2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
15 * Code that uses the OpenGL graphics library
18 * Revision 1.50 2002/06/18 23:20:44 relnev
21 * adjusted line offsets.
23 * Revision 1.49 2002/06/17 23:11:39 relnev
24 * enable sdl key repeating.
28 * Revision 1.48 2002/06/09 04:41:17 relnev
29 * added copyright header
31 * Revision 1.47 2002/06/09 03:16:04 relnev
34 * removed unneeded asm, old sdl 2d setup.
36 * fixed crash caused by opengl_get_region.
38 * Revision 1.46 2002/06/05 04:03:32 relnev
39 * finished cfilesystem.
41 * removed some old code.
43 * fixed mouse save off-by-one.
47 * Revision 1.45 2002/06/03 09:25:37 relnev
48 * implement mouse cursor and screen save/restore
50 * Revision 1.44 2002/06/02 18:46:59 relnev
53 * Revision 1.43 2002/06/02 11:34:00 relnev
56 * Revision 1.42 2002/06/02 10:28:17 relnev
57 * fix texture handle leak
59 * Revision 1.41 2002/06/01 09:00:34 relnev
60 * silly debug memmanager
62 * Revision 1.40 2002/06/01 07:12:33 relnev
63 * a few NDEBUG updates.
65 * removed a few warnings.
67 * Revision 1.39 2002/06/01 05:33:15 relnev
68 * copied more code over.
70 * added scissor clipping.
72 * Revision 1.38 2002/06/01 03:35:27 relnev
75 * Revision 1.37 2002/06/01 03:32:00 relnev
76 * fix texture loading mistake.
78 * enable some d3d stuff for opengl also
80 * Revision 1.36 2002/05/31 23:25:03 relnev
83 * Revision 1.34 2002/05/31 22:15:22 relnev
86 * Revision 1.33 2002/05/31 22:04:55 relnev
87 * use d3d rect_internal
89 * Revision 1.32 2002/05/31 06:28:23 relnev
92 * Revision 1.31 2002/05/31 06:04:39 relnev
95 * Revision 1.30 2002/05/31 03:56:11 theoddone33
96 * Change tmapper polygon winding and enable culling
98 * Revision 1.29 2002/05/31 03:34:02 theoddone33
102 * Revision 1.28 2002/05/31 00:06:59 relnev
105 * Revision 1.27 2002/05/30 23:46:29 theoddone33
106 * some minor key changes (not necessarily fixes)
108 * Revision 1.26 2002/05/30 23:33:12 relnev
109 * implemented a few more functions.
111 * Revision 1.25 2002/05/30 23:01:16 relnev
112 * implement gr_opengl_set_state.
114 * Revision 1.24 2002/05/30 22:12:57 relnev
115 * finish default texture case
117 * Revision 1.23 2002/05/30 22:02:30 theoddone33
120 * Revision 1.22 2002/05/30 21:44:48 relnev
121 * implemented some missing texture stuff.
123 * enable bitmap polys for opengl.
125 * work around greenness in bitmaps.
127 * Revision 1.21 2002/05/30 17:29:30 theoddone33
128 * Fix some more stubs, change at least one polygon winding since culling is now
131 * Revision 1.20 2002/05/30 16:50:24 theoddone33
132 * Keyboard partially fixed
134 * Revision 1.19 2002/05/30 08:13:14 relnev
137 * Revision 1.18 2002/05/29 23:37:36 relnev
140 * Revision 1.17 2002/05/29 23:17:49 theoddone33
141 * Non working text code and fixed keys
143 * Revision 1.16 2002/05/29 19:45:13 theoddone33
144 * More changes on texture loading
146 * Revision 1.15 2002/05/29 19:06:48 theoddone33
147 * Enable string printing. Enable texture mapping
149 * Revision 1.14 2002/05/29 08:54:40 relnev
150 * "fixed" bitmap drawing.
152 * copied more d3d code over.
154 * Revision 1.13 2002/05/29 06:25:13 theoddone33
155 * Keyboard input, mouse tracking now work
157 * Revision 1.12 2002/05/29 04:52:45 relnev
160 * Revision 1.11 2002/05/29 04:29:56 relnev
161 * removed some unncessary stubbing, implemented opengl rect
163 * Revision 1.10 2002/05/29 04:13:27 theoddone33
166 * Revision 1.9 2002/05/29 03:35:51 relnev
169 * Revision 1.8 2002/05/29 03:30:05 relnev
170 * update opengl stubs
172 * Revision 1.7 2002/05/29 02:52:32 theoddone33
173 * Enable OpenGL renderer
175 * Revision 1.6 2002/05/28 04:56:51 theoddone33
176 * runs a little bit now
178 * Revision 1.5 2002/05/28 04:07:28 theoddone33
179 * New graphics stubbing arrangement
181 * Revision 1.4 2002/05/27 23:39:34 relnev
184 * Revision 1.3 2002/05/27 22:35:01 theoddone33
187 * Revision 1.2 2002/05/27 22:32:02 theoddone33
188 * throw all d3d stuff at opengl
190 * Revision 1.1.1.1 2002/05/03 03:28:09 root
194 * 10 7/14/99 9:42a Dave
195 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
198 * 9 7/09/99 9:51a Dave
199 * Added thick polyline code.
201 * 8 6/29/99 10:35a Dave
202 * Interface polygon bitmaps! Whee!
204 * 7 2/03/99 11:44a Dave
205 * Fixed d3d transparent textures.
207 * 6 1/24/99 11:37p Dave
208 * First full rev of beam weapons. Very customizable. Removed some bogus
209 * Int3()'s in low level net code.
211 * 5 12/18/98 1:13a Dave
212 * Rough 1024x768 support for Direct3D. Proper detection and usage through
215 * 4 12/06/98 2:36p Dave
216 * Drastically improved nebula fogging.
218 * 3 11/11/98 5:37p Dave
219 * Checkin for multiplayer testing.
221 * 2 10/07/98 10:53a Dave
224 * 1 10/07/98 10:49a Dave
226 * 14 5/20/98 9:46p John
227 * added code so the places in code that change half the palette don't
228 * have to clear the screen.
230 * 13 5/06/98 5:30p John
231 * Removed unused cfilearchiver. Removed/replaced some unused/little used
232 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
233 * DirectX header files and libs that fixed the Direct3D alpha blending
236 * 12 4/14/98 12:15p John
237 * Made 16-bpp movies work.
239 * 11 3/12/98 5:36p John
240 * Took out any unused shaders. Made shader code take rgbc instead of
241 * matrix and vector since noone used it like a matrix and it would have
242 * been impossible to do in hardware. Made Glide implement a basic
243 * shader for online help.
245 * 10 3/10/98 4:18p John
246 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
247 * & Glide have popups and print screen. Took out all >8bpp software
248 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
249 * support Fred. Made zbuffering key off of functions rather than one
252 * 9 12/02/97 4:00p John
253 * Added first rev of thruster glow, along with variable levels of
254 * translucency, which retquired some restructing of palman.
