2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.27 2002/05/30 23:46:29 theoddone33
11 * some minor key changes (not necessarily fixes)
13 * Revision 1.26 2002/05/30 23:33:12 relnev
14 * implemented a few more functions.
16 * Revision 1.25 2002/05/30 23:01:16 relnev
17 * implement gr_opengl_set_state.
19 * Revision 1.24 2002/05/30 22:12:57 relnev
20 * finish default texture case
22 * Revision 1.23 2002/05/30 22:02:30 theoddone33
25 * Revision 1.22 2002/05/30 21:44:48 relnev
26 * implemented some missing texture stuff.
28 * enable bitmap polys for opengl.
30 * work around greenness in bitmaps.
32 * Revision 1.21 2002/05/30 17:29:30 theoddone33
33 * Fix some more stubs, change at least one polygon winding since culling is now
36 * Revision 1.20 2002/05/30 16:50:24 theoddone33
37 * Keyboard partially fixed
39 * Revision 1.19 2002/05/30 08:13:14 relnev
42 * Revision 1.18 2002/05/29 23:37:36 relnev
45 * Revision 1.17 2002/05/29 23:17:49 theoddone33
46 * Non working text code and fixed keys
48 * Revision 1.16 2002/05/29 19:45:13 theoddone33
49 * More changes on texture loading
51 * Revision 1.15 2002/05/29 19:06:48 theoddone33
52 * Enable string printing. Enable texture mapping
54 * Revision 1.14 2002/05/29 08:54:40 relnev
55 * "fixed" bitmap drawing.
57 * copied more d3d code over.
59 * Revision 1.13 2002/05/29 06:25:13 theoddone33
60 * Keyboard input, mouse tracking now work
62 * Revision 1.12 2002/05/29 04:52:45 relnev
65 * Revision 1.11 2002/05/29 04:29:56 relnev
66 * removed some unncessary stubbing, implemented opengl rect
68 * Revision 1.10 2002/05/29 04:13:27 theoddone33
71 * Revision 1.9 2002/05/29 03:35:51 relnev
74 * Revision 1.8 2002/05/29 03:30:05 relnev
77 * Revision 1.7 2002/05/29 02:52:32 theoddone33
78 * Enable OpenGL renderer
80 * Revision 1.6 2002/05/28 04:56:51 theoddone33
81 * runs a little bit now
83 * Revision 1.5 2002/05/28 04:07:28 theoddone33
84 * New graphics stubbing arrangement
86 * Revision 1.4 2002/05/27 23:39:34 relnev
89 * Revision 1.3 2002/05/27 22:35:01 theoddone33
92 * Revision 1.2 2002/05/27 22:32:02 theoddone33
93 * throw all d3d stuff at opengl
95 * Revision 1.1.1.1 2002/05/03 03:28:09 root
99 * 10 7/14/99 9:42a Dave
100 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
103 * 9 7/09/99 9:51a Dave
104 * Added thick polyline code.
106 * 8 6/29/99 10:35a Dave
107 * Interface polygon bitmaps! Whee!
109 * 7 2/03/99 11:44a Dave
110 * Fixed d3d transparent textures.
112 * 6 1/24/99 11:37p Dave
113 * First full rev of beam weapons. Very customizable. Removed some bogus
114 * Int3()'s in low level net code.
116 * 5 12/18/98 1:13a Dave
117 * Rough 1024x768 support for Direct3D. Proper detection and usage through
120 * 4 12/06/98 2:36p Dave
121 * Drastically improved nebula fogging.
123 * 3 11/11/98 5:37p Dave
124 * Checkin for multiplayer testing.
126 * 2 10/07/98 10:53a Dave
129 * 1 10/07/98 10:49a Dave
131 * 14 5/20/98 9:46p John
132 * added code so the places in code that change half the palette don't
133 * have to clear the screen.
135 * 13 5/06/98 5:30p John
136 * Removed unused cfilearchiver. Removed/replaced some unused/little used
137 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
138 * DirectX header files and libs that fixed the Direct3D alpha blending
141 * 12 4/14/98 12:15p John
142 * Made 16-bpp movies work.
144 * 11 3/12/98 5:36p John
145 * Took out any unused shaders. Made shader code take rgbc instead of
146 * matrix and vector since noone used it like a matrix and it would have
147 * been impossible to do in hardware. Made Glide implement a basic
148 * shader for online help.
150 * 10 3/10/98 4:18p John
151 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
152 * & Glide have popups and print screen. Took out all >8bpp software
153 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
154 * support Fred. Made zbuffering key off of functions rather than one
157 * 9 12/02/97 4:00p John
158 * Added first rev of thruster glow, along with variable levels of
159 * translucency, which retquired some restructing of palman.
161 * 8 10/03/97 9:10a John
162 * added better antialiased line drawer
164 * 7 9/23/97 10:45a John
165 * made so you can tell bitblt code to rle a bitmap by passing flag to
168 * 6 9/09/97 11:01a Sandeep
169 * fixed warning level 4 bugs
171 * 5 7/10/97 2:06p John
172 * added code to specify alphablending type for bitmaps.
174 * 4 6/17/97 7:04p John
175 * added d3d support for gradients.
176 * fixed some color bugs by adding screen signatures instead of watching
177 * flags and palette changes.
179 * 3 6/12/97 2:50a Lawrance
180 * bm_unlock() now passed bitmap number, not pointer
182 * 2 6/11/97 1:12p John
183 * Started fixing all the text colors in the game.
