = x1; clipped_y1 = y1;
1296 // Clip the left, moving u0 right as necessary
1298 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1302 // Clip the right, moving u1 left as necessary
1304 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1308 // Clip the top, moving v0 down as necessary
1310 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1314 // Clip the bottom, moving v1 up as necessary
1316 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1320 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1321 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1323 if (dx1<=dx0) return;
1324 if (dy1<=dy0) return;
1326 //============= DRAW IT =====================
1340 v[1].sx = clipped_x1;
1341 v[1].sy = clipped_y0;
1344 v[1].u = clipped_u1;
1345 v[1].v = clipped_v0;
1348 v[2].sx = clipped_x1;
1349 v[2].sy = clipped_y1;
1352 v[2].u = clipped_u1;
1353 v[2].v = clipped_v1;
1356 v[3].sx = clipped_x0;
1357 v[3].sy = clipped_y1;
1360 v[3].u = clipped_u0;
1361 v[3].v = clipped_v1;
1363 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1366 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1370 void gr_opengl_get_color( int * r, int * g, int * b )
1372 if (r) *r = gr_screen.current_color.red;
1373 if (g) *g = gr_screen.current_color.green;
1374 if (b) *b = gr_screen.current_color.blue;
1377 void gr_opengl_init_color(color *c, int r, int g, int b)
1379 c->screen_sig = gr_screen.signature;
1380 c->red = (unsigned char)r;
1381 c->green = (unsigned char)g;
1382 c->blue = (unsigned char)b;
1384 c->ac_type = AC_TYPE_NONE;
1386 c->is_alphacolor = 0;
1390 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1392 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1393 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1394 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1395 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1397 gr_opengl_init_color( clr, r, g, b );
1399 clr->alpha = (unsigned char)alpha;
1400 clr->ac_type = (ubyte)type;
1401 clr->alphacolor = -1;
1402 clr->is_alphacolor = 1;
1405 void gr_opengl_set_color( int r, int g, int b )
1407 Assert((r >= 0) && (r < 256));
1408 Assert((g >= 0) && (g < 256));
1409 Assert((b >= 0) && (b < 256));
1411 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1414 void gr_opengl_set_color_fast(color *dst)
1416 if ( dst->screen_sig != gr_screen.signature ) {
1417 if ( dst->is_alphacolor ) {
1418 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1420 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1423 gr_screen.current_color = *dst;
1426 void gr_opengl_print_screen(char *filename)
1431 int gr_opengl_supports_res_ingame(int res)
1438 int gr_opengl_supports_res_interface(int res)
1445 void opengl_tcache_cleanup ();
1446 void gr_opengl_cleanup()
1448 if ( !Inited ) return;
1455 opengl_tcache_cleanup ();
1460 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float near, float far)
1465 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1470 void gr_opengl_get_region(int front, int w, int g, ubyte *data)
1475 void gr_opengl_set_cull(int cull)
1478 // DDOI - disabled for debugging purposes
1479 //glEnable (GL_CULL_FACE);
1480 //glFrontFace (GL_CCW);
1482 glDisable (GL_CULL_FACE);
1486 void gr_opengl_filter_set(int filter)
1491 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1497 typedef struct tcache_slot_opengl {
1498 GLuint texture_handle;
1499 float u_scale, v_scale;
1502 char used_this_frame;
1507 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1508 tcache_slot_opengl *parent;
1509 } tcache_slot_opengl;
1511 static void *Texture_sections = NULL;
1512 tcache_slot_opengl *Textures = NULL;
1514 int GL_texture_sections = 0;
1515 int GL_texture_ram = 0;
1516 int GL_frame_count = 0;
1517 int GL_min_texture_width = 0;
1518 int GL_max_texture_width = 0;
1519 int GL_min_texture_height = 0;
1520 int GL_max_texture_height = 0;
1521 int GL_square_textures = 0;
1522 int GL_textures_in = 0;
1523 int GL_textures_in_frame = 0;
1524 int GL_last_bitmap_id = -1;
1525 int GL_last_detail = -1;
1526 int GL_last_bitmap_type = -1;
1527 int GL_last_section_x = -1;
1528 int GL_last_section_y = -1;
1532 void opengl_tcache_init (int use_sections)
1536 // DDOI - FIXME skipped a lot of stuff here
1537 GL_should_preload = 0;
1539 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1542 if ( tmp_pl == 0 ) {
1543 GL_should_preload = 0;