256 * 8 10/03/97 9:10a John
257 * added better antialiased line drawer
259 * 7 9/23/97 10:45a John
260 * made so you can tell bitblt code to rle a bitmap by passing flag to
263 * 6 9/09/97 11:01a Sandeep
264 * fixed warning level 4 bugs
266 * 5 7/10/97 2:06p John
267 * added code to specify alphablending type for bitmaps.
269 * 4 6/17/97 7:04p John
270 * added d3d support for gradients.
271 * fixed some color bugs by adding screen signatures instead of watching
272 * flags and palette changes.
274 * 3 6/12/97 2:50a Lawrance
275 * bm_unlock() now passed bitmap number, not pointer
277 * 2 6/11/97 1:12p John
278 * Started fixing all the text colors in the game.
280 * 1 5/12/97 12:14p John
287 #include <windowsx.h>
296 #include "floating.h"
298 #include "systemvars.h"
299 #include "grinternal.h"
300 #include "gropengl.h"
304 #include "osregistry.h"
306 static int Inited = 0;
308 typedef enum gr_texture_source {
310 TEXTURE_SOURCE_DECAL,
311 TEXTURE_SOURCE_NO_FILTERING,
314 typedef enum gr_alpha_blend {
315 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
316 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
317 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
318 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
321 typedef enum gr_zbuffer_type {
328 #define NEBULA_COLORS 20
330 volatile int GL_activate = 0;
331 volatile int GL_deactivate = 0;
333 static char *Gr_saved_screen = NULL;
334 static int Gr_saved_screen_bitmap;
337 // Throw in some dummy functions - DDOI
339 int D3D_32bit = 0; // grd3d.cpp
340 int D3D_fog_mode = -1; // grd3d.cpp
341 int D3D_inited = 0; // grd3d.cpp
342 int D3D_zbias = 1; // grd3d.cpp
343 int D3d_rendition_uvs = 0; // grd3d.cpp
350 void d3d_zbias (int a)
357 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
358 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
359 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
361 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
363 /* TODO: this doesn't work unless it's handled at the per-texture level */
364 /* if (ts != GL_current_texture_source) */ {
366 case TEXTURE_SOURCE_NONE:
367 glBindTexture(GL_TEXTURE_2D, 0);
368 gr_tcache_set(-1, -1, NULL, NULL );
370 case TEXTURE_SOURCE_DECAL:
371 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
372 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
373 // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
375 case TEXTURE_SOURCE_NO_FILTERING:
376 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
377 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
378 // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
384 GL_current_texture_source = ts;
387 if (ab != GL_current_alpha_blend) {
389 case ALPHA_BLEND_NONE:
390 glBlendFunc(GL_ONE, GL_ZERO);
392 case ALPHA_BLEND_ALPHA_ADDITIVE:
393 glBlendFunc(GL_ONE, GL_ONE);
395 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
396 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
398 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
399 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
405 GL_current_alpha_blend = ab;
408 if (zt != GL_current_zbuffer_type) {
410 case ZBUFFER_TYPE_NONE:
411 glDepthFunc(GL_ALWAYS);
412 glDepthMask(GL_FALSE);
414 case ZBUFFER_TYPE_READ:
415 glDepthFunc(GL_LESS);
416 glDepthMask(GL_FALSE);
418 case ZBUFFER_TYPE_WRITE:
419 glDepthFunc(GL_ALWAYS);
420 glDepthMask(GL_TRUE);
422 case ZBUFFER_TYPE_FULL:
423 glDepthFunc(GL_LESS);
424 glDepthMask(GL_TRUE);
430 GL_current_zbuffer_type = zt;
434 void gr_opengl_activate(int active)
440 make sure window is active and mouse grabbed
446 make sure mouse is not grabbed and window minimized
454 void opengl_tcache_flush ();
456 void gr_opengl_preload_init()
458 if (gr_screen.mode != GR_OPENGL) {
462 opengl_tcache_flush ();
465 int GL_should_preload = 0;
466 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
468 if ( gr_screen.mode != GR_OPENGL) {
472 if ( !GL_should_preload ) {
476 float u_scale, v_scale;
480 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
482 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
486 mprintf(("Texture upload failed!\n" ));
492 void gr_opengl_pixel(int x, int y)
497 void gr_opengl_clear()
499 glClearColor(gr_screen.current_clear_color.red / 255.0,
500 gr_screen.current_clear_color.green / 255.0,
501 gr_screen.current_clear_color.blue / 255.0, 1.0);
503 glClear ( GL_COLOR_BUFFER_BIT );
506 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
507 void opengl_tcache_frame ();
508 void gr_opengl_flip()
516 extern int Gr_opengl_mouse_saved;
517 Gr_opengl_mouse_saved = 0;
519 if ( mouse_is_visible() ) {
523 mouse_get_pos( &mx, &my );
525 gr_opengl_save_mouse_area(mx,my,32,32);
527 if ( Gr_cursor == -1 ) {
530 gr_set_bitmap(Gr_cursor);
536 GLenum error = glGetError();
539 error = glGetError();
541 if (error != GL_NO_ERROR) {
542 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
545 } while (error != GL_NO_ERROR);
548 SDL_GL_SwapBuffers ();
550 opengl_tcache_frame ();
552 int cnt = GL_activate;
555 opengl_tcache_flush();
556 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
562 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
566 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
571 void gr_opengl_set_clip(int x,int y,int w,int h)
573 // check for sanity of parameters
579 if (x >= gr_screen.max_w)
580 x = gr_screen.max_w - 1;
581 if (y >= gr_screen.max_h)
582 y = gr_screen.max_h - 1;
584 if (x + w > gr_screen.max_w)
585 w = gr_screen.max_w - x;
586 if (y + h > gr_screen.max_h)
587 h = gr_screen.max_h - y;
589 if (w > gr_screen.max_w)
591 if (h > gr_screen.max_h)
594 gr_screen.offset_x = x;
595 gr_screen.offset_y = y;
596 gr_screen.clip_left = 0;
597 gr_screen.clip_right = w-1;
598 gr_screen.clip_top = 0;
599 gr_screen.clip_bottom = h-1;
600 gr_screen.clip_width = w;
601 gr_screen.clip_height = h;
603 glEnable(GL_SCISSOR_TEST);
604 glScissor(x, gr_screen.max_h-y-h, w, h);
607 void gr_opengl_reset_clip()
609 gr_screen.offset_x = 0;
610 gr_screen.offset_y = 0;
611 gr_screen.clip_left = 0;
612 gr_screen.clip_top = 0;
613 gr_screen.clip_right = gr_screen.max_w - 1;
614 gr_screen.clip_bottom = gr_screen.max_h - 1;
615 gr_screen.clip_width = gr_screen.max_w;
616 gr_screen.clip_height = gr_screen.max_h;
618 glDisable(GL_SCISSOR_TEST);
619 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
622 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
624 gr_screen.current_alpha = alpha;
625 gr_screen.current_alphablend_mode = alphablend_mode;
626 gr_screen.current_bitblt_mode = bitblt_mode;
627 gr_screen.current_bitmap = bitmap_num;
629 gr_screen.current_bitmap_sx = sx;
630 gr_screen.current_bitmap_sy = sy;
633 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
635 shade->screen_sig = gr_screen.signature;
642 void gr_opengl_set_shader( shader * shade )
645 if (shade->screen_sig != gr_screen.signature) {
646 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
648 gr_screen.current_shader = *shade;
650 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
655 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
657 STUB_FUNCTION; /* who called me? */
660 extern int GL_last_bitmap_id;
661 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
665 GLubyte *sptr, *dptr;
669 int cw = min(bmp->w, w);
670 int ch = min(bmp->h, h);
672 GL_last_bitmap_id = -1; /* HACK! */
674 glColor4f(1.0, 1.0, 1.0, 1.0);
675 glBindTexture(GL_TEXTURE_2D, bitmapTex);
678 for (iy = sy; iy < ch; iy += 256) {
680 ih = min(256, (ch-iy));
682 for (ix = sx; ix < cw; ix += 256) {
684 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
686 iw = min(256, (cw-ix));
692 memcpy(dptr, sptr, iw*2);
700 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
710 t = (float)ih / 256.0;
715 s = (float)iw / 256.0;
716 t = (float)ih / 256.0;
721 s = (float)iw / 256.0;
733 bm_unlock(gr_screen.current_bitmap);
738 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
740 STUB_FUNCTION; /* who called me? */
747 int dx1=x, dx2=x+w-1;
748 int dy1=y, dy2=y+h-1;
751 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
756 if ( count > 1 ) Int3();
760 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
761 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
762 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
763 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
764 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
765 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
792 if ( w < 1 ) return; // clipped away!