185 * 1 5/12/97 12:14p John
192 #include <windowsx.h>
199 #include "floating.h"
201 #include "grinternal.h"
202 #include "gropengl.h"
205 static int Inited = 0;
207 static GLuint bitmapTex;
208 static GLubyte *bitmapMem;
210 typedef enum gr_texture_source {
212 TEXTURE_SOURCE_DECAL,
213 TEXTURE_SOURCE_NO_FILTERING,
216 typedef enum gr_alpha_blend {
217 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
218 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
219 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
220 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
223 typedef enum gr_zbuffer_type {
230 float z_mult = 30000.0f;
231 #define NEBULA_COLORS 20
234 // Throw in some dummy functions - DDOI
236 int D3D_32bit = 0; // grd3d.cpp
237 int D3D_fog_mode = -1; // grd3d.cpp
238 int D3D_inited = 0; // grd3d.cpp
239 int D3D_zbias = 1; // grd3d.cpp
240 int D3d_rendition_uvs = 0; // grd3d.cpp
242 void gr_dd_activate(int active) // grdirectdraw.cpp
247 void gr_directdraw_cleanup() // grdirectdraw.cpp
252 void gr_directdraw_force_windowed() // grdirectdraw.cpp
257 void gr_directdraw_init()
262 extern int gr_opengl_preload (int x, int y);
263 int gr_d3d_preload (int x, int y)
265 return gr_opengl_preload(x, y);
268 void d3d_start_frame()
273 void d3d_stop_frame()
283 void d3d_zbias (int a)
289 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
292 case TEXTURE_SOURCE_NONE:
293 glBindTexture(GL_TEXTURE_2D, 0);
294 gr_tcache_set(-1, -1, NULL, NULL );
296 case TEXTURE_SOURCE_DECAL:
297 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
298 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
299 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
301 case TEXTURE_SOURCE_NO_FILTERING:
302 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
303 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
304 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
311 case ALPHA_BLEND_NONE:
312 glBlendFunc(GL_ONE, GL_ZERO);
314 case ALPHA_BLEND_ALPHA_ADDITIVE:
315 glBlendFunc(GL_ONE, GL_ONE);
317 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
318 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
320 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
321 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
328 case ZBUFFER_TYPE_NONE:
329 glDepthFunc(GL_ALWAYS);
330 glDepthMask(GL_FALSE);
332 case ZBUFFER_TYPE_READ:
333 glDepthFunc(GL_LEQUAL);
334 glDepthMask(GL_FALSE);
336 case ZBUFFER_TYPE_WRITE:
337 glDepthFunc(GL_ALWAYS);
338 glDepthMask(GL_TRUE);
340 case ZBUFFER_TYPE_FULL:
341 glDepthFunc(GL_LEQUAL);
342 glDepthMask(GL_TRUE);
349 void gr_opengl_activate(int b)
355 void opengl_tcache_flush ();
357 void gr_opengl_preload_init()
359 if (gr_screen.mode != GR_OPENGL) {
363 opengl_tcache_flush ();
366 int GL_should_preload = 0;
367 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
369 if ( gr_screen.mode != GR_OPENGL) {
373 if ( !GL_should_preload ) {
377 float u_scale, v_scale;
381 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
383 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
387 mprintf(("Texture upload failed!\n" ));
393 void gr_opengl_pixel(int x, int y)
395 if ( x < gr_screen.clip_left ) return;
396 if ( x > gr_screen.clip_right ) return;
397 if ( y < gr_screen.clip_top ) return;
398 if ( y > gr_screen.clip_bottom ) return;
401 void gr_opengl_clear()
403 glClearColor(gr_screen.current_clear_color.red / 255.0,
404 gr_screen.current_clear_color.red / 255.0,
405 gr_screen.current_clear_color.red / 255.0, 1.0);
407 glClear ( GL_COLOR_BUFFER_BIT );
410 void opengl_tcache_frame ();
411 void gr_opengl_flip()
415 SDL_GL_SwapBuffers ();
417 opengl_tcache_frame ();
420 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
425 void gr_opengl_set_clip(int x,int y,int w,int h)
427 // check for sanity of parameters
433 if (x >= gr_screen.max_w)
434 x = gr_screen.max_w - 1;
435 if (y >= gr_screen.max_h)
436 y = gr_screen.max_h - 1;
438 if (x + w > gr_screen.max_w)
439 w = gr_screen.max_w - x;
440 if (y + h > gr_screen.max_h)
441 h = gr_screen.max_h - y;
443 if (w > gr_screen.max_w)
445 if (h > gr_screen.max_h)
448 gr_screen.offset_x = x;
449 gr_screen.offset_y = y;
450 gr_screen.clip_left = 0;
451 gr_screen.clip_right = w-1;
452 gr_screen.clip_top = 0;
453 gr_screen.clip_bottom = h-1;
454 gr_screen.clip_width = w;
455 gr_screen.clip_height = h;
457 // glViewport(x, y, w, h);
460 void gr_opengl_reset_clip()
462 gr_screen.offset_x = 0;
463 gr_screen.offset_y = 0;
464 gr_screen.clip_left = 0;
465 gr_screen.clip_top = 0;
466 gr_screen.clip_right = gr_screen.max_w - 1;
467 gr_screen.clip_bottom = gr_screen.max_h - 1;
468 gr_screen.clip_width = gr_screen.max_w;
469 gr_screen.clip_height = gr_screen.max_h;
471 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
474 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
476 gr_screen.current_alpha = alpha;
477 gr_screen.current_alphablend_mode = alphablend_mode;
478 gr_screen.current_bitblt_mode = bitblt_mode;
479 gr_screen.current_bitmap = bitmap_num;
481 gr_screen.current_bitmap_sx = sx;
482 gr_screen.current_bitmap_sy = sy;
485 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
487 shade->screen_sig = gr_screen.signature;
494 void gr_opengl_set_shader( shader * shade )
497 if (shade->screen_sig != gr_screen.signature) {
498 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
500 gr_screen.current_shader = *shade;
502 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
507 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
509 STUB_FUNCTION; /* who called me? */
512 extern int GL_last_bitmap_id;
513 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
517 GLubyte *sptr, *dptr;
521 int cw = min(bmp->w, w);
522 int ch = min(bmp->h, h);
524 GL_last_bitmap_id = -1; /* HACK! */
526 glColor4f(1.0, 1.0, 1.0, 1.0);
527 glBindTexture(GL_TEXTURE_2D, bitmapTex);
530 for (iy = sy; iy < ch; iy += 256) {
532 ih = min(256, (ch-iy));
534 for (ix = sx; ix < cw; ix += 256) {
536 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
538 iw = min(256, (cw-ix));
544 memcpy(dptr, sptr, iw*2);
552 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
562 t = (float)ih / 256.0;
567 s = (float)iw / 256.0;
568 t = (float)ih / 256.0;
573 s = (float)iw / 256.0;
585 bm_unlock(gr_screen.current_bitmap);
590 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
597 int dx1=x, dx2=x+w-1;
598 int dy1=y, dy2=y+h-1;
601 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
606 if ( count > 1 ) Int3();
610 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
611 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
612 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
613 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
614 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
615 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
642 if ( w < 1 ) return; // clipped away!
