2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.41 2002/06/01 09:00:34 relnev
11 * silly debug memmanager
13 * Revision 1.40 2002/06/01 07:12:33 relnev
14 * a few NDEBUG updates.
16 * removed a few warnings.
18 * Revision 1.39 2002/06/01 05:33:15 relnev
19 * copied more code over.
21 * added scissor clipping.
23 * Revision 1.38 2002/06/01 03:35:27 relnev
26 * Revision 1.37 2002/06/01 03:32:00 relnev
27 * fix texture loading mistake.
29 * enable some d3d stuff for opengl also
31 * Revision 1.36 2002/05/31 23:25:03 relnev
34 * Revision 1.34 2002/05/31 22:15:22 relnev
37 * Revision 1.33 2002/05/31 22:04:55 relnev
38 * use d3d rect_internal
40 * Revision 1.32 2002/05/31 06:28:23 relnev
43 * Revision 1.31 2002/05/31 06:04:39 relnev
46 * Revision 1.30 2002/05/31 03:56:11 theoddone33
47 * Change tmapper polygon winding and enable culling
49 * Revision 1.29 2002/05/31 03:34:02 theoddone33
53 * Revision 1.28 2002/05/31 00:06:59 relnev
56 * Revision 1.27 2002/05/30 23:46:29 theoddone33
57 * some minor key changes (not necessarily fixes)
59 * Revision 1.26 2002/05/30 23:33:12 relnev
60 * implemented a few more functions.
62 * Revision 1.25 2002/05/30 23:01:16 relnev
63 * implement gr_opengl_set_state.
65 * Revision 1.24 2002/05/30 22:12:57 relnev
66 * finish default texture case
68 * Revision 1.23 2002/05/30 22:02:30 theoddone33
71 * Revision 1.22 2002/05/30 21:44:48 relnev
72 * implemented some missing texture stuff.
74 * enable bitmap polys for opengl.
76 * work around greenness in bitmaps.
78 * Revision 1.21 2002/05/30 17:29:30 theoddone33
79 * Fix some more stubs, change at least one polygon winding since culling is now
82 * Revision 1.20 2002/05/30 16:50:24 theoddone33
83 * Keyboard partially fixed
85 * Revision 1.19 2002/05/30 08:13:14 relnev
88 * Revision 1.18 2002/05/29 23:37:36 relnev
91 * Revision 1.17 2002/05/29 23:17:49 theoddone33
92 * Non working text code and fixed keys
94 * Revision 1.16 2002/05/29 19:45:13 theoddone33
95 * More changes on texture loading
97 * Revision 1.15 2002/05/29 19:06:48 theoddone33
98 * Enable string printing. Enable texture mapping
100 * Revision 1.14 2002/05/29 08:54:40 relnev
101 * "fixed" bitmap drawing.
103 * copied more d3d code over.
105 * Revision 1.13 2002/05/29 06:25:13 theoddone33
106 * Keyboard input, mouse tracking now work
108 * Revision 1.12 2002/05/29 04:52:45 relnev
111 * Revision 1.11 2002/05/29 04:29:56 relnev
112 * removed some unncessary stubbing, implemented opengl rect
114 * Revision 1.10 2002/05/29 04:13:27 theoddone33
117 * Revision 1.9 2002/05/29 03:35:51 relnev
120 * Revision 1.8 2002/05/29 03:30:05 relnev
121 * update opengl stubs
123 * Revision 1.7 2002/05/29 02:52:32 theoddone33
124 * Enable OpenGL renderer
126 * Revision 1.6 2002/05/28 04:56:51 theoddone33
127 * runs a little bit now
129 * Revision 1.5 2002/05/28 04:07:28 theoddone33
130 * New graphics stubbing arrangement
132 * Revision 1.4 2002/05/27 23:39:34 relnev
135 * Revision 1.3 2002/05/27 22:35:01 theoddone33
138 * Revision 1.2 2002/05/27 22:32:02 theoddone33
139 * throw all d3d stuff at opengl
141 * Revision 1.1.1.1 2002/05/03 03:28:09 root
145 * 10 7/14/99 9:42a Dave
146 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
149 * 9 7/09/99 9:51a Dave
150 * Added thick polyline code.
152 * 8 6/29/99 10:35a Dave
153 * Interface polygon bitmaps! Whee!
155 * 7 2/03/99 11:44a Dave
156 * Fixed d3d transparent textures.
158 * 6 1/24/99 11:37p Dave
159 * First full rev of beam weapons. Very customizable. Removed some bogus
160 * Int3()'s in low level net code.
162 * 5 12/18/98 1:13a Dave
163 * Rough 1024x768 support for Direct3D. Proper detection and usage through
166 * 4 12/06/98 2:36p Dave
167 * Drastically improved nebula fogging.
169 * 3 11/11/98 5:37p Dave
170 * Checkin for multiplayer testing.
172 * 2 10/07/98 10:53a Dave
175 * 1 10/07/98 10:49a Dave
177 * 14 5/20/98 9:46p John
178 * added code so the places in code that change half the palette don't
179 * have to clear the screen.
181 * 13 5/06/98 5:30p John
182 * Removed unused cfilearchiver. Removed/replaced some unused/little used
183 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
184 * DirectX header files and libs that fixed the Direct3D alpha blending
187 * 12 4/14/98 12:15p John
188 * Made 16-bpp movies work.
190 * 11 3/12/98 5:36p John
191 * Took out any unused shaders. Made shader code take rgbc instead of
192 * matrix and vector since noone used it like a matrix and it would have
193 * been impossible to do in hardware. Made Glide implement a basic
194 * shader for online help.
196 * 10 3/10/98 4:18p John
197 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
198 * & Glide have popups and print screen. Took out all >8bpp software
199 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
200 * support Fred. Made zbuffering key off of functions rather than one
203 * 9 12/02/97 4:00p John
204 * Added first rev of thruster glow, along with variable levels of
205 * translucency, which retquired some restructing of palman.
207 * 8 10/03/97 9:10a John
208 * added better antialiased line drawer
210 * 7 9/23/97 10:45a John
211 * made so you can tell bitblt code to rle a bitmap by passing flag to
214 * 6 9/09/97 11:01a Sandeep
215 * fixed warning level 4 bugs
217 * 5 7/10/97 2:06p John
218 * added code to specify alphablending type for bitmaps.