793 if ( h < 1 ) return; // clipped away!
797 // Make sure clipping algorithm works
801 Assert( w == (dx2-dx1+1) );
802 Assert( h == (dy2-dy1+1) );
805 Assert( sx+w <= bw );
806 Assert( sy+h <= bh );
807 Assert( dx2 >= dx1 );
808 Assert( dy2 >= dy1 );
809 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
810 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
811 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
812 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
815 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
816 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
818 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
822 void gr_opengl_bitmap(int x, int y)
824 STUB_FUNCTION; /* who called me? */
828 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
829 int dx1=x, dx2=x+w-1;
830 int dy1=y, dy2=y+h-1;
833 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
834 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
835 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
836 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
837 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
838 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
840 if ( sx < 0 ) return;
841 if ( sy < 0 ) return;
842 if ( sx >= w ) return;
843 if ( sy >= h ) return;
845 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
847 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
851 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
855 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
857 saved_zbuf = gr_zbuffer_get();
859 // start the frame, no zbuffering, no culling
861 gr_zbuffer_set(GR_ZBUFF_NONE);
870 v[0].flags = PF_PROJECTED;
877 v[1].sx = i2fl(x + w);
882 v[1].flags = PF_PROJECTED;
889 v[2].sx = i2fl(x + w);
890 v[2].sy = i2fl(y + h);
894 v[2].flags = PF_PROJECTED;
902 v[3].sy = i2fl(y + h);
906 v[3].flags = PF_PROJECTED;
914 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
918 // restore zbuffer and culling
919 gr_zbuffer_set(saved_zbuf);
923 void gr_opengl_rect(int x,int y,int w,int h)
925 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);
928 void gr_opengl_shade(int x,int y,int w,int h)
935 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
936 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
937 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
938 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
939 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
940 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
941 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
942 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
944 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
947 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
952 if ( !gr_screen.current_color.is_alphacolor ) return;
954 float u_scale, v_scale;
956 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
958 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
959 // Couldn't set texture
960 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
964 float u0, u1, v0, v1;
965 float x1, x2, y1, y2;
968 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
970 u0 = u_scale*i2fl(sx)/i2fl(bw);
971 v0 = v_scale*i2fl(sy)/i2fl(bh);
973 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
974 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
976 x1 = i2fl(x+gr_screen.offset_x);
977 y1 = i2fl(y+gr_screen.offset_y);
978 x2 = i2fl(x+w+gr_screen.offset_x);
979 y2 = i2fl(y+h+gr_screen.offset_y);
981 if ( gr_screen.current_color.is_alphacolor ) {
982 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
984 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
988 glTexCoord2f (u0, v1);
989 glVertex3f (x1, y2, -0.99);
991 glTexCoord2f (u1, v1);
992 glVertex3f (x2, y2, -0.99);
994 glTexCoord2f (u1, v0);
995 glVertex3f (x2, y1, -0.99);
997 glTexCoord2f (u0, v0);
998 glVertex3f (x1, y1, -0.99);
1002 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
1009 int dx1=x, dx2=x+w-1;
1010 int dy1=y, dy2=y+h-1;
1013 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
1018 if ( count > 1 ) Int3();
1022 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1023 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1024 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1025 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1026 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1027 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1044 if ( sx + w > bw ) {
1049 if ( sy + h > bh ) {
1054 if ( w < 1 ) return; // clipped away!
1055 if ( h < 1 ) return; // clipped away!
1059 // Make sure clipping algorithm works
1063 Assert( w == (dx2-dx1+1) );
1064 Assert( h == (dy2-dy1+1) );
1067 Assert( sx+w <= bw );
1068 Assert( sy+h <= bh );
1069 Assert( dx2 >= dx1 );
1070 Assert( dy2 >= dy1 );
1071 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1072 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1073 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1074 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1077 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1078 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1081 void gr_opengl_aabitmap(int x, int y)
1085 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1086 int dx1=x, dx2=x+w-1;
1087 int dy1=y, dy2=y+h-1;
1090 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1091 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1092 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1093 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1094 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1095 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1097 if ( sx < 0 ) return;
1098 if ( sy < 0 ) return;
1099 if ( sx >= w ) return;
1100 if ( sy >= h ) return;
1102 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1103 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1106 void gr_opengl_string( int sx, int sy, char *s )
1108 int width, spacing, letter;
1111 if ( !Current_font ) {
1115 gr_set_bitmap(Current_font->bitmap_id);
1120 if (sx==0x8000) { //centered
1121 x = get_centered_x(s);
1131 while (*s== '\n' ) {
1133 y += Current_font->h;
1134 if (sx==0x8000) { //centered
1135 x = get_centered_x(s);
1140 if (*s == 0 ) break;
1142 letter = get_char_width(s[0],s[1],&width,&spacing);
1145 //not in font, draw as space
1153 // Check if this character is totally clipped
1154 if ( x + width < gr_screen.clip_left ) continue;
1155 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1156 if ( x > gr_screen.clip_right ) continue;
1157 if ( y > gr_screen.clip_bottom ) continue;
1160 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1161 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1165 wc = width - xd; hc = Current_font->h - yd;
1166 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1167 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1169 if ( wc < 1 ) continue;
1170 if ( hc < 1 ) continue;
1172 int u = Current_font->bm_u[letter];
1173 int v = Current_font->bm_v[letter];
1175 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1179 void gr_opengl_line(int x1,int y1,int x2,int y2)
1181 int clipped = 0, swapped=0;
1183 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1185 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);
1190 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1191 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1192 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1193 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1195 if ( x1 == x2 && y1 == y2 ) {
1196 glBegin (GL_POINTS);
1197 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1198 glVertex3f (sx1, sy1, -0.99f);
1210 } else if ( y1 == y2 ) {
1219 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1220 glVertex3f (sx2, sy2, -0.99f);
1221 glVertex3f (sx1, sy1, -0.99f);
1225 void gr_opengl_aaline(vertex *v1, vertex *v2)
1227 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1230 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1232 int clipped = 0, swapped=0;
1234 if ( !gr_screen.current_color.is_alphacolor ) {
1235 gr_line( x1, y1, x2, y2 );
1239 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);
1241 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1243 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1244 int ba = swapped ? gr_screen.current_color.alpha : 0;
1249 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1250 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1251 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1252 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1260 } else if ( y1 == y2 ) {
1269 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1270 glVertex3f (sx2, sy2, -0.99f);
1271 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1272 glVertex3f (sx1, sy1, -0.99f);
1276 void gr_opengl_circle( int xc, int yc, int d )
1286 if ( (xc+r) < gr_screen.clip_left ) return;
1287 if ( (xc-r) > gr_screen.clip_right ) return;
1288 if ( (yc+r) < gr_screen.clip_top ) return;
1289 if ( (yc-r) > gr_screen.clip_bottom ) return;
1292 // Draw the first octant
1293 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1294 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1299 // Draw the second octant
1300 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1301 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1309 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1310 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1315 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1319 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1320 if (f_float < 0.0f) {
1328 *a = (int)(f_float * 255.0);
1331 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1334 float u_scale = 1.0f, v_scale = 1.0f;
1336 // Make nebula use the texture mapper... this blends the colors better.