1544 } else if ( tmp_pl == 1 ) {
1545 GL_should_preload = 1;
1547 GL_should_preload = 1;
1552 GL_min_texture_width = 16;
1553 GL_min_texture_height = 16;
1554 GL_max_texture_width = 256;
1555 GL_max_texture_height = 256;
1557 GL_square_textures = 1;
1559 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1565 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1566 if(!Texture_sections){
1569 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1572 // Init the texture structures
1573 int section_count = 0;
1574 for( i=0; i<MAX_BITMAPS; i++ ) {
1576 Textures[i].vram_texture = NULL;
1577 Textures[i].vram_texture_surface = NULL;
1579 Textures[i].texture_handle = 0;
1581 Textures[i].bitmap_id = -1;
1582 Textures[i].size = 0;
1583 Textures[i].used_this_frame = 0;
1585 Textures[i].parent = NULL;
1587 // allocate sections
1589 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1590 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1591 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1592 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1594 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1595 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1597 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1598 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1599 Textures[i].data_sections[idx][s_idx]->size = 0;
1600 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1604 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1605 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1606 Textures[i].data_sections[idx][s_idx] = NULL;
1612 GL_texture_sections = use_sections;
1614 //GL_last_detail = Detail.hardware_textures;
1615 GL_last_bitmap_id = -1;
1616 GL_last_bitmap_type = -1;
1618 GL_last_section_x = -1;
1619 GL_last_section_y = -1;
1622 GL_textures_in_frame = 0;
1625 int opengl_free_texture (tcache_slot_opengl *t);
1627 void opengl_tcache_flush ()
1631 for( i=0; i<MAX_BITMAPS; i++ ) {
1632 opengl_free_texture ( &Textures[i] );
1634 if (GL_textures_in != 0) {
1635 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1639 GL_last_bitmap_id = -1;
1640 GL_last_section_x = -1;
1641 GL_last_section_y = -1;
1644 void opengl_tcache_cleanup ()
1646 opengl_tcache_flush ();
1649 GL_textures_in_frame = 0;
1656 if( Texture_sections != NULL ){
1657 free(Texture_sections);
1658 Texture_sections = NULL;
1662 void opengl_tcache_frame ()
1666 GL_last_bitmap_id = -1;
1667 GL_textures_in_frame = 0;
1672 for( i=0; i<MAX_BITMAPS; i++ ) {
1673 Textures[i].used_this_frame = 0;
1676 if(Textures[i].data_sections[0][0] != NULL){
1677 Assert(GL_texture_sections);
1678 if(GL_texture_sections){
1679 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1680 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1681 if(Textures[i].data_sections[idx][s_idx] != NULL){
1682 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1691 opengl_tcache_flush();
1696 int opengl_free_texture ( tcache_slot_opengl *t )
1702 if ( t->bitmap_id > -1 ) {
1703 // if I, or any of my children have been used this frame, bail
1704 if(t->used_this_frame){
1707 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1708 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1709 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1715 // ok, now we know its legal to free everything safely
1716 glDeleteTextures (1, &t->texture_handle);
1717 t->texture_handle = 0;
1719 if ( GL_last_bitmap_id == t->bitmap_id ) {
1720 GL_last_bitmap_id = -1;
1723 // if this guy has children, free them too, since the children
1724 // actually make up his size
1725 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1726 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1727 if(t->data_sections[idx][s_idx] != NULL){
1728 opengl_free_texture(t->data_sections[idx][s_idx]);
1734 t->used_this_frame = 0;
1735 GL_textures_in -= t->size;
1741 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1746 if((w_out == NULL) || (h_out == NULL)){
1756 for (i=0; i<16; i++ ) {
1757 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1763 for (i=0; i<16; i++ ) {
1764 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1771 if ( tex_w < GL_min_texture_width ) {
1772 tex_w = GL_min_texture_width;
1773 } else if ( tex_w > GL_max_texture_width ) {
1774 tex_w = GL_max_texture_width;
1777 if ( tex_h < GL_min_texture_height ) {
1778 tex_h = GL_min_texture_height;