220 * 4 6/17/97 7:04p John
221 * added d3d support for gradients.
222 * fixed some color bugs by adding screen signatures instead of watching
223 * flags and palette changes.
225 * 3 6/12/97 2:50a Lawrance
226 * bm_unlock() now passed bitmap number, not pointer
228 * 2 6/11/97 1:12p John
229 * Started fixing all the text colors in the game.
231 * 1 5/12/97 12:14p John
238 #include <windowsx.h>
247 #include "floating.h"
249 #include "systemvars.h"
250 #include "grinternal.h"
251 #include "gropengl.h"
256 static int Inited = 0;
258 //static GLuint bitmapTex;
259 //static GLubyte *bitmapMem;
261 typedef enum gr_texture_source {
263 TEXTURE_SOURCE_DECAL,
264 TEXTURE_SOURCE_NO_FILTERING,
267 typedef enum gr_alpha_blend {
268 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
269 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
270 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
271 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
274 typedef enum gr_zbuffer_type {
281 float z_mult = 30000.0f;
282 #define NEBULA_COLORS 20
284 volatile int GL_activate = 0;
285 volatile int GL_deactivate = 0;
287 static char *Gr_saved_screen = NULL;
290 // Throw in some dummy functions - DDOI
292 int D3D_32bit = 0; // grd3d.cpp
293 int D3D_fog_mode = -1; // grd3d.cpp
294 int D3D_inited = 0; // grd3d.cpp
295 int D3D_zbias = 1; // grd3d.cpp
296 int D3d_rendition_uvs = 0; // grd3d.cpp
298 void gr_dd_activate(int active) // grdirectdraw.cpp
303 void gr_directdraw_cleanup() // grdirectdraw.cpp
308 void gr_directdraw_force_windowed() // grdirectdraw.cpp
313 void gr_directdraw_init()
318 extern int gr_opengl_preload (int x, int y);
319 int gr_d3d_preload (int x, int y)
321 return gr_opengl_preload(x, y);
324 void d3d_start_frame()
329 void d3d_stop_frame()
339 void d3d_zbias (int a)
345 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
348 case TEXTURE_SOURCE_NONE:
349 glBindTexture(GL_TEXTURE_2D, 0);
350 gr_tcache_set(-1, -1, NULL, NULL );
352 case TEXTURE_SOURCE_DECAL:
353 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
354 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
355 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
357 case TEXTURE_SOURCE_NO_FILTERING:
358 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
359 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
360 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
367 case ALPHA_BLEND_NONE:
368 glBlendFunc(GL_ONE, GL_ZERO);
370 case ALPHA_BLEND_ALPHA_ADDITIVE:
371 glBlendFunc(GL_ONE, GL_ONE);
373 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
374 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
376 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
377 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
384 case ZBUFFER_TYPE_NONE:
385 glDepthFunc(GL_ALWAYS);
386 glDepthMask(GL_FALSE);
388 case ZBUFFER_TYPE_READ:
389 glDepthFunc(GL_LESS);
390 glDepthMask(GL_FALSE);
392 case ZBUFFER_TYPE_WRITE:
393 glDepthFunc(GL_ALWAYS);
394 glDepthMask(GL_TRUE);
396 case ZBUFFER_TYPE_FULL:
397 glDepthFunc(GL_LESS);
398 glDepthMask(GL_TRUE);
405 void gr_opengl_activate(int active)
411 make sure window is active and mouse grabbed
417 make sure mouse is not grabbed and window minimized
425 void opengl_tcache_flush ();
427 void gr_opengl_preload_init()
429 if (gr_screen.mode != GR_OPENGL) {
433 opengl_tcache_flush ();
436 int GL_should_preload = 0;
437 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
439 if ( gr_screen.mode != GR_OPENGL) {
443 if ( !GL_should_preload ) {
447 float u_scale, v_scale;
451 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
453 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
457 mprintf(("Texture upload failed!\n" ));
463 void gr_opengl_pixel(int x, int y)
468 void gr_opengl_clear()
470 glClearColor(gr_screen.current_clear_color.red / 255.0,
471 gr_screen.current_clear_color.green / 255.0,
472 gr_screen.current_clear_color.blue / 255.0, 1.0);
474 glClear ( GL_COLOR_BUFFER_BIT );
477 void opengl_tcache_frame ();
478 void gr_opengl_flip()
484 #if 0 // TODO - set cursor, save_screen
487 if ( mouse_is_visible() ) {
491 mouse_get_pos( &mx, &my );
493 // TODO: implement this when adding the save_screen code
494 // gr_opengl_save_mouse_area(mx,my,32,32);
496 if ( Gr_cursor == -1 ) {
499 gr_set_bitmap(Gr_cursor);
506 GLenum error = glGetError();
509 error = glGetError();
511 if (error != GL_NO_ERROR) {
512 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
515 } while (error != GL_NO_ERROR);
518 SDL_GL_SwapBuffers ();
520 opengl_tcache_frame ();
522 int cnt = GL_activate;
525 opengl_tcache_flush();
526 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
532 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
536 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
541 void gr_opengl_set_clip(int x,int y,int w,int h)
543 // check for sanity of parameters
549 if (x >= gr_screen.max_w)
550 x = gr_screen.max_w - 1;
551 if (y >= gr_screen.max_h)
552 y = gr_screen.max_h - 1;
554 if (x + w > gr_screen.max_w)
555 w = gr_screen.max_w - x;
556 if (y + h > gr_screen.max_h)
557 h = gr_screen.max_h - y;
559 if (w > gr_screen.max_w)
561 if (h > gr_screen.max_h)
564 gr_screen.offset_x = x;
565 gr_screen.offset_y = y;
566 gr_screen.clip_left = 0;
567 gr_screen.clip_right = w-1;
568 gr_screen.clip_top = 0;
569 gr_screen.clip_bottom = h-1;
570 gr_screen.clip_width = w;
571 gr_screen.clip_height = h;
573 glEnable(GL_SCISSOR_TEST);
574 glScissor(x, gr_screen.max_h-y-h, w, h);
577 void gr_opengl_reset_clip()
579 gr_screen.offset_x = 0;
580 gr_screen.offset_y = 0;
581 gr_screen.clip_left = 0;
582 gr_screen.clip_top = 0;
583 gr_screen.clip_right = gr_screen.max_w - 1;
584 gr_screen.clip_bottom = gr_screen.max_h - 1;
585 gr_screen.clip_width = gr_screen.max_w;
586 gr_screen.clip_height = gr_screen.max_h;
588 glDisable(GL_SCISSOR_TEST);
589 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
592 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
594 gr_screen.current_alpha = alpha;
595 gr_screen.current_alphablend_mode = alphablend_mode;
596 gr_screen.current_bitblt_mode = bitblt_mode;
597 gr_screen.current_bitmap = bitmap_num;
599 gr_screen.current_bitmap_sx = sx;
600 gr_screen.current_bitmap_sy = sy;
603 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