643 if ( h < 1 ) return; // clipped away!
647 // Make sure clipping algorithm works
651 Assert( w == (dx2-dx1+1) );
652 Assert( h == (dy2-dy1+1) );
655 Assert( sx+w <= bw );
656 Assert( sy+h <= bh );
657 Assert( dx2 >= dx1 );
658 Assert( dy2 >= dy1 );
659 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
660 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
661 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
662 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
665 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
666 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
668 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
671 void gr_opengl_bitmap(int x, int y)
675 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
676 int dx1=x, dx2=x+w-1;
677 int dy1=y, dy2=y+h-1;
680 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
681 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
682 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
683 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
684 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
685 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
687 if ( sx < 0 ) return;
688 if ( sy < 0 ) return;
689 if ( sx >= w ) return;
690 if ( sy >= h ) return;
692 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
694 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
697 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
701 saved_zbuf = gr_zbuffer_get();
702 gr_zbuffer_set(GR_ZBUFF_NONE);
705 glColor4ub(r, g, b, a);
714 glVertex2f(x+w, y+h);
720 gr_zbuffer_set(saved_zbuf);
724 void gr_opengl_rect(int x,int y,int w,int h)
726 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);
729 void gr_opengl_shade(int x,int y,int w,int h)
736 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
737 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
738 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
739 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
740 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
741 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
742 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
743 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
745 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
748 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
753 if ( !gr_screen.current_color.is_alphacolor ) return;
755 float u_scale, v_scale;
757 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
759 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
760 // Couldn't set texture
761 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
765 float u0, u1, v0, v1;
766 float x1, x2, y1, y2;
769 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
771 u0 = u_scale*i2fl(sx)/i2fl(bw);
772 v0 = v_scale*i2fl(sy)/i2fl(bh);
774 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
775 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
777 x1 = i2fl(x+gr_screen.offset_x);
778 y1 = i2fl(y+gr_screen.offset_y);
779 x2 = i2fl(x+w+gr_screen.offset_x);
780 y2 = i2fl(y+h+gr_screen.offset_y);
782 if ( gr_screen.current_color.is_alphacolor ) {
783 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
785 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
789 glTexCoord2f (u0, v1);
790 glVertex3f (x1, y2, -0.99);
792 glTexCoord2f (u1, v1);
793 glVertex3f (x2, y2, -0.99);
795 glTexCoord2f (u1, v0);
796 glVertex3f (x2, y1, -0.99);
798 glTexCoord2f (u0, v0);
799 glVertex3f (x1, y1, -0.99);
803 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
810 int dx1=x, dx2=x+w-1;
811 int dy1=y, dy2=y+h-1;
814 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
819 if ( count > 1 ) Int3();
823 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
824 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
825 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
826 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
827 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
828 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
855 if ( w < 1 ) return; // clipped away!
856 if ( h < 1 ) return; // clipped away!
860 // Make sure clipping algorithm works
864 Assert( w == (dx2-dx1+1) );
865 Assert( h == (dy2-dy1+1) );
868 Assert( sx+w <= bw );
869 Assert( sy+h <= bh );
870 Assert( dx2 >= dx1 );
871 Assert( dy2 >= dy1 );
872 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
873 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
874 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
875 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
878 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
879 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
882 void gr_opengl_aabitmap(int x, int y)
886 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
887 int dx1=x, dx2=x+w-1;
888 int dy1=y, dy2=y+h-1;
891 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
892 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
893 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
894 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
895 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
896 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
898 if ( sx < 0 ) return;
899 if ( sy < 0 ) return;
900 if ( sx >= w ) return;
901 if ( sy >= h ) return;
903 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
904 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
908 void gr_opengl_string( int sx, int sy, char *s )
910 int width, spacing, letter;
913 if ( !Current_font ) {
917 gr_set_bitmap(Current_font->bitmap_id);
922 if (sx==0x8000) { //centered
923 x = get_centered_x(s);
935 y += Current_font->h;
936 if (sx==0x8000) { //centered
937 x = get_centered_x(s);
944 letter = get_char_width(s[0],s[1],&width,&spacing);
947 //not in font, draw as space
955 // Check if this character is totally clipped
956 if ( x + width < gr_screen.clip_left ) continue;
957 if ( y + Current_font->h < gr_screen.clip_top ) continue;
958 if ( x > gr_screen.clip_right ) continue;
959 if ( y > gr_screen.clip_bottom ) continue;
962 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
963 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
967 wc = width - xd; hc = Current_font->h - yd;
968 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
969 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
971 if ( wc < 1 ) continue;
972 if ( hc < 1 ) continue;
974 int u = Current_font->bm_u[letter];
975 int v = Current_font->bm_v[letter];
977 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
981 void gr_opengl_line(int x1,int y1,int x2,int y2)
983 int clipped = 0, swapped=0;
985 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
987 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);
990 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
991 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
992 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
996 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
998 int clipped = 0, swapped=0;
1000 if ( !gr_screen.current_color.is_alphacolor ) {
1001 gr_line( x1, y1, x2, y2 );
1005 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);
1007 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1010 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1011 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1012 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0);
1013 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1017 void gr_opengl_circle( int xc, int yc, int d )
1027 if ( (xc+r) < gr_screen.clip_left ) return;
1028 if ( (xc-r) > gr_screen.clip_right ) return;
1029 if ( (yc+r) < gr_screen.clip_top ) return;
1030 if ( (yc-r) > gr_screen.clip_bottom ) return;
1033 // Draw the first octant
1034 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1035 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1040 // Draw the second octant
1041 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1042 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1050 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1051 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1056 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1059 float u_scale = 1.0f, v_scale = 1.0f;
1061 // Make nebula use the texture mapper... this blends the colors better.