1779 } else if ( tex_h > GL_max_texture_height ) {
1780 tex_h = GL_max_texture_height;
1783 if ( GL_square_textures ) {
1785 // Make the both be equal to larger of the two
1786 new_size = max(tex_w, tex_h);
1791 // store the outgoing size
1796 // data == start of bitmap data
1797 // sx == x offset into bitmap
1798 // sy == y offset into bitmap
1799 // src_w == absolute width of section on source bitmap
1800 // src_h == absolute height of section on source bitmap
1801 // bmap_w == width of source bitmap
1802 // bmap_h == height of source bitmap
1803 // tex_w == width of final texture
1804 // tex_h == height of final texture
1805 int opengl_create_texture_sub(int bitmap_type, int texture_handle, ushort *data, int sx, int sy, int src_w, int src_h, int bmap_w, int bmap_h, int tex_w, int tex_h, tcache_slot_opengl *t, int reload, int fail_on_full)
1814 if ( t->used_this_frame ) {
1815 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1820 if(!opengl_free_texture(t)){
1825 // get final texture size
1826 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1828 if ( (tex_w < 1) || (tex_h < 1) ) {
1829 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1833 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1834 t->u_scale = (float)bmap_w / (float)tex_w;
1835 t->v_scale = (float)bmap_h / (float)tex_h;
1836 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1837 t->u_scale = (float)src_w / (float)tex_w;
1838 t->v_scale = (float)src_h / (float)tex_h;
1844 glGenTextures (1, &t->texture_handle);
1845 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1847 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1848 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1849 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1850 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1852 switch (bitmap_type) {
1854 case TCACHE_TYPE_AABITMAP:
1857 ubyte *bmp_data = ((ubyte*)data);
1858 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1859 ubyte *texmemp = texmem;
1862 for (i=0; i<16; i++) {
1863 xlat[i] = Gr_gamma_lookup[(i*255)/15];
1866 for ( ; i<256; i++ ) {
1870 for (i=0;i<tex_h;i++)
1872 for (j=0;j<tex_w;j++)
1874 if (i < bmap_h && j < bmap_w) {
1876 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
1884 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
1889 case TCACHE_TYPE_BITMAP_SECTION:
1892 ubyte *bmp_data = ((ubyte*)data);
1893 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1894 ubyte *texmemp = texmem;
1896 for (i=0;i<tex_h;i++)
1898 for (j=0;j<tex_w;j++)
1900 if (i < src_h && j < src_w) {
1901 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
1902 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
1909 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1910 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1918 ubyte *bmp_data = ((ubyte*)data);
1919 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1920 ubyte *texmemp = texmem;
1922 fix u, utmp, v, du, dv;
1926 du = ( (bmap_w-1)*F1_0 ) / tex_w;
1927 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
1929 for (j=0;j<tex_h;j++)
1932 for (i=0;i<tex_w;i++)
1934 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
1935 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
1940 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1941 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1949 t->bitmap_id = texture_handle;
1950 t->time_created = GL_frame_count;
1951 t->used_this_frame = 0;
1952 t->size = tex_w * tex_h * 2;
1953 t->w = (ushort)tex_w;
1954 t->h = (ushort)tex_h;
1955 GL_textures_in_frame += t->size;
1957 GL_textures_in += t->size;
1963 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
1967 int final_w, final_h;
1971 // setup texture/bitmap flags
1973 switch(bitmap_type){
1974 case TCACHE_TYPE_AABITMAP:
1975 flags |= BMP_AABITMAP;
1978 case TCACHE_TYPE_NORMAL:
1979 flags |= BMP_TEX_OTHER;
1980 case TCACHE_TYPE_XPARENT:
1981 flags |= BMP_TEX_XPARENT;
1983 case TCACHE_TYPE_NONDARKENING:
1985 flags |= BMP_TEX_NONDARK;
1989 // lock the bitmap into the proper format
1990 bmp = bm_lock(bitmap_handle, bpp, flags);
1991 if ( bmp == NULL ) {
1992 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2001 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2002 max_w /= D3D_texture_divider;
2003 max_h /= D3D_texture_divider;
2005 // Detail.debris_culling goes from 0 to 4.