605 shade->screen_sig = gr_screen.signature;
612 void gr_opengl_set_shader( shader * shade )
615 if (shade->screen_sig != gr_screen.signature) {
616 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
618 gr_screen.current_shader = *shade;
620 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
625 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
627 STUB_FUNCTION; /* who called me? */
630 extern int GL_last_bitmap_id;
631 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
635 GLubyte *sptr, *dptr;
639 int cw = min(bmp->w, w);
640 int ch = min(bmp->h, h);
642 GL_last_bitmap_id = -1; /* HACK! */
644 glColor4f(1.0, 1.0, 1.0, 1.0);
645 glBindTexture(GL_TEXTURE_2D, bitmapTex);
648 for (iy = sy; iy < ch; iy += 256) {
650 ih = min(256, (ch-iy));
652 for (ix = sx; ix < cw; ix += 256) {
654 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
656 iw = min(256, (cw-ix));
662 memcpy(dptr, sptr, iw*2);
670 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
680 t = (float)ih / 256.0;
685 s = (float)iw / 256.0;
686 t = (float)ih / 256.0;
691 s = (float)iw / 256.0;
703 bm_unlock(gr_screen.current_bitmap);
708 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
715 int dx1=x, dx2=x+w-1;
716 int dy1=y, dy2=y+h-1;
719 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
724 if ( count > 1 ) Int3();
728 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
729 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
730 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
731 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
732 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
733 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
760 if ( w < 1 ) return; // clipped away!
761 if ( h < 1 ) return; // clipped away!
765 // Make sure clipping algorithm works
769 Assert( w == (dx2-dx1+1) );
770 Assert( h == (dy2-dy1+1) );
773 Assert( sx+w <= bw );
774 Assert( sy+h <= bh );
775 Assert( dx2 >= dx1 );
776 Assert( dy2 >= dy1 );
777 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
778 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
779 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
780 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
783 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
784 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
786 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
789 void gr_opengl_bitmap(int x, int y)
793 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
794 int dx1=x, dx2=x+w-1;
795 int dy1=y, dy2=y+h-1;
798 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
799 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
800 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
801 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
802 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
803 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
805 if ( sx < 0 ) return;
806 if ( sy < 0 ) return;
807 if ( sx >= w ) return;
808 if ( sy >= h ) return;
810 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
812 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
815 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
819 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
821 saved_zbuf = gr_zbuffer_get();
823 // start the frame, no zbuffering, no culling
825 gr_zbuffer_set(GR_ZBUFF_NONE);
834 v[0].flags = PF_PROJECTED;
841 v[1].sx = i2fl(x + w);
846 v[1].flags = PF_PROJECTED;
853 v[2].sx = i2fl(x + w);
854 v[2].sy = i2fl(y + h);
858 v[2].flags = PF_PROJECTED;
866 v[3].sy = i2fl(y + h);
870 v[3].flags = PF_PROJECTED;
878 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
882 // restore zbuffer and culling
883 gr_zbuffer_set(saved_zbuf);
887 void gr_opengl_rect(int x,int y,int w,int h)
889 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);
892 void gr_opengl_shade(int x,int y,int w,int h)
899 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
900 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
901 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
902 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
903 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
904 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
905 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
906 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
908 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
911 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
916 if ( !gr_screen.current_color.is_alphacolor ) return;
918 float u_scale, v_scale;
920 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
922 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
923 // Couldn't set texture
924 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
928 float u0, u1, v0, v1;
929 float x1, x2, y1, y2;
932 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
934 u0 = u_scale*i2fl(sx)/i2fl(bw);
935 v0 = v_scale*i2fl(sy)/i2fl(bh);
937 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
938 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
940 x1 = i2fl(x+gr_screen.offset_x);
941 y1 = i2fl(y+gr_screen.offset_y);
942 x2 = i2fl(x+w+gr_screen.offset_x);
943 y2 = i2fl(y+h+gr_screen.offset_y);
945 if ( gr_screen.current_color.is_alphacolor ) {
946 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
948 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
952 glTexCoord2f (u0, v1);
953 glVertex3f (x1, y2, -0.99);
955 glTexCoord2f (u1, v1);
956 glVertex3f (x2, y2, -0.99);
958 glTexCoord2f (u1, v0);
959 glVertex3f (x2, y1, -0.99);
961 glTexCoord2f (u0, v0);
962 glVertex3f (x1, y1, -0.99);
966 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
973 int dx1=x, dx2=x+w-1;
974 int dy1=y, dy2=y+h-1;
977 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
982 if ( count > 1 ) Int3();
986 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
987 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
988 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
989 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
990 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
991 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1008 if ( sx + w > bw ) {
1013 if ( sy + h > bh ) {
1018 if ( w < 1 ) return; // clipped away!
1019 if ( h < 1 ) return; // clipped away!