1337 if ( flags & TMAP_FLAG_NEBULA ){
1341 gr_texture_source texture_source = (gr_texture_source)-1;
1342 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1343 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1345 if ( gr_zbuffering ) {
1346 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1347 zbuffer_type = ZBUFFER_TYPE_READ;
1349 zbuffer_type = ZBUFFER_TYPE_FULL;
1352 zbuffer_type = ZBUFFER_TYPE_NONE;
1357 int tmap_type = TCACHE_TYPE_NORMAL;
1361 if ( flags & TMAP_FLAG_TEXTURED ) {
1364 r = gr_screen.current_color.red;
1365 g = gr_screen.current_color.green;
1366 b = gr_screen.current_color.blue;
1369 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1372 tmap_type = TCACHE_TYPE_NORMAL;
1373 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1375 // Blend with screen pixel using src*alpha+dst
1376 float factor = gr_screen.current_alpha;
1380 if ( factor <= 1.0f ) {
1381 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1382 r = (r*tmp_alpha)/255;
1383 g = (g*tmp_alpha)/255;
1384 b = (b*tmp_alpha)/255;
1387 tmap_type = TCACHE_TYPE_XPARENT;
1389 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1391 // Blend with screen pixel using src*alpha+dst
1392 float factor = gr_screen.current_alpha;
1394 if ( factor > 1.0f ) {
1397 alpha = fl2i(gr_screen.current_alpha*255.0f);
1401 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1402 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1404 alpha_blend = ALPHA_BLEND_NONE;
1409 if(flags & TMAP_FLAG_BITMAP_SECTION){
1410 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1413 texture_source = TEXTURE_SOURCE_NONE;
1415 if ( flags & TMAP_FLAG_TEXTURED ) {
1416 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 ))
1418 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1422 // use nonfiltered textures for bitmap sections
1423 if(flags & TMAP_FLAG_BITMAP_SECTION){
1424 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1426 texture_source = TEXTURE_SOURCE_DECAL;
1431 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1433 if ( flags & TMAP_FLAG_TEXTURED )
1439 if (flags & TMAP_FLAG_PIXEL_FOG) {
1445 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1447 vertex * va = verts[i];
1451 x = fl2i(va->sx*16.0f);
1452 y = fl2i(va->sy*16.0f);
1454 x += gr_screen.offset_x*16;
1455 y += gr_screen.offset_y*16;
1457 sx = i2fl(x) / 16.0f;
1458 sy = i2fl(y) / 16.0f;
1460 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1471 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1474 glBegin(GL_TRIANGLE_FAN);
1475 for (i = nv-1; i >= 0; i--) {
1476 vertex * va = verts[i];
1482 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1483 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1492 if ( flags & TMAP_FLAG_CORRECT ) {
1498 if (flags & TMAP_FLAG_ALPHA) {
1504 if (flags & TMAP_FLAG_NEBULA ) {
1505 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1506 r = gr_palette[pal*3+0];
1507 g = gr_palette[pal*3+1];
1508 b = gr_palette[pal*3+2];
1509 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1510 r = Gr_gamma_lookup[verts[i]->b];
1511 g = Gr_gamma_lookup[verts[i]->b];
1512 b = Gr_gamma_lookup[verts[i]->b];
1513 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1514 // Make 0.75 be 256.0f
1515 r = Gr_gamma_lookup[verts[i]->r];
1516 g = Gr_gamma_lookup[verts[i]->g];
1517 b = Gr_gamma_lookup[verts[i]->b];
1519 // use constant RGB values...
1521 glColor4ub (r,g,b,a);
1523 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1526 /* this is for GL_EXT_SECONDARY_COLOR */
1527 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1528 /* do separate color call here */
1534 x = fl2i(va->sx*16.0f);
1535 y = fl2i(va->sy*16.0f);
1537 x += gr_screen.offset_x*16;
1538 y += gr_screen.offset_y*16;
1540 sx = i2fl(x) / 16.0f;
1541 sy = i2fl(y) / 16.0f;
1543 if ( flags & TMAP_FLAG_TEXTURED ) {
1546 glTexCoord2f(tu, tv);
1549 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1554 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1556 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1559 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1561 void gr_opengl_scaler(vertex *va, vertex *vb )
1563 float x0, y0, x1, y1;
1564 float u0, v0, u1, v1;
1565 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1566 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1567 float xmin, xmax, ymin, ymax;
1568 int dx0, dy0, dx1, dy1;
1570 //============= CLIP IT =====================
1572 x0 = va->sx; y0 = va->sy;
1573 x1 = vb->sx; y1 = vb->sy;
1575 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1576 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1578 u0 = va->u; v0 = va->v;
1579 u1 = vb->u; v1 = vb->v;
1581 // Check for obviously offscreen bitmaps...