2006 max_w /= 16 >> Detail.hardware_textures;
2007 max_h /= 16 >> Detail.hardware_textures;
2011 // get final texture size as it will be allocated as a DD surface
2012 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2014 // if this tcache slot has no bitmap
2015 if ( tslot->bitmap_id < 0) {
2018 // different bitmap altogether - determine if the new one can use the old one's slot
2019 else if (tslot->bitmap_id != bitmap_handle) {
2020 if((final_w == tslot->w) && (final_h == tslot->h)){
2022 //ml_printf("Reloading texture %d\n", bitmap_handle);
2029 int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, 0, 0, bmp->w, bmp->h, bmp->w, bmp->h, max_w, max_h, tslot, reload, fail_on_full);
2031 // unlock the bitmap
2032 bm_unlock(bitmap_handle);
2037 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2041 int final_w, final_h;
2042 int section_x, section_y;
2045 // setup texture/bitmap flags
2046 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2047 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2048 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2050 flags = BMP_TEX_XPARENT;
2052 // lock the bitmap in the proper format
2053 bmp = bm_lock(bitmap_handle, 16, flags);
2054 if ( bmp == NULL ) {
2055 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2058 // determine the width and height of this section
2059 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2061 // get final texture size as it will be allocated as an opengl texture
2062 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2064 // if this tcache slot has no bitmap
2065 if ( tslot->bitmap_id < 0) {
2068 // different bitmap altogether - determine if the new one can use the old one's slot
2069 else if (tslot->bitmap_id != bitmap_handle) {
2070 if((final_w == tslot->w) && (final_h == tslot->h)){
2078 int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, bmp->sections.sx[sx], bmp->sections.sy[sy], section_x, section_y, bmp->w, bmp->h, section_x, section_y, tslot, reload, fail_on_full);
2080 // unlock the bitmap
2081 bm_unlock(bitmap_handle);
2087 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2088 int gr_opengl_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int sx = -1, int sy = -1, int force = 0)
2097 GL_last_bitmap_id = -1;
2102 if ( GL_last_detail != Detail.hardware_textures ) {
2103 GL_last_detail = Detail.hardware_textures;
2104 opengl_tcache_flush();
2112 int n = bm_get_cache_slot (bitmap_id, 1);
2113 tcache_slot_opengl *t = &Textures[n];
2115 if ( (GL_last_bitmap_id == bitmap_id) && (GL_last_bitmap_type==bitmap_type) && (t->bitmap_id == bitmap_id) && (GL_last_section_x == sx) && (GL_last_section_y == sy)) {
2116 t->used_this_frame++;
2118 // mark all children as used
2119 if(GL_texture_sections){
2120 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2121 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2122 if(t->data_sections[idx][s_idx] != NULL){
2123 t->data_sections[idx][s_idx]->used_this_frame++;
2129 *u_scale = t->u_scale;
2130 *v_scale = t->v_scale;
2134 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2135 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2136 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2142 // if the texture sections haven't been created yet
2143 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2145 // lock the bitmap in the proper format
2146 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2147 bm_unlock(bitmap_id);
2149 // now lets do something for each texture
2151 for(idx=0; idx<bmp->sections.num_x; idx++){
2152 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2153 // hmm. i'd rather we didn't have to do it this way...