1023 // Make sure clipping algorithm works
1027 Assert( w == (dx2-dx1+1) );
1028 Assert( h == (dy2-dy1+1) );
1031 Assert( sx+w <= bw );
1032 Assert( sy+h <= bh );
1033 Assert( dx2 >= dx1 );
1034 Assert( dy2 >= dy1 );
1035 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1036 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1037 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1038 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1041 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1042 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1045 void gr_opengl_aabitmap(int x, int y)
1049 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1050 int dx1=x, dx2=x+w-1;
1051 int dy1=y, dy2=y+h-1;
1054 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1055 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1056 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1057 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1058 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1059 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1061 if ( sx < 0 ) return;
1062 if ( sy < 0 ) return;
1063 if ( sx >= w ) return;
1064 if ( sy >= h ) return;
1066 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1067 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1071 void gr_opengl_string( int sx, int sy, char *s )
1073 int width, spacing, letter;
1076 if ( !Current_font ) {
1080 gr_set_bitmap(Current_font->bitmap_id);
1085 if (sx==0x8000) { //centered
1086 x = get_centered_x(s);
1096 while (*s== '\n' ) {
1098 y += Current_font->h;
1099 if (sx==0x8000) { //centered
1100 x = get_centered_x(s);
1105 if (*s == 0 ) break;
1107 letter = get_char_width(s[0],s[1],&width,&spacing);
1110 //not in font, draw as space
1118 // Check if this character is totally clipped
1119 if ( x + width < gr_screen.clip_left ) continue;
1120 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1121 if ( x > gr_screen.clip_right ) continue;
1122 if ( y > gr_screen.clip_bottom ) continue;
1125 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1126 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1130 wc = width - xd; hc = Current_font->h - yd;
1131 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1132 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1134 if ( wc < 1 ) continue;
1135 if ( hc < 1 ) continue;
1137 int u = Current_font->bm_u[letter];
1138 int v = Current_font->bm_v[letter];
1140 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1144 void gr_opengl_line(int x1,int y1,int x2,int y2)
1146 int clipped = 0, swapped=0;
1148 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1150 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);
1155 sx1 = i2fl(x1 + gr_screen.offset_x);
1156 sy1 = i2fl(y1 + gr_screen.offset_y);
1157 sx2 = i2fl(x2 + gr_screen.offset_x);
1158 sy2 = i2fl(y2 + gr_screen.offset_y);
1160 if ( x1 == x2 && y1 == y2 ) {
1161 glBegin (GL_POINTS);
1162 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1163 glVertex3f (sx1, sy1, -0.99f);
1175 } else if ( y1 == y2 ) {
1184 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1185 glVertex3f (sx2, sy2, -0.99f);
1186 glVertex3f (sx1, sy1, -0.99f);
1190 void gr_opengl_aaline(vertex *v1, vertex *v2)
1192 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1195 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1197 int clipped = 0, swapped=0;
1199 if ( !gr_screen.current_color.is_alphacolor ) {
1200 gr_line( x1, y1, x2, y2 );
1204 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);
1206 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1208 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1209 int ba = swapped ? gr_screen.current_color.alpha : 0;
1214 sx1 = i2fl(x1 + gr_screen.offset_x);
1215 sy1 = i2fl(y1 + gr_screen.offset_y);
1216 sx2 = i2fl(x2 + gr_screen.offset_x);
1217 sy2 = i2fl(y2 + gr_screen.offset_y);
1225 } else if ( y1 == y2 ) {
1234 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1235 glVertex3f (sx2, sy2, -0.99f);
1236 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1237 glVertex3f (sx1, sy1, -0.99f);
1241 void gr_opengl_circle( int xc, int yc, int d )
1251 if ( (xc+r) < gr_screen.clip_left ) return;
1252 if ( (xc-r) > gr_screen.clip_right ) return;
1253 if ( (yc+r) < gr_screen.clip_top ) return;
1254 if ( (yc-r) > gr_screen.clip_bottom ) return;
1257 // Draw the first octant
1258 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1259 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1264 // Draw the second octant
1265 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1266 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1274 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1275 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1280 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1284 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1285 if (f_float < 0.0f) {
1293 *a = (int)(f_float * 255.0);
1296 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1299 float u_scale = 1.0f, v_scale = 1.0f;
1301 // Make nebula use the texture mapper... this blends the colors better.
1302 if ( flags & TMAP_FLAG_NEBULA ){
1306 gr_texture_source texture_source = (gr_texture_source)-1;
1307 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1308 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1310 if ( gr_zbuffering ) {
1311 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1312 zbuffer_type = ZBUFFER_TYPE_READ;
1314 zbuffer_type = ZBUFFER_TYPE_FULL;
1317 zbuffer_type = ZBUFFER_TYPE_NONE;
1322 int tmap_type = TCACHE_TYPE_NORMAL;
1326 if ( flags & TMAP_FLAG_TEXTURED ) {
1329 r = gr_screen.current_color.red;
1330 g = gr_screen.current_color.green;
1331 b = gr_screen.current_color.blue;
1334 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1337 tmap_type = TCACHE_TYPE_NORMAL;
1338 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1340 // Blend with screen pixel using src*alpha+dst
1341 float factor = gr_screen.current_alpha;
1345 if ( factor <= 1.0f ) {
1346 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1347 r = (r*tmp_alpha)/255;
1348 g = (g*tmp_alpha)/255;
1349 b = (b*tmp_alpha)/255;
1352 tmap_type = TCACHE_TYPE_XPARENT;
1354 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1356 // Blend with screen pixel using src*alpha+dst
1357 float factor = gr_screen.current_alpha;
1359 if ( factor > 1.0f ) {
1362 alpha = fl2i(gr_screen.current_alpha*255.0f);
1366 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1367 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1369 alpha_blend = ALPHA_BLEND_NONE;
1374 if(flags & TMAP_FLAG_BITMAP_SECTION){
1375 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1378 texture_source = TEXTURE_SOURCE_NONE;
1380 if ( flags & TMAP_FLAG_TEXTURED ) {
1381 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 ))
1383 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1387 // use nonfiltered textures for bitmap sections
1388 if(flags & TMAP_FLAG_BITMAP_SECTION){
1389 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1391 texture_source = TEXTURE_SOURCE_DECAL;
1396 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1398 if ( flags & TMAP_FLAG_TEXTURED )
1404 if (flags & TMAP_FLAG_PIXEL_FOG) {
1410 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1412 vertex * va = verts[i];
1416 x = fl2i(va->sx*16.0f);
1417 y = fl2i(va->sy*16.0f);
1419 x += gr_screen.offset_x*16;
1420 y += gr_screen.offset_y*16;
1422 sx = i2fl(x) / 16.0f;
1423 sy = i2fl(y) / 16.0f;
1425 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1436 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1442 x1 = gr_screen.clip_left*16;
1443 x2 = gr_screen.clip_right*16+15;
1444 y1 = gr_screen.clip_top*16;
1445 y2 = gr_screen.clip_bottom*16+15;
1448 glBegin(GL_TRIANGLE_FAN);
1449 for (i = nv-1; i >= 0; i--) {
1450 vertex * va = verts[i];
1456 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1457 sz = 1.0 - 1.0 / (1.0 + va->z);
1458 //sz = va->z / z_mult;
1467 if ( flags & TMAP_FLAG_CORRECT ) {
1473 if (flags & TMAP_FLAG_ALPHA) {
1479 if (flags & TMAP_FLAG_NEBULA ) {
1480 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1481 r = gr_palette[pal*3+0];
1482 g = gr_palette[pal*3+1];
1483 b = gr_palette[pal*3+2];
1484 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1485 r = Gr_gamma_lookup[verts[i]->b];
1486 g = Gr_gamma_lookup[verts[i]->b];
1487 b = Gr_gamma_lookup[verts[i]->b];
1488 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1489 // Make 0.75 be 256.0f
1490 r = Gr_gamma_lookup[verts[i]->r];
1491 g = Gr_gamma_lookup[verts[i]->g];
1492 b = Gr_gamma_lookup[verts[i]->b];
1494 // use constant RGB values...