1582 if ( (y1<=y0) || (x1<=x0) ) return;
1583 if ( (x1<xmin ) || (x0>xmax) ) return;
1584 if ( (y1<ymin ) || (y0>ymax) ) return;
1586 clipped_u0 = u0; clipped_v0 = v0;
1587 clipped_u1 = u1; clipped_v1 = v1;
1589 clipped_x0 = x0; clipped_y0 = y0;
1590 clipped_x1 = x1; clipped_y1 = y1;
1592 // Clip the left, moving u0 right as necessary
1594 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1598 // Clip the right, moving u1 left as necessary
1600 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1604 // Clip the top, moving v0 down as necessary
1606 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1610 // Clip the bottom, moving v1 up as necessary
1612 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1616 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1617 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1619 if (dx1<=dx0) return;
1620 if (dy1<=dy0) return;
1622 //============= DRAW IT =====================
1636 v[1].sx = clipped_x1;
1637 v[1].sy = clipped_y0;
1640 v[1].u = clipped_u1;
1641 v[1].v = clipped_v0;
1644 v[2].sx = clipped_x1;
1645 v[2].sy = clipped_y1;
1648 v[2].u = clipped_u1;
1649 v[2].v = clipped_v1;
1652 v[3].sx = clipped_x0;
1653 v[3].sy = clipped_y1;
1656 v[3].u = clipped_u0;
1657 v[3].v = clipped_v1;
1659 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1662 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1666 void gr_opengl_get_color( int * r, int * g, int * b )
1668 if (r) *r = gr_screen.current_color.red;
1669 if (g) *g = gr_screen.current_color.green;
1670 if (b) *b = gr_screen.current_color.blue;
1673 void gr_opengl_init_color(color *c, int r, int g, int b)
1675 c->screen_sig = gr_screen.signature;
1676 c->red = (unsigned char)r;
1677 c->green = (unsigned char)g;
1678 c->blue = (unsigned char)b;
1680 c->ac_type = AC_TYPE_NONE;
1682 c->is_alphacolor = 0;
1686 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1688 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1689 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1690 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1691 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1693 gr_opengl_init_color( clr, r, g, b );
1695 clr->alpha = (unsigned char)alpha;
1696 clr->ac_type = (ubyte)type;
1697 clr->alphacolor = -1;
1698 clr->is_alphacolor = 1;
1701 void gr_opengl_set_color( int r, int g, int b )
1703 Assert((r >= 0) && (r < 256));
1704 Assert((g >= 0) && (g < 256));
1705 Assert((b >= 0) && (b < 256));
1707 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1710 void gr_opengl_set_color_fast(color *dst)
1712 if ( dst->screen_sig != gr_screen.signature ) {
1713 if ( dst->is_alphacolor ) {
1714 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1716 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1719 gr_screen.current_color = *dst;
1722 void gr_opengl_print_screen(char *filename)
1727 int gr_opengl_supports_res_ingame(int res)
1734 int gr_opengl_supports_res_interface(int res)
1741 void opengl_tcache_cleanup ();
1742 void gr_opengl_cleanup()
1744 if ( !Inited ) return;
1751 opengl_tcache_cleanup ();
1756 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1758 Assert((r >= 0) && (r < 256));
1759 Assert((g >= 0) && (g < 256));
1760 Assert((b >= 0) && (b < 256));
1762 if (fog_mode == GR_FOGMODE_NONE) {
1763 if (gr_screen.current_fog_mode != fog_mode) {
1766 gr_screen.current_fog_mode = fog_mode;
1771 if (gr_screen.current_fog_mode != fog_mode) {
1774 if (D3D_fog_mode == 2) {
1775 glFogi(GL_FOG_MODE, GL_LINEAR);
1778 gr_screen.current_fog_mode = fog_mode;
1781 if ( (gr_screen.current_fog_color.red != r) ||
1782 (gr_screen.current_fog_color.green != g) ||
1783 (gr_screen.current_fog_color.blue != b) ) {
1786 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1788 fc[0] = (float)r/255.0;
1789 fc[1] = (float)g/255.0;
1790 fc[2] = (float)b/255.0;
1793 glFogfv(GL_FOG_COLOR, fc);
1796 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1797 ((fog_near != gr_screen.fog_near) ||
1798 (fog_far != gr_screen.fog_far)) ) {
1799 gr_screen.fog_near = fog_near;
1800 gr_screen.fog_far = fog_far;
1802 if (D3D_fog_mode == 2) {
1803 glFogf(GL_FOG_START, fog_near);
1804 glFogf(GL_FOG_END, fog_far);
1809 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1814 void gr_opengl_set_cull(int cull)
1817 glEnable (GL_CULL_FACE);
1818 glFrontFace (GL_CCW);
1820 glDisable (GL_CULL_FACE);
1824 void gr_opengl_filter_set(int filter)
1829 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1832 gr_set_bitmap(bmap1);
1835 gr_set_bitmap(bmap2);
1841 typedef struct tcache_slot_opengl {
1842 GLuint texture_handle;
1843 float u_scale, v_scale;
1846 char used_this_frame;
1851 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1852 tcache_slot_opengl *parent;
1853 } tcache_slot_opengl;
1855 static void *Texture_sections = NULL;
1856 tcache_slot_opengl *Textures = NULL;
1858 int GL_texture_sections = 0;
1859 int GL_texture_ram = 0;
1860 int GL_frame_count = 0;
1861 int GL_min_texture_width = 0;
1862 int GL_max_texture_width = 0;
1863 int GL_min_texture_height = 0;
1864 int GL_max_texture_height = 0;
1865 int GL_square_textures = 0;
1866 int GL_textures_in = 0;
1867 int GL_textures_in_frame = 0;
1868 int GL_last_bitmap_id = -1;
1869 int GL_last_detail = -1;
1870 int GL_last_bitmap_type = -1;
1871 int GL_last_section_x = -1;
1872 int GL_last_section_y = -1;
1876 void opengl_tcache_init (int use_sections)
1880 // DDOI - FIXME skipped a lot of stuff here
1881 GL_should_preload = 0;
1883 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1886 if ( tmp_pl == 0 ) {
1887 GL_should_preload = 0;
1888 } else if ( tmp_pl == 1 ) {
1889 GL_should_preload = 1;
1891 GL_should_preload = 1;
1896 GL_min_texture_width = 16;
1897 GL_min_texture_height = 16;
1898 GL_max_texture_width = 256;
1899 GL_max_texture_height = 256;
1901 GL_square_textures = 1;
1903 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1909 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1910 if(!Texture_sections){
1913 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1916 // Init the texture structures
1917 int section_count = 0;
1918 for( i=0; i<MAX_BITMAPS; i++ ) {
1920 Textures[i].vram_texture = NULL;
1921 Textures[i].vram_texture_surface = NULL;
1923 Textures[i].texture_handle = 0;
1925 Textures[i].bitmap_id = -1;
1926 Textures[i].size = 0;
1927 Textures[i].used_this_frame = 0;
1929 Textures[i].parent = NULL;
1931 // allocate sections
1933 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1934 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1935 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1936 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1938 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1939 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1941 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1942 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1943 Textures[i].data_sections[idx][s_idx]->size = 0;
1944 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1948 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1949 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1950 Textures[i].data_sections[idx][s_idx] = NULL;
1956 GL_texture_sections = use_sections;
1958 //GL_last_detail = Detail.hardware_textures;
1959 GL_last_bitmap_id = -1;
1960 GL_last_bitmap_type = -1;