2154 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2158 // not used this frame
2159 t->data_sections[idx][s_idx]->used_this_frame = 0;
2163 // zero out pretty much everything in the parent struct since he's just the root
2164 t->bitmap_id = bitmap_id;
2165 t->texture_handle = 0;
2166 t->time_created = t->data_sections[sx][sy]->time_created;
2167 t->used_this_frame = 0;
2169 t->vram_texture = NULL;
2170 t->vram_texture_surface = NULL
2174 // argh. we failed to upload. free anything we can
2176 opengl_free_texture(t);
2178 // swap in the texture we want
2180 t = t->data_sections[sx][sy];
2183 // all other "normal" textures
2184 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2185 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2188 // everything went ok
2189 if(ret_val && (t->texture_handle) && !vram_full){
2190 *u_scale = t->u_scale;
2191 *v_scale = t->v_scale;
2193 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2195 GL_last_bitmap_id = t->bitmap_id;
2196 GL_last_bitmap_type = bitmap_type;
2197 GL_last_section_x = sx;
2198 GL_last_section_y = sy;
2200 t->used_this_frame++;
2204 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2211 void gr_opengl_set_clear_color(int r, int g, int b)
2213 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2216 void gr_opengl_aaline(vertex *v1, vertex *v2)
2218 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2221 void gr_opengl_flash(int r, int g, int b)
2226 int gr_opengl_zbuffer_get()
2228 if ( !gr_global_zbuffering ) {
2229 return GR_ZBUFF_NONE;
2231 return gr_zbuffering_mode;
2234 int gr_opengl_zbuffer_set(int mode)
2236 int tmp = gr_zbuffering_mode;
2238 gr_zbuffering_mode = mode;
2240 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2248 void gr_opengl_zbuffer_clear(int mode)
2252 gr_zbuffering_mode = GR_ZBUFF_FULL;
2253 gr_global_zbuffering = 1;
2255 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2256 glClear(GL_DEPTH_BUFFER_BIT);
2259 gr_zbuffering_mode = GR_ZBUFF_NONE;
2260 gr_global_zbuffering = 0;
2264 void gr_opengl_set_gamma(float gamma)
2267 Gr_gamma_int = int (Gr_gamma*10);
2269 // Create the Gamma lookup table
2271 for (i=0;i<256; i++) {
2272 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2275 } else if ( v < 0 ) {
2278 Gr_gamma_lookup[i] = v;
2281 // Flush any existing textures
2282 opengl_tcache_flush();
2285 void gr_opengl_fade_in(int instantaneous)
2290 void gr_opengl_fade_out(int instantaneous)
2295 int gr_opengl_save_screen()
2300 if ( Gr_saved_screen ) {
2301 mprintf(( "Screen alread saved!\n" ));
2305 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2306 if (!Gr_saved_screen) {
2307 mprintf(( "Couldn't get memory for saved screen!\n" ));
2316 void gr_opengl_restore_screen(int id)
2321 void gr_opengl_free_screen(int id)
2326 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2331 void gr_opengl_dump_frame_stop()
2336 void gr_opengl_dump_frame()
2341 uint gr_opengl_lock()
2348 void gr_opengl_unlock()
2352 extern char *Osreg_title;
2353 void gr_opengl_init()
2356 gr_opengl_cleanup();
2360 mprintf(( "Initializing opengl graphics device...\n" ));
2364 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2366 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2372 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2373 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2374 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2375 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2376 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2378 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2380 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2384 SDL_WM_SetCaption (Osreg_title, "FS2");
2386 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2388 glMatrixMode(GL_PROJECTION);
2390 glMatrixMode(GL_MODELVIEW);
2393 glShadeModel(GL_SMOOTH);
2394 glEnable(GL_DITHER);
2395 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2397 glEnable(GL_DEPTH_TEST);
2400 glEnable(GL_TEXTURE_2D);
2402 glGenTextures(1, &bitmapTex);
2403 glBindTexture(GL_TEXTURE_2D, bitmapTex);
2404 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2405 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2406 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2408 glMatrixMode(GL_PROJECTION);
2412 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 1.0, -1.0);
2414 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2416 bitmapMem = (GLubyte *)malloc(256*256*4);
2417 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2418 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_CHAR, bitmapMem);
2422 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2432 Gr_red.mask = 0xff0000;
2437 Gr_green.mask = 0xff00;
2442 Gr_blue.mask = 0xff;
2450 Gr_red.mask = 0x7C00;
2455 Gr_green.mask = 0x3E0;
2460 Gr_blue.mask = 0x1F;
2468 Gr_red.mask = 0xF800;
2473 Gr_green.mask = 0x7E0;
2478 Gr_blue.mask = 0x1F;
2487 Gr_red.mask = 0xff0000;
2492 Gr_green.mask = 0xff00;
2497 Gr_blue.mask = 0xff;
2502 Int3(); // Illegal bpp
2505 // DDOI - set these so no one else does!