1496 glColor4ub (r,g,b,a);
1498 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1501 /* this is for GL_EXT_SECONDARY_COLOR */
1502 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1503 /* do separate color call here */
1509 x = fl2i(va->sx*16.0f);
1510 y = fl2i(va->sy*16.0f);
1514 if ( flags & TMAP_FLAG_CORRECT ) {
1518 } else if ( x > x2 ) {
1523 } else if ( y > y2 ) {
1530 x += gr_screen.offset_x*16;
1531 y += gr_screen.offset_y*16;
1533 sx = i2fl(x) / 16.0f;
1534 sy = i2fl(y) / 16.0f;
1536 if ( flags & TMAP_FLAG_TEXTURED ) {
1539 glTexCoord2f(tu, tv);
1542 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1547 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1549 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1552 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1554 void gr_opengl_scaler(vertex *va, vertex *vb )
1556 float x0, y0, x1, y1;
1557 float u0, v0, u1, v1;
1558 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1559 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1560 float xmin, xmax, ymin, ymax;
1561 int dx0, dy0, dx1, dy1;
1563 //============= CLIP IT =====================
1565 x0 = va->sx; y0 = va->sy;
1566 x1 = vb->sx; y1 = vb->sy;
1568 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1569 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1571 u0 = va->u; v0 = va->v;
1572 u1 = vb->u; v1 = vb->v;
1574 // Check for obviously offscreen bitmaps...
1575 if ( (y1<=y0) || (x1<=x0) ) return;
1576 if ( (x1<xmin ) || (x0>xmax) ) return;
1577 if ( (y1<ymin ) || (y0>ymax) ) return;
1579 clipped_u0 = u0; clipped_v0 = v0;
1580 clipped_u1 = u1; clipped_v1 = v1;
1582 clipped_x0 = x0; clipped_y0 = y0;
1583 clipped_x1 = x1; clipped_y1 = y1;
1585 // Clip the left, moving u0 right as necessary
1587 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1591 // Clip the right, moving u1 left as necessary
1593 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1597 // Clip the top, moving v0 down as necessary
1599 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1603 // Clip the bottom, moving v1 up as necessary
1605 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1609 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1610 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1612 if (dx1<=dx0) return;
1613 if (dy1<=dy0) return;
1615 //============= DRAW IT =====================
1629 v[1].sx = clipped_x1;
1630 v[1].sy = clipped_y0;
1633 v[1].u = clipped_u1;
1634 v[1].v = clipped_v0;
1637 v[2].sx = clipped_x1;
1638 v[2].sy = clipped_y1;
1641 v[2].u = clipped_u1;
1642 v[2].v = clipped_v1;
1645 v[3].sx = clipped_x0;
1646 v[3].sy = clipped_y1;
1649 v[3].u = clipped_u0;
1650 v[3].v = clipped_v1;
1652 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1655 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1659 void gr_opengl_get_color( int * r, int * g, int * b )
1661 if (r) *r = gr_screen.current_color.red;
1662 if (g) *g = gr_screen.current_color.green;
1663 if (b) *b = gr_screen.current_color.blue;
1666 void gr_opengl_init_color(color *c, int r, int g, int b)
1668 c->screen_sig = gr_screen.signature;
1669 c->red = (unsigned char)r;
1670 c->green = (unsigned char)g;
1671 c->blue = (unsigned char)b;
1673 c->ac_type = AC_TYPE_NONE;
1675 c->is_alphacolor = 0;
1679 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1681 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1682 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1683 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1684 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1686 gr_opengl_init_color( clr, r, g, b );
1688 clr->alpha = (unsigned char)alpha;
1689 clr->ac_type = (ubyte)type;
1690 clr->alphacolor = -1;
1691 clr->is_alphacolor = 1;
1694 void gr_opengl_set_color( int r, int g, int b )
1696 Assert((r >= 0) && (r < 256));
1697 Assert((g >= 0) && (g < 256));
1698 Assert((b >= 0) && (b < 256));
1700 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1703 void gr_opengl_set_color_fast(color *dst)
1705 if ( dst->screen_sig != gr_screen.signature ) {
1706 if ( dst->is_alphacolor ) {
1707 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1709 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1712 gr_screen.current_color = *dst;
1715 void gr_opengl_print_screen(char *filename)
1720 int gr_opengl_supports_res_ingame(int res)
1727 int gr_opengl_supports_res_interface(int res)
1734 void opengl_tcache_cleanup ();
1735 void gr_opengl_cleanup()
1737 if ( !Inited ) return;
1744 opengl_tcache_cleanup ();
1749 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1751 Assert((r >= 0) && (r < 256));
1752 Assert((g >= 0) && (g < 256));
1753 Assert((b >= 0) && (b < 256));
1755 if (fog_mode == GR_FOGMODE_NONE) {
1756 if (gr_screen.current_fog_mode != fog_mode) {
1759 gr_screen.current_fog_mode = fog_mode;
1764 if (gr_screen.current_fog_mode != fog_mode) {
1767 if (D3D_fog_mode == 2) {
1768 glFogi(GL_FOG_MODE, GL_LINEAR);
1771 gr_screen.current_fog_mode = fog_mode;
1774 if ( (gr_screen.current_fog_color.red != r) ||
1775 (gr_screen.current_fog_color.green != g) ||
1776 (gr_screen.current_fog_color.blue != b) ) {
1779 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1781 fc[0] = (float)r/255.0;
1782 fc[1] = (float)g/255.0;
1783 fc[2] = (float)b/255.0;
1786 glFogfv(GL_FOG_COLOR, fc);
1789 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1790 ((fog_near != gr_screen.fog_near) ||
1791 (fog_far != gr_screen.fog_far)) ) {
1792 gr_screen.fog_near = fog_near;
1793 gr_screen.fog_far = fog_far;
1795 if (D3D_fog_mode == 2) {
1796 glFogf(GL_FOG_START, fog_near);
1797 glFogf(GL_FOG_END, fog_far);
1802 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1807 void gr_opengl_set_cull(int cull)
1810 // DDOI - disabled for debugging purposes
1811 glEnable (GL_CULL_FACE);
1812 glFrontFace (GL_CCW);
1814 glDisable (GL_CULL_FACE);
1818 void gr_opengl_filter_set(int filter)
1823 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1829 typedef struct tcache_slot_opengl {
1830 GLuint texture_handle;
1831 float u_scale, v_scale;
1834 char used_this_frame;
1839 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1840 tcache_slot_opengl *parent;
1841 } tcache_slot_opengl;
1843 static void *Texture_sections = NULL;
1844 tcache_slot_opengl *Textures = NULL;