1962 GL_last_section_x = -1;
1963 GL_last_section_y = -1;
1966 GL_textures_in_frame = 0;
1969 int opengl_free_texture (tcache_slot_opengl *t);
1971 void opengl_free_texture_with_handle(int handle)
1973 for(int i=0; i<MAX_BITMAPS; i++ ) {
1974 if (Textures[i].bitmap_id == handle) {
1975 Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1976 opengl_free_texture ( &Textures[i] );
1981 void opengl_tcache_flush ()
1985 for( i=0; i<MAX_BITMAPS; i++ ) {
1986 opengl_free_texture ( &Textures[i] );
1988 if (GL_textures_in != 0) {
1989 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1993 GL_last_bitmap_id = -1;
1994 GL_last_section_x = -1;
1995 GL_last_section_y = -1;
1998 void opengl_tcache_cleanup ()
2000 opengl_tcache_flush ();
2003 GL_textures_in_frame = 0;
2010 if( Texture_sections != NULL ){
2011 free(Texture_sections);
2012 Texture_sections = NULL;
2016 void opengl_tcache_frame ()
2020 GL_last_bitmap_id = -1;
2021 GL_textures_in_frame = 0;
2026 for( i=0; i<MAX_BITMAPS; i++ ) {
2027 Textures[i].used_this_frame = 0;
2030 if(Textures[i].data_sections[0][0] != NULL){
2031 Assert(GL_texture_sections);
2032 if(GL_texture_sections){
2033 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2034 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2035 if(Textures[i].data_sections[idx][s_idx] != NULL){
2036 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2045 opengl_tcache_flush();
2050 int opengl_free_texture ( tcache_slot_opengl *t )
2056 if ( t->bitmap_id > -1 ) {
2057 // if I, or any of my children have been used this frame, bail
2058 if(t->used_this_frame){
2061 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2062 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2063 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2069 // ok, now we know its legal to free everything safely
2070 glDeleteTextures (1, &t->texture_handle);
2071 t->texture_handle = 0;
2073 if ( GL_last_bitmap_id == t->bitmap_id ) {
2074 GL_last_bitmap_id = -1;
2077 // if this guy has children, free them too, since the children
2078 // actually make up his size
2079 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2080 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2081 if(t->data_sections[idx][s_idx] != NULL){
2082 opengl_free_texture(t->data_sections[idx][s_idx]);
2088 t->used_this_frame = 0;
2089 GL_textures_in -= t->size;
2095 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2100 if((w_out == NULL) || (h_out == NULL)){
2110 for (i=0; i<16; i++ ) {
2111 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2117 for (i=0; i<16; i++ ) {
2118 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2125 if ( tex_w < GL_min_texture_width ) {
2126 tex_w = GL_min_texture_width;
2127 } else if ( tex_w > GL_max_texture_width ) {
2128 tex_w = GL_max_texture_width;
2131 if ( tex_h < GL_min_texture_height ) {
2132 tex_h = GL_min_texture_height;
2133 } else if ( tex_h > GL_max_texture_height ) {
2134 tex_h = GL_max_texture_height;
2137 if ( GL_square_textures ) {
2139 // Make the both be equal to larger of the two
2140 new_size = max(tex_w, tex_h);
2145 // store the outgoing size
2150 // data == start of bitmap data
2151 // sx == x offset into bitmap
2152 // sy == y offset into bitmap
2153 // src_w == absolute width of section on source bitmap
2154 // src_h == absolute height of section on source bitmap
2155 // bmap_w == width of source bitmap
2156 // bmap_h == height of source bitmap
2157 // tex_w == width of final texture
2158 // tex_h == height of final texture
2159 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)
2168 if ( t->used_this_frame ) {
2169 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2174 if(!opengl_free_texture(t)){
2179 // get final texture size
2180 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2182 if ( (tex_w < 1) || (tex_h < 1) ) {
2183 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2187 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2188 t->u_scale = (float)bmap_w / (float)tex_w;
2189 t->v_scale = (float)bmap_h / (float)tex_h;
2190 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2191 t->u_scale = (float)src_w / (float)tex_w;
2192 t->v_scale = (float)src_h / (float)tex_h;
2199 glGenTextures (1, &t->texture_handle);
2202 if (t->texture_handle == 0) {
2203 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2207 GL_current_texture_source = (gr_texture_source) -1;
2209 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2211 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2212 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2213 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2214 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2215 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2217 switch (bitmap_type) {
2219 case TCACHE_TYPE_AABITMAP:
2222 ubyte *bmp_data = ((ubyte*)data);
2223 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2224 ubyte *texmemp = texmem;
2227 for (i=0; i<16; i++) {
2228 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2231 for ( ; i<256; i++ ) {
2235 for (i=0;i<tex_h;i++)
2237 for (j=0;j<tex_w;j++)
2239 if (i < bmap_h && j < bmap_w) {
2241 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2249 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2254 case TCACHE_TYPE_BITMAP_SECTION:
2257 ubyte *bmp_data = ((ubyte*)data);
2258 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2259 ubyte *texmemp = texmem;
2261 for (i=0;i<tex_h;i++)
2263 for (j=0;j<tex_w;j++)
2265 if (i < src_h && j < src_w) {
2266 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2267 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2274 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2275 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2283 ubyte *bmp_data = ((ubyte*)data);
2284 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2285 ubyte *texmemp = texmem;
2287 fix u, utmp, v, du, dv;
2291 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2292 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2294 for (j=0;j<tex_h;j++)
2297 for (i=0;i<tex_w;i++)
2299 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2300 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2306 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2307 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2315 t->bitmap_id = texture_handle;
2316 t->time_created = GL_frame_count;
2317 t->used_this_frame = 0;
2318 t->size = tex_w * tex_h * 2;
2319 t->w = (ushort)tex_w;
2320 t->h = (ushort)tex_h;
2321 GL_textures_in_frame += t->size;
2323 GL_textures_in += t->size;
2329 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2333 int final_w, final_h;
2337 // setup texture/bitmap flags
2339 switch(bitmap_type){
2340 case TCACHE_TYPE_AABITMAP:
2341 flags |= BMP_AABITMAP;
2344 case TCACHE_TYPE_NORMAL:
2345 flags |= BMP_TEX_OTHER;
2346 case TCACHE_TYPE_XPARENT:
2347 flags |= BMP_TEX_XPARENT;
2349 case TCACHE_TYPE_NONDARKENING:
2351 flags |= BMP_TEX_NONDARK;
2355 // lock the bitmap into the proper format
2356 bmp = bm_lock(bitmap_handle, bpp, flags);
2357 if ( bmp == NULL ) {
2358 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2367 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2368 // max_w /= D3D_texture_divider;
2369 // max_h /= D3D_texture_divider;
2371 // Detail.debris_culling goes from 0 to 4.