2506 Gr_ta_red.mask = 0x0f00;
2507 Gr_ta_red.shift = 8;
2508 Gr_ta_red.scale = 16;
2510 Gr_ta_green.mask = 0x00f0;
2511 Gr_ta_green.shift = 4;
2512 Gr_ta_green.scale = 16;
2514 Gr_ta_blue.mask = 0x000f;
2515 Gr_ta_blue.shift = 0;
2516 Gr_ta_blue.scale = 16;
2518 Gr_ta_alpha.mask = 0xf000;
2519 Gr_ta_alpha.shift = 12;
2520 Gr_ta_alpha.scale = 16;
2523 opengl_tcache_init (1);
2526 Gr_current_red = &Gr_red;
2527 Gr_current_blue = &Gr_blue;
2528 Gr_current_green = &Gr_green;
2529 Gr_current_alpha = &Gr_alpha;
2531 gr_screen.gf_flip = gr_opengl_flip;
2532 gr_screen.gf_flip_window = gr_opengl_flip_window;
2533 gr_screen.gf_set_clip = gr_opengl_set_clip;
2534 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2535 gr_screen.gf_set_font = grx_set_font;
2537 gr_screen.gf_set_color = gr_opengl_set_color;
2538 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2539 gr_screen.gf_create_shader = gr_opengl_create_shader;
2540 gr_screen.gf_set_shader = gr_opengl_set_shader;
2541 gr_screen.gf_clear = gr_opengl_clear;
2542 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2543 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2544 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2545 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2547 gr_screen.gf_rect = gr_opengl_rect;
2548 gr_screen.gf_shade = gr_opengl_shade;
2549 gr_screen.gf_string = gr_opengl_string;
2550 gr_screen.gf_circle = gr_opengl_circle;
2552 gr_screen.gf_line = gr_opengl_line;
2553 gr_screen.gf_aaline = gr_opengl_aaline;
2554 gr_screen.gf_pixel = gr_opengl_pixel;
2555 gr_screen.gf_scaler = gr_opengl_scaler;
2556 gr_screen.gf_tmapper = gr_opengl_tmapper;
2558 gr_screen.gf_gradient = gr_opengl_gradient;
2560 gr_screen.gf_set_palette = gr_opengl_set_palette;
2561 gr_screen.gf_get_color = gr_opengl_get_color;
2562 gr_screen.gf_init_color = gr_opengl_init_color;
2563 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2564 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2565 gr_screen.gf_print_screen = gr_opengl_print_screen;
2567 gr_screen.gf_fade_in = gr_opengl_fade_in;
2568 gr_screen.gf_fade_out = gr_opengl_fade_out;
2569 gr_screen.gf_flash = gr_opengl_flash;
2571 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2572 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2573 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2575 gr_screen.gf_save_screen = gr_opengl_save_screen;
2576 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2577 gr_screen.gf_free_screen = gr_opengl_free_screen;
2579 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2580 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2581 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2583 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2585 gr_screen.gf_lock = gr_opengl_lock;
2586 gr_screen.gf_unlock = gr_opengl_unlock;
2588 gr_screen.gf_fog_set = gr_opengl_fog_set;
2590 gr_screen.gf_get_region = gr_opengl_get_region;
2592 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2594 gr_screen.gf_set_cull = gr_opengl_set_cull;
2596 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2598 gr_screen.gf_filter_set = gr_opengl_filter_set;
2600 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2602 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;