1846 int GL_texture_sections = 0;
1847 int GL_texture_ram = 0;
1848 int GL_frame_count = 0;
1849 int GL_min_texture_width = 0;
1850 int GL_max_texture_width = 0;
1851 int GL_min_texture_height = 0;
1852 int GL_max_texture_height = 0;
1853 int GL_square_textures = 0;
1854 int GL_textures_in = 0;
1855 int GL_textures_in_frame = 0;
1856 int GL_last_bitmap_id = -1;
1857 int GL_last_detail = -1;
1858 int GL_last_bitmap_type = -1;
1859 int GL_last_section_x = -1;
1860 int GL_last_section_y = -1;
1864 void opengl_tcache_init (int use_sections)
1868 // DDOI - FIXME skipped a lot of stuff here
1869 GL_should_preload = 0;
1871 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1874 if ( tmp_pl == 0 ) {
1875 GL_should_preload = 0;
1876 } else if ( tmp_pl == 1 ) {
1877 GL_should_preload = 1;
1879 GL_should_preload = 1;
1884 GL_min_texture_width = 16;
1885 GL_min_texture_height = 16;
1886 GL_max_texture_width = 256;
1887 GL_max_texture_height = 256;
1889 GL_square_textures = 1;
1891 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1897 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1898 if(!Texture_sections){
1901 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1904 // Init the texture structures
1905 int section_count = 0;
1906 for( i=0; i<MAX_BITMAPS; i++ ) {
1908 Textures[i].vram_texture = NULL;
1909 Textures[i].vram_texture_surface = NULL;
1911 Textures[i].texture_handle = 0;
1913 Textures[i].bitmap_id = -1;
1914 Textures[i].size = 0;
1915 Textures[i].used_this_frame = 0;
1917 Textures[i].parent = NULL;
1919 // allocate sections
1921 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1922 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1923 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1924 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1926 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1927 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1929 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1930 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1931 Textures[i].data_sections[idx][s_idx]->size = 0;
1932 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1936 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1937 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1938 Textures[i].data_sections[idx][s_idx] = NULL;
1944 GL_texture_sections = use_sections;
1946 //GL_last_detail = Detail.hardware_textures;
1947 GL_last_bitmap_id = -1;
1948 GL_last_bitmap_type = -1;
1950 GL_last_section_x = -1;
1951 GL_last_section_y = -1;
1954 GL_textures_in_frame = 0;
1957 int opengl_free_texture (tcache_slot_opengl *t);
1959 void opengl_tcache_flush ()
1963 for( i=0; i<MAX_BITMAPS; i++ ) {
1964 opengl_free_texture ( &Textures[i] );
1966 if (GL_textures_in != 0) {
1967 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1971 GL_last_bitmap_id = -1;
1972 GL_last_section_x = -1;
1973 GL_last_section_y = -1;
1976 void opengl_tcache_cleanup ()
1978 opengl_tcache_flush ();
1981 GL_textures_in_frame = 0;
1988 if( Texture_sections != NULL ){
1989 free(Texture_sections);
1990 Texture_sections = NULL;
1994 void opengl_tcache_frame ()
1998 GL_last_bitmap_id = -1;
1999 GL_textures_in_frame = 0;
2004 for( i=0; i<MAX_BITMAPS; i++ ) {
2005 Textures[i].used_this_frame = 0;
2008 if(Textures[i].data_sections[0][0] != NULL){
2009 Assert(GL_texture_sections);
2010 if(GL_texture_sections){
2011 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2012 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2013 if(Textures[i].data_sections[idx][s_idx] != NULL){
2014 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2023 opengl_tcache_flush();
2028 int opengl_free_texture ( tcache_slot_opengl *t )
2034 if ( t->bitmap_id > -1 ) {
2035 // if I, or any of my children have been used this frame, bail
2036 if(t->used_this_frame){
2039 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2040 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2041 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2047 // ok, now we know its legal to free everything safely
2048 glDeleteTextures (1, &t->texture_handle);
2049 t->texture_handle = 0;
2051 if ( GL_last_bitmap_id == t->bitmap_id ) {
2052 GL_last_bitmap_id = -1;
2055 // if this guy has children, free them too, since the children
2056 // actually make up his size
2057 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2058 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2059 if(t->data_sections[idx][s_idx] != NULL){
2060 opengl_free_texture(t->data_sections[idx][s_idx]);
2066 t->used_this_frame = 0;
2067 GL_textures_in -= t->size;
2073 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2078 if((w_out == NULL) || (h_out == NULL)){
2088 for (i=0; i<16; i++ ) {
2089 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2095 for (i=0; i<16; i++ ) {
2096 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2103 if ( tex_w < GL_min_texture_width ) {
2104 tex_w = GL_min_texture_width;
2105 } else if ( tex_w > GL_max_texture_width ) {
2106 tex_w = GL_max_texture_width;
2109 if ( tex_h < GL_min_texture_height ) {
2110 tex_h = GL_min_texture_height;
2111 } else if ( tex_h > GL_max_texture_height ) {
2112 tex_h = GL_max_texture_height;
2115 if ( GL_square_textures ) {
2117 // Make the both be equal to larger of the two
2118 new_size = max(tex_w, tex_h);
2123 // store the outgoing size
2128 // data == start of bitmap data
2129 // sx == x offset into bitmap
2130 // sy == y offset into bitmap
2131 // src_w == absolute width of section on source bitmap
2132 // src_h == absolute height of section on source bitmap
2133 // bmap_w == width of source bitmap
2134 // bmap_h == height of source bitmap
2135 // tex_w == width of final texture
2136 // tex_h == height of final texture
2137 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)
2146 if ( t->used_this_frame ) {
2147 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2152 if(!opengl_free_texture(t)){
2157 // get final texture size
2158 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2160 if ( (tex_w < 1) || (tex_h < 1) ) {
2161 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2165 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2166 t->u_scale = (float)bmap_w / (float)tex_w;
2167 t->v_scale = (float)bmap_h / (float)tex_h;