1062 if ( flags & TMAP_FLAG_NEBULA ){
1066 gr_texture_source texture_source = (gr_texture_source)-1;
1067 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1068 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1070 if ( gr_zbuffering ) {
1071 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1072 zbuffer_type = ZBUFFER_TYPE_READ;
1074 zbuffer_type = ZBUFFER_TYPE_FULL;
1077 zbuffer_type = ZBUFFER_TYPE_NONE;
1082 int tmap_type = TCACHE_TYPE_NORMAL;
1086 if ( flags & TMAP_FLAG_TEXTURED ) {
1089 r = gr_screen.current_color.red;
1090 g = gr_screen.current_color.green;
1091 b = gr_screen.current_color.blue;
1094 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1097 tmap_type = TCACHE_TYPE_NORMAL;
1098 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1100 // Blend with screen pixel using src*alpha+dst
1101 float factor = gr_screen.current_alpha;
1105 if ( factor <= 1.0f ) {
1106 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1107 r = (r*tmp_alpha)/255;
1108 g = (g*tmp_alpha)/255;
1109 b = (b*tmp_alpha)/255;
1112 tmap_type = TCACHE_TYPE_XPARENT;
1114 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1116 // Blend with screen pixel using src*alpha+dst
1117 float factor = gr_screen.current_alpha;
1119 if ( factor > 1.0f ) {
1122 alpha = fl2i(gr_screen.current_alpha*255.0f);
1126 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1127 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1129 alpha_blend = ALPHA_BLEND_NONE;
1134 if(flags & TMAP_FLAG_BITMAP_SECTION){
1135 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1138 texture_source = TEXTURE_SOURCE_NONE;
1140 if ( flags & TMAP_FLAG_TEXTURED ) {
1141 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 ))
1143 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1147 // use nonfiltered textures for bitmap sections
1148 if(flags & TMAP_FLAG_BITMAP_SECTION){
1149 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1151 texture_source = TEXTURE_SOURCE_DECAL;
1156 x1 = gr_screen.clip_left*16;
1157 x2 = gr_screen.clip_right*16+15;
1158 y1 = gr_screen.clip_top*16;
1159 y2 = gr_screen.clip_bottom*16+15;
1161 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1163 if ( flags & TMAP_FLAG_TEXTURED )
1169 glBegin (GL_TRIANGLE_FAN);
1172 vertex * va = verts[i];
1173 float sx, sy, sz, sw;
1178 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1179 sz = va->z / z_mult;
1187 if ( flags & TMAP_FLAG_CORRECT ) {
1193 if (flags & TMAP_FLAG_ALPHA) {
1199 if (flags & TMAP_FLAG_NEBULA ) {
1200 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1201 r = gr_palette[pal*3+0];
1202 g = gr_palette[pal*3+1];
1203 b = gr_palette[pal*3+2];
1204 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1205 r = Gr_gamma_lookup[verts[i]->b];
1206 g = Gr_gamma_lookup[verts[i]->b];
1207 b = Gr_gamma_lookup[verts[i]->b];
1208 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1209 // Make 0.75 be 256.0f
1210 r = Gr_gamma_lookup[verts[i]->r];
1211 g = Gr_gamma_lookup[verts[i]->g];
1212 b = Gr_gamma_lookup[verts[i]->b];
1214 // use constant RGB values...
1216 glColor4ub (r,g,b,a);
1218 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1219 // gr_d3d_stuff_fog_value(va->z, &src_v->specular);
1221 // i hate you, specular color
1225 x = fl2i(va->sx*16.0f);
1226 y = fl2i(va->sy*16.0f);
1228 x += gr_screen.offset_x*16;
1229 y += gr_screen.offset_y*16;
1231 sx = i2fl(x) / 16.0f;
1232 sy = i2fl(y) / 16.0f;
1234 if ( flags & TMAP_FLAG_TEXTURED ) {
1238 glTexCoord2d(tu, tv);
1246 if(flags & TMAP_FLAG_PIXEL_FOG){
1249 glVertex4f(sx, sy, -sz, sw);
1254 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1256 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1259 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1261 void gr_opengl_scaler(vertex *va, vertex *vb )
1263 float x0, y0, x1, y1;
1264 float u0, v0, u1, v1;
1265 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1266 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1267 float xmin, xmax, ymin, ymax;
1268 int dx0, dy0, dx1, dy1;
1270 //============= CLIP IT =====================
1272 x0 = va->sx; y0 = va->sy;
1273 x1 = vb->sx; y1 = vb->sy;
1275 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1276 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1278 u0 = va->u; v0 = va->v;
1279 u1 = vb->u; v1 = vb->v;
1281 // Check for obviously offscreen bitmaps...