2372 max_w /= (16 >> Detail.hardware_textures);
2373 max_h /= (16 >> Detail.hardware_textures);
2377 // get final texture size as it will be allocated as a DD surface
2378 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2380 // if this tcache slot has no bitmap
2381 if ( tslot->bitmap_id < 0) {
2384 // different bitmap altogether - determine if the new one can use the old one's slot
2385 else if (tslot->bitmap_id != bitmap_handle) {
2386 if((final_w == tslot->w) && (final_h == tslot->h)){
2388 //ml_printf("Reloading texture %d\n", bitmap_handle);
2395 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);
2397 // unlock the bitmap
2398 bm_unlock(bitmap_handle);
2403 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2407 int final_w, final_h;
2408 int section_x, section_y;
2411 // setup texture/bitmap flags
2412 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2413 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2414 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2416 flags = BMP_TEX_XPARENT;
2418 // lock the bitmap in the proper format
2419 bmp = bm_lock(bitmap_handle, 16, flags);
2420 if ( bmp == NULL ) {
2421 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2424 // determine the width and height of this section
2425 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2427 // get final texture size as it will be allocated as an opengl texture
2428 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2430 // if this tcache slot has no bitmap
2431 if ( tslot->bitmap_id < 0) {
2434 // different bitmap altogether - determine if the new one can use the old one's slot
2435 else if (tslot->bitmap_id != bitmap_handle) {
2436 if((final_w == tslot->w) && (final_h == tslot->h)){
2444 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);
2446 // unlock the bitmap
2447 bm_unlock(bitmap_handle);
2453 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2454 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)
2463 GL_last_bitmap_id = -1;
2467 if ( GL_last_detail != Detail.hardware_textures ) {
2468 GL_last_detail = Detail.hardware_textures;
2469 opengl_tcache_flush();
2476 int n = bm_get_cache_slot (bitmap_id, 1);
2477 tcache_slot_opengl *t = &Textures[n];
2479 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)) {
2480 t->used_this_frame++;
2482 // mark all children as used
2483 if(GL_texture_sections){
2484 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2485 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2486 if(t->data_sections[idx][s_idx] != NULL){
2487 t->data_sections[idx][s_idx]->used_this_frame++;
2493 *u_scale = t->u_scale;
2494 *v_scale = t->v_scale;
2498 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2499 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2500 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2506 // if the texture sections haven't been created yet
2507 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2509 // lock the bitmap in the proper format
2510 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2511 bm_unlock(bitmap_id);
2513 // now lets do something for each texture
2515 for(idx=0; idx<bmp->sections.num_x; idx++){
2516 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2517 // hmm. i'd rather we didn't have to do it this way...
2518 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2522 // not used this frame
2523 t->data_sections[idx][s_idx]->used_this_frame = 0;
2527 // zero out pretty much everything in the parent struct since he's just the root
2528 t->bitmap_id = bitmap_id;
2529 t->texture_handle = 0;
2530 t->time_created = t->data_sections[sx][sy]->time_created;
2531 t->used_this_frame = 0;
2533 t->vram_texture = NULL;
2534 t->vram_texture_surface = NULL
2538 // argh. we failed to upload. free anything we can
2540 opengl_free_texture(t);
2542 // swap in the texture we want
2544 t = t->data_sections[sx][sy];
2547 // all other "normal" textures
2548 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2549 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2552 // everything went ok
2553 if(ret_val && (t->texture_handle) && !vram_full){
2554 *u_scale = t->u_scale;
2555 *v_scale = t->v_scale;
2557 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2559 GL_last_bitmap_id = t->bitmap_id;
2560 GL_last_bitmap_type = bitmap_type;
2561 GL_last_section_x = sx;
2562 GL_last_section_y = sy;
2564 t->used_this_frame++;
2568 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2575 void gr_opengl_set_clear_color(int r, int g, int b)
2577 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2580 void gr_opengl_flash(int r, int g, int b)
2586 if ( r || g || b ) {
2587 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2589 float x1, x2, y1, y2;
2590 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2591 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2592 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2593 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2595 glColor4ub(r, g, b, 255);
2597 glVertex3f (x1, y2, -0.99);
2599 glVertex3f (x2, y2, -0.99);
2601 glVertex3f (x2, y1, -0.99);
2603 glVertex3f (x1, y1, -0.99);
2608 int gr_opengl_zbuffer_get()
2610 if ( !gr_global_zbuffering ) {
2611 return GR_ZBUFF_NONE;
2613 return gr_zbuffering_mode;
2616 int gr_opengl_zbuffer_set(int mode)
2618 int tmp = gr_zbuffering_mode;
2620 gr_zbuffering_mode = mode;
2622 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2630 void gr_opengl_zbuffer_clear(int mode)
2634 gr_zbuffering_mode = GR_ZBUFF_FULL;
2635 gr_global_zbuffering = 1;
2637 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2638 glClear ( GL_DEPTH_BUFFER_BIT );
2641 gr_zbuffering_mode = GR_ZBUFF_NONE;
2642 gr_global_zbuffering = 0;
2646 void gr_opengl_set_gamma(float gamma)
2649 Gr_gamma_int = int (Gr_gamma*10);
2651 // Create the Gamma lookup table
2653 for (i=0;i<256; i++) {
2654 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2657 } else if ( v < 0 ) {
2660 Gr_gamma_lookup[i] = v;
2663 // Flush any existing textures
2664 opengl_tcache_flush();
2667 void gr_opengl_fade_in(int instantaneous)
2672 void gr_opengl_fade_out(int instantaneous)
2677 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2680 glReadBuffer(GL_FRONT);
2682 glReadBuffer(GL_BACK);
2685 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2687 glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2689 if (gr_screen.bits_per_pixel == 15) {
2690 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2691 } else if (gr_screen.bits_per_pixel == 32) {
2692 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2695 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2698 static int Gr_opengl_mouse_saved = 0;
2699 static int Gr_opengl_mouse_saved_x1 = 0;
2700 static int Gr_opengl_mouse_saved_y1 = 0;
2701 static int Gr_opengl_mouse_saved_x2 = 0;
2702 static int Gr_opengl_mouse_saved_y2 = 0;
2703 static int Gr_opengl_mouse_saved_w = 0;
2704 static int Gr_opengl_mouse_saved_h = 0;
2705 #define MAX_SAVE_SIZE (32*32)
2706 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2708 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2710 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2712 Gr_opengl_mouse_saved_x1 = x;
2713 Gr_opengl_mouse_saved_y1 = y;
2714 Gr_opengl_mouse_saved_x2 = x+w-1;
2715 Gr_opengl_mouse_saved_y2 = y+h-1;
2717 CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2718 CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2719 CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2720 CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2722 Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2723 Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2725 if ( Gr_opengl_mouse_saved_w < 1 ) return;
2726 if ( Gr_opengl_mouse_saved_h < 1 ) return;
2728 Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2730 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2732 glReadBuffer(GL_BACK);