2168 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2169 t->u_scale = (float)src_w / (float)tex_w;
2170 t->v_scale = (float)src_h / (float)tex_h;
2176 glGenTextures (1, &t->texture_handle);
2177 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2179 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2180 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2181 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2182 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2184 switch (bitmap_type) {
2186 case TCACHE_TYPE_AABITMAP:
2189 ubyte *bmp_data = ((ubyte*)data);
2190 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2191 ubyte *texmemp = texmem;
2194 for (i=0; i<16; i++) {
2195 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2198 for ( ; i<256; i++ ) {
2202 for (i=0;i<tex_h;i++)
2204 for (j=0;j<tex_w;j++)
2206 if (i < bmap_h && j < bmap_w) {
2208 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2216 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2221 case TCACHE_TYPE_BITMAP_SECTION:
2224 ubyte *bmp_data = ((ubyte*)data);
2225 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2226 ubyte *texmemp = texmem;
2228 for (i=0;i<tex_h;i++)
2230 for (j=0;j<tex_w;j++)
2232 if (i < src_h && j < src_w) {
2233 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2234 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2241 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2242 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2250 ubyte *bmp_data = ((ubyte*)data);
2251 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2252 ubyte *texmemp = texmem;
2254 fix u, utmp, v, du, dv;
2258 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2259 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2261 for (j=0;j<tex_h;j++)
2264 for (i=0;i<tex_w;i++)
2266 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2267 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2273 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2274 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2282 t->bitmap_id = texture_handle;
2283 t->time_created = GL_frame_count;
2284 t->used_this_frame = 0;
2285 t->size = tex_w * tex_h * 2;
2286 t->w = (ushort)tex_w;
2287 t->h = (ushort)tex_h;
2288 GL_textures_in_frame += t->size;
2290 GL_textures_in += t->size;
2296 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2300 int final_w, final_h;
2304 // setup texture/bitmap flags
2306 switch(bitmap_type){
2307 case TCACHE_TYPE_AABITMAP:
2308 flags |= BMP_AABITMAP;
2311 case TCACHE_TYPE_NORMAL:
2312 flags |= BMP_TEX_OTHER;
2313 case TCACHE_TYPE_XPARENT:
2314 flags |= BMP_TEX_XPARENT;
2316 case TCACHE_TYPE_NONDARKENING:
2318 flags |= BMP_TEX_NONDARK;
2322 // lock the bitmap into the proper format
2323 bmp = bm_lock(bitmap_handle, bpp, flags);
2324 if ( bmp == NULL ) {
2325 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2334 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2335 // max_w /= D3D_texture_divider;
2336 // max_h /= D3D_texture_divider;
2338 // Detail.debris_culling goes from 0 to 4.
2339 max_w /= (16 >> Detail.hardware_textures);
2340 max_h /= (16 >> Detail.hardware_textures);
2344 // get final texture size as it will be allocated as a DD surface
2345 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2347 // if this tcache slot has no bitmap
2348 if ( tslot->bitmap_id < 0) {
2351 // different bitmap altogether - determine if the new one can use the old one's slot
2352 else if (tslot->bitmap_id != bitmap_handle) {
2353 if((final_w == tslot->w) && (final_h == tslot->h)){
2355 //ml_printf("Reloading texture %d\n", bitmap_handle);
2362 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);
2364 // unlock the bitmap
2365 bm_unlock(bitmap_handle);
2370 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2374 int final_w, final_h;
2375 int section_x, section_y;
2378 // setup texture/bitmap flags
2379 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2380 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2381 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2383 flags = BMP_TEX_XPARENT;
2385 // lock the bitmap in the proper format
2386 bmp = bm_lock(bitmap_handle, 16, flags);
2387 if ( bmp == NULL ) {
2388 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2391 // determine the width and height of this section
2392 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2394 // get final texture size as it will be allocated as an opengl texture
2395 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2397 // if this tcache slot has no bitmap
2398 if ( tslot->bitmap_id < 0) {
2401 // different bitmap altogether - determine if the new one can use the old one's slot
2402 else if (tslot->bitmap_id != bitmap_handle) {
2403 if((final_w == tslot->w) && (final_h == tslot->h)){
2411 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);
2413 // unlock the bitmap
2414 bm_unlock(bitmap_handle);
2420 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2421 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)
2430 GL_last_bitmap_id = -1;
2434 if ( GL_last_detail != Detail.hardware_textures ) {
2435 GL_last_detail = Detail.hardware_textures;
2436 opengl_tcache_flush();
2443 int n = bm_get_cache_slot (bitmap_id, 1);
2444 tcache_slot_opengl *t = &Textures[n];
2446 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)) {
2447 t->used_this_frame++;
2449 // mark all children as used
2450 if(GL_texture_sections){
2451 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2452 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2453 if(t->data_sections[idx][s_idx] != NULL){
2454 t->data_sections[idx][s_idx]->used_this_frame++;
2460 *u_scale = t->u_scale;
2461 *v_scale = t->v_scale;
2465 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2466 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2467 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2473 // if the texture sections haven't been created yet
2474 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2476 // lock the bitmap in the proper format
2477 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2478 bm_unlock(bitmap_id);
2480 // now lets do something for each texture
2482 for(idx=0; idx<bmp->sections.num_x; idx++){
2483 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2484 // hmm. i'd rather we didn't have to do it this way...