1282 if ( (y1<=y0) || (x1<=x0) ) return;
1283 if ( (x1<xmin ) || (x0>xmax) ) return;
1284 if ( (y1<ymin ) || (y0>ymax) ) return;
1286 clipped_u0 = u0; clipped_v0 = v0;
1287 clipped_u1 = u1; clipped_v1 = v1;
1289 clipped_x0 = x0; clipped_y0 = y0;
1290 clipped_x1 = x1; clipped_y1 = y1;
1292 // Clip the left, moving u0 right as necessary
1294 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1298 // Clip the right, moving u1 left as necessary
1300 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1304 // Clip the top, moving v0 down as necessary
1306 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1310 // Clip the bottom, moving v1 up as necessary
1312 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1316 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1317 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1319 if (dx1<=dx0) return;
1320 if (dy1<=dy0) return;
1322 //============= DRAW IT =====================
1336 v[1].sx = clipped_x1;
1337 v[1].sy = clipped_y0;
1340 v[1].u = clipped_u1;
1341 v[1].v = clipped_v0;
1344 v[2].sx = clipped_x1;
1345 v[2].sy = clipped_y1;
1348 v[2].u = clipped_u1;
1349 v[2].v = clipped_v1;
1352 v[3].sx = clipped_x0;
1353 v[3].sy = clipped_y1;
1356 v[3].u = clipped_u0;
1357 v[3].v = clipped_v1;
1359 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1362 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1366 void gr_opengl_get_color( int * r, int * g, int * b )
1368 if (r) *r = gr_screen.current_color.red;
1369 if (g) *g = gr_screen.current_color.green;
1370 if (b) *b = gr_screen.current_color.blue;
1373 void gr_opengl_init_color(color *c, int r, int g, int b)
1375 c->screen_sig = gr_screen.signature;
1376 c->red = (unsigned char)r;
1377 c->green = (unsigned char)g;
1378 c->blue = (unsigned char)b;
1380 c->ac_type = AC_TYPE_NONE;
1382 c->is_alphacolor = 0;
1386 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1388 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1389 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1390 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1391 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1393 gr_opengl_init_color( clr, r, g, b );
1395 clr->alpha = (unsigned char)alpha;
1396 clr->ac_type = (ubyte)type;
1397 clr->alphacolor = -1;
1398 clr->is_alphacolor = 1;
1401 void gr_opengl_set_color( int r, int g, int b )
1403 Assert((r >= 0) && (r < 256));
1404 Assert((g >= 0) && (g < 256));
1405 Assert((b >= 0) && (b < 256));
1407 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1410 void gr_opengl_set_color_fast(color *dst)
1412 if ( dst->screen_sig != gr_screen.signature ) {
1413 if ( dst->is_alphacolor ) {
1414 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1416 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1419 gr_screen.current_color = *dst;
1422 void gr_opengl_print_screen(char *filename)
1427 int gr_opengl_supports_res_ingame(int res)
1434 int gr_opengl_supports_res_interface(int res)
1441 void opengl_tcache_cleanup ();
1442 void gr_opengl_cleanup()
1444 if ( !Inited ) return;
1451 opengl_tcache_cleanup ();
1456 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float near, float far)
1461 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1466 void gr_opengl_get_region(int front, int w, int g, ubyte *data)
1471 void gr_opengl_set_cull(int cull)
1474 // DDOI - disabled for debugging purposes
1475 //glEnable (GL_CULL_FACE);
1476 //glFrontFace (GL_CCW);
1478 glDisable (GL_CULL_FACE);
1482 void gr_opengl_filter_set(int filter)
1487 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1493 typedef struct tcache_slot_opengl {
1494 GLuint texture_handle;
1495 float u_scale, v_scale;
1498 char used_this_frame;
1503 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1504 tcache_slot_opengl *parent;
1505 } tcache_slot_opengl;
1507 static void *Texture_sections = NULL;
1508 tcache_slot_opengl *Textures = NULL;
1510 int GL_texture_sections = 0;
1511 int GL_texture_ram = 0;
1512 int GL_frame_count = 0;
1513 int GL_min_texture_width = 0;
1514 int GL_max_texture_width = 0;
1515 int GL_min_texture_height = 0;
1516 int GL_max_texture_height = 0;
1517 int GL_square_textures = 0;
1518 int GL_textures_in = 0;
1519 int GL_textures_in_frame = 0;
1520 int GL_last_bitmap_id = -1;
1521 int GL_last_detail = -1;
1522 int GL_last_bitmap_type = -1;
1523 int GL_last_section_x = -1;
1524 int GL_last_section_y = -1;
1528 void opengl_tcache_init (int use_sections)
1532 // DDOI - FIXME skipped a lot of stuff here
1533 GL_should_preload = 0;
1535 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1538 if ( tmp_pl == 0 ) {
1539 GL_should_preload = 0;
1540 } else if ( tmp_pl == 1 ) {
1541 GL_should_preload = 1;
1543 GL_should_preload = 1;
1548 GL_min_texture_width = 16;
1549 GL_min_texture_height = 16;
1550 GL_max_texture_width = 256;
1551 GL_max_texture_height = 256;
1553 GL_square_textures = 1;
1555 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1561 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1562 if(!Texture_sections){
1565 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1568 // Init the texture structures
1569 int section_count = 0;
1570 for( i=0; i<MAX_BITMAPS; i++ ) {
1572 Textures[i].vram_texture = NULL;
1573 Textures[i].vram_texture_surface = NULL;
1575 Textures[i].texture_handle = 0;
1577 Textures[i].bitmap_id = -1;
1578 Textures[i].size = 0;
1579 Textures[i].used_this_frame = 0;
1581 Textures[i].parent = NULL;
1583 // allocate sections
1585 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1586 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1587 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1588 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1590 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1591 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1593 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1594 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1595 Textures[i].data_sections[idx][s_idx]->size = 0;
1596 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1600 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1601 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1602 Textures[i].data_sections[idx][s_idx] = NULL;
1608 GL_texture_sections = use_sections;
1610 //GL_last_detail = Detail.hardware_textures;
1611 GL_last_bitmap_id = -1;
1612 GL_last_bitmap_type = -1;
1614 GL_last_section_x = -1;
1615 GL_last_section_y = -1;
1618 GL_textures_in_frame = 0;
1621 int opengl_free_texture (tcache_slot_opengl *t);
1623 void opengl_tcache_flush ()