2733 glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_opengl_mouse_saved_data);
2735 Gr_opengl_mouse_saved = 1;
2738 int gr_opengl_save_screen()
2742 if ( Gr_saved_screen ) {
2743 mprintf(( "Screen alread saved!\n" ));
2747 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2748 if (!Gr_saved_screen) {
2749 mprintf(( "Couldn't get memory for saved screen!\n" ));
2753 char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2754 if (!Gr_saved_screen_tmp) {
2755 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2759 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2761 glReadBuffer(GL_FRONT);
2762 glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen_tmp);
2766 sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2767 dptr = (ubyte *)Gr_saved_screen;
2768 for (int j = 0; j < gr_screen.max_h; j++) {
2769 sptr -= gr_screen.max_w*2;
2770 memcpy(dptr, sptr, gr_screen.max_w*2);
2771 dptr += gr_screen.max_w*2;
2774 free(Gr_saved_screen_tmp);
2776 if (Gr_opengl_mouse_saved) {
2777 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2778 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
2779 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2780 memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2783 dptr -= gr_screen.max_w*2;
2787 // this leaks texture handles, and the opengl doesn't currently
2788 // perform some sort of garbage collection, so a hack was added
2789 // to bmpman to make it free textures when released
2790 Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2792 return Gr_saved_screen_bitmap;
2795 void gr_opengl_restore_screen(int id)
2799 if ( !Gr_saved_screen ) {
2804 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2806 gr_set_bitmap(Gr_saved_screen_bitmap);
2810 void gr_opengl_free_screen(int id)
2812 bm_release(Gr_saved_screen_bitmap);
2814 if ( Gr_saved_screen ) {
2815 free( Gr_saved_screen );
2816 Gr_saved_screen = NULL;
2820 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2825 void gr_opengl_dump_frame_stop()
2830 void gr_opengl_dump_frame()
2835 uint gr_opengl_lock()
2842 void gr_opengl_unlock()
2846 void opengl_zbias(int bias)
2849 glEnable(GL_POLYGON_OFFSET_FILL);
2850 glPolygonOffset(0.0, -bias);
2852 glDisable(GL_POLYGON_OFFSET_FILL);
2856 extern char *Osreg_title;
2857 void gr_opengl_init()
2860 gr_opengl_cleanup();
2864 mprintf(( "Initializing opengl graphics device...\n" ));
2868 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2870 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2876 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2877 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2878 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2879 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2880 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2882 int flags = SDL_OPENGL;
2884 if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2885 flags |= SDL_FULLSCREEN;
2887 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2889 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2894 SDL_WM_SetCaption (Osreg_title, "FS2");
2896 /* might as well put this here */
2897 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2899 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2901 glMatrixMode(GL_PROJECTION);
2903 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2904 glMatrixMode(GL_MODELVIEW);
2907 glShadeModel(GL_SMOOTH);
2908 glEnable(GL_DITHER);
2909 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2910 glHint(GL_FOG_HINT, GL_NICEST);
2912 glEnable(GL_DEPTH_TEST);
2915 glEnable(GL_TEXTURE_2D);
2917 glDepthRange(0.0, 1.0);
2919 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2920 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2922 D3D_32bit = 1; // grd3d.cpp
2923 extern int D3D_enabled;
2926 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2927 1 = use secondary color ext
2928 2 = use opengl linear fog
2930 D3D_fog_mode = 2; // grd3d.cpp
2934 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2941 gr_screen.bits_per_pixel = 15;
2942 gr_screen.bytes_per_pixel = 2;
2947 Gr_red.mask = 0x7C00;
2952 Gr_green.mask = 0x3E0;
2957 Gr_blue.mask = 0x1F;
2962 gr_screen.bits_per_pixel = 16;
2963 gr_screen.bytes_per_pixel = 2;
2968 Gr_red.mask = 0xF800;
2973 Gr_green.mask = 0x7E0;
2978 Gr_blue.mask = 0x1F;
2983 gr_screen.bits_per_pixel = 32;
2984 gr_screen.bytes_per_pixel = 4;
2989 Gr_red.mask = 0xff0000;
2994 Gr_green.mask = 0xff00;
2999 Gr_blue.mask = 0xff;
3004 Int3(); // Illegal bpp
3007 // DDOI - set these so no one else does!
3008 Gr_ta_red.mask = 0x0f00;
3009 Gr_ta_red.shift = 8;
3010 Gr_ta_red.scale = 16;
3012 Gr_ta_green.mask = 0x00f0;
3013 Gr_ta_green.shift = 4;
3014 Gr_ta_green.scale = 16;
3016 Gr_ta_blue.mask = 0x000f;
3017 Gr_ta_blue.shift = 0;
3018 Gr_ta_blue.scale = 16;
3020 Gr_ta_alpha.mask = 0xf000;
3021 Gr_ta_alpha.shift = 12;
3022 Gr_ta_alpha.scale = 16;
3025 opengl_tcache_init (1);
3028 Gr_current_red = &Gr_red;
3029 Gr_current_blue = &Gr_blue;
3030 Gr_current_green = &Gr_green;
3031 Gr_current_alpha = &Gr_alpha;
3033 gr_screen.gf_flip = gr_opengl_flip;
3034 gr_screen.gf_flip_window = gr_opengl_flip_window;
3035 gr_screen.gf_set_clip = gr_opengl_set_clip;
3036 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
3037 gr_screen.gf_set_font = grx_set_font;
3039 gr_screen.gf_set_color = gr_opengl_set_color;
3040 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
3041 gr_screen.gf_create_shader = gr_opengl_create_shader;
3042 gr_screen.gf_set_shader = gr_opengl_set_shader;
3043 gr_screen.gf_clear = gr_opengl_clear;
3044 // gr_screen.gf_bitmap = gr_opengl_bitmap;
3045 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
3046 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
3047 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
3049 gr_screen.gf_rect = gr_opengl_rect;
3050 gr_screen.gf_shade = gr_opengl_shade;
3051 gr_screen.gf_string = gr_opengl_string;
3052 gr_screen.gf_circle = gr_opengl_circle;
3054 gr_screen.gf_line = gr_opengl_line;
3055 gr_screen.gf_aaline = gr_opengl_aaline;
3056 gr_screen.gf_pixel = gr_opengl_pixel;
3057 gr_screen.gf_scaler = gr_opengl_scaler;
3058 gr_screen.gf_tmapper = gr_opengl_tmapper;
3060 gr_screen.gf_gradient = gr_opengl_gradient;
3062 gr_screen.gf_set_palette = gr_opengl_set_palette;
3063 gr_screen.gf_get_color = gr_opengl_get_color;
3064 gr_screen.gf_init_color = gr_opengl_init_color;
3065 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
3066 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
3067 gr_screen.gf_print_screen = gr_opengl_print_screen;
3069 gr_screen.gf_fade_in = gr_opengl_fade_in;
3070 gr_screen.gf_fade_out = gr_opengl_fade_out;
3071 gr_screen.gf_flash = gr_opengl_flash;
3073 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
3074 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
3075 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
3077 gr_screen.gf_save_screen = gr_opengl_save_screen;
3078 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
3079 gr_screen.gf_free_screen = gr_opengl_free_screen;
3081 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3082 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3083 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3085 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3087 gr_screen.gf_lock = gr_opengl_lock;
3088 gr_screen.gf_unlock = gr_opengl_unlock;
3090 gr_screen.gf_fog_set = gr_opengl_fog_set;
3092 gr_screen.gf_get_region = gr_opengl_get_region;
3094 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3096 gr_screen.gf_set_cull = gr_opengl_set_cull;
3098 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3100 gr_screen.gf_filter_set = gr_opengl_filter_set;
3102 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3104 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;