1627 for( i=0; i<MAX_BITMAPS; i++ ) {
1628 opengl_free_texture ( &Textures[i] );
1630 if (GL_textures_in != 0) {
1631 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1635 GL_last_bitmap_id = -1;
1636 GL_last_section_x = -1;
1637 GL_last_section_y = -1;
1640 void opengl_tcache_cleanup ()
1642 opengl_tcache_flush ();
1645 GL_textures_in_frame = 0;
1652 if( Texture_sections != NULL ){
1653 free(Texture_sections);
1654 Texture_sections = NULL;
1658 void opengl_tcache_frame ()
1662 GL_last_bitmap_id = -1;
1663 GL_textures_in_frame = 0;
1668 for( i=0; i<MAX_BITMAPS; i++ ) {
1669 Textures[i].used_this_frame = 0;
1672 if(Textures[i].data_sections[0][0] != NULL){
1673 Assert(GL_texture_sections);
1674 if(GL_texture_sections){
1675 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1676 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1677 if(Textures[i].data_sections[idx][s_idx] != NULL){
1678 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1687 opengl_tcache_flush();
1692 int opengl_free_texture ( tcache_slot_opengl *t )
1698 if ( t->bitmap_id > -1 ) {
1699 // if I, or any of my children have been used this frame, bail
1700 if(t->used_this_frame){
1703 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1704 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1705 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1711 // ok, now we know its legal to free everything safely
1712 glDeleteTextures (1, &t->texture_handle);
1713 t->texture_handle = 0;
1715 if ( GL_last_bitmap_id == t->bitmap_id ) {
1716 GL_last_bitmap_id = -1;
1719 // if this guy has children, free them too, since the children
1720 // actually make up his size
1721 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1722 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1723 if(t->data_sections[idx][s_idx] != NULL){
1724 opengl_free_texture(t->data_sections[idx][s_idx]);
1730 t->used_this_frame = 0;
1731 GL_textures_in -= t->size;
1737 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1742 if((w_out == NULL) || (h_out == NULL)){
1752 for (i=0; i<16; i++ ) {
1753 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1759 for (i=0; i<16; i++ ) {
1760 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1767 if ( tex_w < GL_min_texture_width ) {
1768 tex_w = GL_min_texture_width;
1769 } else if ( tex_w > GL_max_texture_width ) {
1770 tex_w = GL_max_texture_width;
1773 if ( tex_h < GL_min_texture_height ) {
1774 tex_h = GL_min_texture_height;
1775 } else if ( tex_h > GL_max_texture_height ) {
1776 tex_h = GL_max_texture_height;
1779 if ( GL_square_textures ) {
1781 // Make the both be equal to larger of the two
1782 new_size = max(tex_w, tex_h);
1787 // store the outgoing size
1792 // data == start of bitmap data
1793 // sx == x offset into bitmap
1794 // sy == y offset into bitmap
1795 // src_w == absolute width of section on source bitmap
1796 // src_h == absolute height of section on source bitmap
1797 // bmap_w == width of source bitmap
1798 // bmap_h == height of source bitmap
1799 // tex_w == width of final texture
1800 // tex_h == height of final texture
1801 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)
1810 if ( t->used_this_frame ) {
1811 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1816 if(!opengl_free_texture(t)){
1821 // get final texture size
1822 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1824 if ( (tex_w < 1) || (tex_h < 1) ) {
1825 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1829 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1830 t->u_scale = (float)bmap_w / (float)tex_w;
1831 t->v_scale = (float)bmap_h / (float)tex_h;
1832 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1833 t->u_scale = (float)src_w / (float)tex_w;
1834 t->v_scale = (float)src_h / (float)tex_h;
1840 glGenTextures (1, &t->texture_handle);
1841 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1843 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1844 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1845 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1846 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1848 switch (bitmap_type) {
1850 case TCACHE_TYPE_AABITMAP:
1853 ubyte *bmp_data = ((ubyte*)data);
1854 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1855 ubyte *texmemp = texmem;
1857 for (i=0;i<tex_h;i++)
1859 for (j=0;j<tex_w;j++)
1861 if (i < bmap_h && j < bmap_w) {
1863 *texmemp++ = bmp_data[i*bmap_w+j]<<4;
1871 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
1876 case TCACHE_TYPE_BITMAP_SECTION:
1879 ubyte *bmp_data = ((ubyte*)data);
1880 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1881 ubyte *texmemp = texmem;
1883 for (i=0;i<tex_h;i++)
1885 for (j=0;j<tex_w;j++)
1887 if (i < src_h && j < src_w) {
1888 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
1889 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
1896 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1897 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1905 ubyte *bmp_data = ((ubyte*)data);
1906 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1907 ubyte *texmemp = texmem;
1909 fix u, utmp, v, du, dv;
1913 du = ( (bmap_w-1)*F1_0 ) / tex_w;
1914 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
1916 for (j=0;j<tex_h;j++)
1919 for (i=0;i<tex_w;i++)
1921 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
1922 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
1927 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1928 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1936 t->bitmap_id = texture_handle;
1937 t->time_created = GL_frame_count;
1938 t->used_this_frame = 0;
1939 t->size = tex_w * tex_h * 2;
1940 t->w = (ushort)tex_w;
1941 t->h = (ushort)tex_h;
1942 GL_textures_in_frame += t->size;
1944 GL_textures_in += t->size;
1950 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
1954 int final_w, final_h;
1958 // setup texture/bitmap flags
1960 switch(bitmap_type){
1961 case TCACHE_TYPE_AABITMAP:
1962 flags |= BMP_AABITMAP;
1965 case TCACHE_TYPE_NORMAL:
1966 flags |= BMP_TEX_OTHER;
1967 case TCACHE_TYPE_XPARENT:
1968 flags |= BMP_TEX_XPARENT;
1970 case TCACHE_TYPE_NONDARKENING:
1972 flags |= BMP_TEX_NONDARK;
1976 // lock the bitmap into the proper format
1977 bmp = bm_lock(bitmap_handle, bpp, flags);
1978 if ( bmp == NULL ) {
1979 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
1988 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
1989 max_w /= D3D_texture_divider;
1990 max_h /= D3D_texture_divider;
1992 // Detail.debris_culling goes from 0 to 4.
1993 max_w /= 16 >> Detail.hardware_textures;
1994 max_h /= 16 >> Detail.hardware_textures;
1998 // get final texture size as it will be allocated as a DD surface
1999 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2001 // if this tcache slot has no bitmap
2002 if ( tslot->bitmap_id < 0) {
2005 // different bitmap altogether - determine if the new one can use the old one's slot
2006 else if (tslot->bitmap_id != bitmap_handle) {
2007 if((final_w == tslot->w) && (final_h == tslot->h)){
2009 //ml_printf("Reloading texture %d\n", bitmap_handle);
2016 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);
2018 // unlock the bitmap
2019 bm_unlock(bitmap_handle);
2024 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2028 int final_w, final_h;
2029 int section_x, section_y;
2032 // setup texture/bitmap flags
2033 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2034 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2035 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2037 flags = BMP_TEX_XPARENT;
2039 // lock the bitmap in the proper format
2040 bmp = bm_lock(bitmap_handle, 16, flags);
2041 if ( bmp == NULL ) {
2042 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2045 // determine the width and height of this section
2046 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2048 // get final texture size as it will be allocated as an opengl texture
2049 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2051 // if this tcache slot has no bitmap
2052 if ( tslot->bitmap_id < 0) {
2055 // different bitmap altogether - determine if the new one can use the old one's slot
2056 else if (tslot->bitmap_id != bitmap_handle) {
2057 if((final_w == tslot->w) && (final_h == tslot->h)){
2065 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);
2067 // unlock the bitmap
2068 bm_unlock(bitmap_handle);
2074 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2075 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)
2084 GL_last_bitmap_id = -1;
2089 if ( GL_last_detail != Detail.hardware_textures ) {
2090 GL_last_detail = Detail.hardware_textures;
2091 opengl_tcache_flush();
2099 int n = bm_get_cache_slot (bitmap_id, 1);
2100 tcache_slot_opengl *t = &Textures[n];
2102 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)) {
2103 t->used_this_frame++;
2105 // mark all children as used
2106 if(GL_texture_sections){
2107 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2108 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2109 if(t->data_sections[idx][s_idx] != NULL){
2110 t->data_sections[idx][s_idx]->used_this_frame++;
2116 *u_scale = t->u_scale;
2117 *v_scale = t->v_scale;
2121 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2122 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2123 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2129 // if the texture sections haven't been created yet
2130 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2132 // lock the bitmap in the proper format
2133 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2134 bm_unlock(bitmap_id);
2136 // now lets do something for each texture
2138 for(idx=0; idx<bmp->sections.num_x; idx++){
2139 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2140 // hmm. i'd rather we didn't have to do it this way...
2141 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2145 // not used this frame
2146 t->data_sections[idx][s_idx]->used_this_frame = 0;
2150 // zero out pretty much everything in the parent struct since he's just the root
2151 t->bitmap_id = bitmap_id;
2152 t->texture_handle = 0;
2153 t->time_created = t->data_sections[sx][sy]->time_created;
2154 t->used_this_frame = 0;
2156 t->vram_texture = NULL;
2157 t->vram_texture_surface = NULL
2161 // argh. we failed to upload. free anything we can
2163 opengl_free_texture(t);
2165 // swap in the texture we want
2167 t = t->data_sections[sx][sy];
2170 // all other "normal" textures
2171 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2172 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2175 // everything went ok
2176 if(ret_val && (t->texture_handle) && !vram_full){
2177 *u_scale = t->u_scale;
2178 *v_scale = t->v_scale;
2180 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2182 GL_last_bitmap_id = t->bitmap_id;
2183 GL_last_bitmap_type = bitmap_type;
2184 GL_last_section_x = sx;
2185 GL_last_section_y = sy;
2187 t->used_this_frame++;
2191 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2198 void gr_opengl_set_clear_color(int r, int g, int b)
2200 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2203 void gr_opengl_aaline(vertex *v1, vertex *v2)
2205 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2208 void gr_opengl_flash(int r, int g, int b)
2213 int gr_opengl_zbuffer_get()
2215 if ( !gr_global_zbuffering ) {
2216 return GR_ZBUFF_NONE;
2218 return gr_zbuffering_mode;
2221 int gr_opengl_zbuffer_set(int mode)
2223 int tmp = gr_zbuffering_mode;
2225 gr_zbuffering_mode = mode;
2227 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2235 void gr_opengl_zbuffer_clear(int mode)
2239 gr_zbuffering_mode = GR_ZBUFF_FULL;
2240 gr_global_zbuffering = 1;
2242 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2243 glClear(GL_DEPTH_BUFFER_BIT);
2246 gr_zbuffering_mode = GR_ZBUFF_NONE;
2247 gr_global_zbuffering = 0;
2251 void gr_opengl_set_gamma(float gamma)
2254 Gr_gamma_int = int (Gr_gamma*10);
2256 // Create the Gamma lookup table
2258 for (i=0;i<256; i++) {
2259 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2262 } else if ( v < 0 ) {
2265 Gr_gamma_lookup[i] = v;
2268 // Flush any existing textures
2269 opengl_tcache_flush();
2272 void gr_opengl_fade_in(int instantaneous)
2277 void gr_opengl_fade_out(int instantaneous)
2282 int gr_opengl_save_screen()
2287 if ( Gr_saved_screen ) {
2288 mprintf(( "Screen alread saved!\n" ));
2292 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2293 if (!Gr_saved_screen) {
2294 mprintf(( "Couldn't get memory for saved screen!\n" ));
2303 void gr_opengl_restore_screen(int id)
2308 void gr_opengl_free_screen(int id)
2313 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2318 void gr_opengl_dump_frame_stop()
2323 void gr_opengl_dump_frame()
2328 uint gr_opengl_lock()
2335 void gr_opengl_unlock()
2339 void gr_opengl_init()
2342 gr_opengl_cleanup();
2346 mprintf(( "Initializing opengl graphics device...\n" ));
2350 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2352 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2358 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2359 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2360 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2361 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2362 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2364 if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL)
2366 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2370 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2372 glMatrixMode(GL_PROJECTION);
2374 glMatrixMode(GL_MODELVIEW);
2377 glShadeModel(GL_SMOOTH);
2378 glEnable(GL_DITHER);
2379 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2381 glEnable(GL_DEPTH_TEST);
2384 glEnable(GL_TEXTURE_2D);
2386 glGenTextures(1, &bitmapTex);
2387 glBindTexture(GL_TEXTURE_2D, bitmapTex);
2388 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2389 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2390 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2392 glMatrixMode(GL_PROJECTION);
2396 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 1.0, -1.0);
2398 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2400 bitmapMem = (GLubyte *)malloc(256*256*4);
2401 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2402 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_CHAR, bitmapMem);
2406 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2416 Gr_red.mask = 0xff0000;
2421 Gr_green.mask = 0xff00;
2426 Gr_blue.mask = 0xff;
2434 Gr_red.mask = 0x7C00;
2439 Gr_green.mask = 0x3E0;
2444 Gr_blue.mask = 0x1F;
2452 Gr_red.mask = 0xF800;
2457 Gr_green.mask = 0x7E0;
2462 Gr_blue.mask = 0x1F;
2471 Gr_red.mask = 0xff0000;
2476 Gr_green.mask = 0xff00;
2481 Gr_blue.mask = 0xff;
2486 Int3(); // Illegal bpp
2489 // DDOI - set these so no one else does!
2490 Gr_ta_red.mask = 0x0f00;
2491 Gr_ta_red.shift = 8;
2492 Gr_ta_red.scale = 16;
2494 Gr_ta_green.mask = 0x00f0;
2495 Gr_ta_green.shift = 4;
2496 Gr_ta_green.scale = 16;
2498 Gr_ta_blue.mask = 0x000f;
2499 Gr_ta_blue.shift = 0;
2500 Gr_ta_blue.scale = 16;
2502 Gr_ta_alpha.mask = 0xf000;
2503 Gr_ta_alpha.shift = 12;
2504 Gr_ta_alpha.scale = 16;
2507 opengl_tcache_init (1);
2510 Gr_current_red = &Gr_red;
2511 Gr_current_blue = &Gr_blue;
2512 Gr_current_green = &Gr_green;
2513 Gr_current_alpha = &Gr_alpha;
2515 gr_screen.gf_flip = gr_opengl_flip;
2516 gr_screen.gf_flip_window = gr_opengl_flip_window;
2517 gr_screen.gf_set_clip = gr_opengl_set_clip;
2518 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2519 gr_screen.gf_set_font = grx_set_font;
2521 gr_screen.gf_set_color = gr_opengl_set_color;
2522 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2523 gr_screen.gf_create_shader = gr_opengl_create_shader;
2524 gr_screen.gf_set_shader = gr_opengl_set_shader;
2525 gr_screen.gf_clear = gr_opengl_clear;
2526 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2527 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2528 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2529 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2531 gr_screen.gf_rect = gr_opengl_rect;
2532 gr_screen.gf_shade = gr_opengl_shade;
2533 gr_screen.gf_string = gr_opengl_string;
2534 gr_screen.gf_circle = gr_opengl_circle;
2536 gr_screen.gf_line = gr_opengl_line;
2537 gr_screen.gf_aaline = gr_opengl_aaline;
2538 gr_screen.gf_pixel = gr_opengl_pixel;
2539 gr_screen.gf_scaler = gr_opengl_scaler;
2540 gr_screen.gf_tmapper = gr_opengl_tmapper;
2542 gr_screen.gf_gradient = gr_opengl_gradient;
2544 gr_screen.gf_set_palette = gr_opengl_set_palette;
2545 gr_screen.gf_get_color = gr_opengl_get_color;
2546 gr_screen.gf_init_color = gr_opengl_init_color;
2547 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2548 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2549 gr_screen.gf_print_screen = gr_opengl_print_screen;
2551 gr_screen.gf_fade_in = gr_opengl_fade_in;
2552 gr_screen.gf_fade_out = gr_opengl_fade_out;
2553 gr_screen.gf_flash = gr_opengl_flash;
2555 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2556 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2557 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2559 gr_screen.gf_save_screen = gr_opengl_save_screen;
2560 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2561 gr_screen.gf_free_screen = gr_opengl_free_screen;
2563 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2564 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2565 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2567 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2569 gr_screen.gf_lock = gr_opengl_lock;
2570 gr_screen.gf_unlock = gr_opengl_unlock;
2572 gr_screen.gf_fog_set = gr_opengl_fog_set;
2574 gr_screen.gf_get_region = gr_opengl_get_region;
2576 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2578 gr_screen.gf_set_cull = gr_opengl_set_cull;
2580 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2582 gr_screen.gf_filter_set = gr_opengl_filter_set;
2584 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2586 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;