2485 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2489 // not used this frame
2490 t->data_sections[idx][s_idx]->used_this_frame = 0;
2494 // zero out pretty much everything in the parent struct since he's just the root
2495 t->bitmap_id = bitmap_id;
2496 t->texture_handle = 0;
2497 t->time_created = t->data_sections[sx][sy]->time_created;
2498 t->used_this_frame = 0;
2500 t->vram_texture = NULL;
2501 t->vram_texture_surface = NULL
2505 // argh. we failed to upload. free anything we can
2507 opengl_free_texture(t);
2509 // swap in the texture we want
2511 t = t->data_sections[sx][sy];
2514 // all other "normal" textures
2515 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2516 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2519 // everything went ok
2520 if(ret_val && (t->texture_handle) && !vram_full){
2521 *u_scale = t->u_scale;
2522 *v_scale = t->v_scale;
2524 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2526 GL_last_bitmap_id = t->bitmap_id;
2527 GL_last_bitmap_type = bitmap_type;
2528 GL_last_section_x = sx;
2529 GL_last_section_y = sy;
2531 t->used_this_frame++;
2535 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2542 void gr_opengl_set_clear_color(int r, int g, int b)
2544 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2547 void gr_opengl_flash(int r, int g, int b)
2553 if ( r || g || b ) {
2554 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2556 float x1, x2, y1, y2;
2557 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2558 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2559 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2560 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2562 glColor4ub(r, g, b, 255);
2564 glVertex3f (x1, y2, -0.99);
2566 glVertex3f (x2, y2, -0.99);
2568 glVertex3f (x2, y1, -0.99);
2570 glVertex3f (x1, y1, -0.99);
2575 int gr_opengl_zbuffer_get()
2577 if ( !gr_global_zbuffering ) {
2578 return GR_ZBUFF_NONE;
2580 return gr_zbuffering_mode;
2583 int gr_opengl_zbuffer_set(int mode)
2585 int tmp = gr_zbuffering_mode;
2587 gr_zbuffering_mode = mode;
2589 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2597 void gr_opengl_zbuffer_clear(int mode)
2601 gr_zbuffering_mode = GR_ZBUFF_FULL;
2602 gr_global_zbuffering = 1;
2604 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2605 glClear ( GL_DEPTH_BUFFER_BIT );
2608 gr_zbuffering_mode = GR_ZBUFF_NONE;
2609 gr_global_zbuffering = 0;
2613 void gr_opengl_set_gamma(float gamma)
2616 Gr_gamma_int = int (Gr_gamma*10);
2618 // Create the Gamma lookup table
2620 for (i=0;i<256; i++) {
2621 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2624 } else if ( v < 0 ) {
2627 Gr_gamma_lookup[i] = v;
2630 // Flush any existing textures
2631 opengl_tcache_flush();
2634 void gr_opengl_fade_in(int instantaneous)
2639 void gr_opengl_fade_out(int instantaneous)
2644 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2647 glReadBuffer(GL_FRONT);
2649 glReadBuffer(GL_BACK);
2655 // glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2658 int gr_opengl_save_screen()
2662 if ( Gr_saved_screen ) {
2663 mprintf(( "Screen alread saved!\n" ));
2667 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2668 if (!Gr_saved_screen) {
2669 mprintf(( "Couldn't get memory for saved screen!\n" ));
2675 gr_opengl_get_region(1, gr_screen.max_w, gr_screen.max_h, (ubyte *)Gr_saved_screen);
2680 void gr_opengl_restore_screen(int id)
2684 if ( !Gr_saved_screen ) {
2692 // glDrawPixels(gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen);
2695 void gr_opengl_free_screen(int id)
2697 if ( Gr_saved_screen ) {
2698 free( Gr_saved_screen );
2699 Gr_saved_screen = NULL;
2703 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2708 void gr_opengl_dump_frame_stop()
2713 void gr_opengl_dump_frame()
2718 uint gr_opengl_lock()
2725 void gr_opengl_unlock()
2729 void opengl_zbias(int bias)
2732 glEnable(GL_POLYGON_OFFSET_FILL);
2733 glPolygonOffset(0, bias);
2735 glDisable(GL_POLYGON_OFFSET_FILL);
2739 extern char *Osreg_title;
2740 void gr_opengl_init()
2743 gr_opengl_cleanup();
2747 mprintf(( "Initializing opengl graphics device...\n" ));
2751 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2753 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2759 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2760 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2761 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2762 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2763 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2765 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2767 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2771 SDL_WM_SetCaption (Osreg_title, "FS2");
2773 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2775 glMatrixMode(GL_PROJECTION);
2777 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2778 glMatrixMode(GL_MODELVIEW);
2781 glShadeModel(GL_SMOOTH);
2782 glEnable(GL_DITHER);
2783 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2784 glHint(GL_FOG_HINT, GL_NICEST);
2786 glEnable(GL_DEPTH_TEST);
2789 glEnable(GL_TEXTURE_2D);
2791 glDepthRange(0.0, 1.0);
2793 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2795 //glGenTextures(1, &bitmapTex);
2796 //glBindTexture(GL_TEXTURE_2D, bitmapTex);
2797 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2798 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2799 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2800 //bitmapMem = (GLubyte *)malloc(256*256*4);
2801 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2803 D3D_32bit = 1; // grd3d.cpp
2804 extern int D3D_enabled;
2807 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2808 1 = use secondary color ext
2809 2 = use opengl linear fog
2811 D3D_fog_mode = 2; // grd3d.cpp
2815 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2825 Gr_red.mask = 0xff0000;
2830 Gr_green.mask = 0xff00;
2835 Gr_blue.mask = 0xff;
2843 Gr_red.mask = 0x7C00;
2848 Gr_green.mask = 0x3E0;
2853 Gr_blue.mask = 0x1F;
2861 Gr_red.mask = 0xF800;
2866 Gr_green.mask = 0x7E0;
2871 Gr_blue.mask = 0x1F;
2880 Gr_red.mask = 0xff0000;
2885 Gr_green.mask = 0xff00;
2890 Gr_blue.mask = 0xff;
2895 Int3(); // Illegal bpp
2898 // DDOI - set these so no one else does!
2899 Gr_ta_red.mask = 0x0f00;
2900 Gr_ta_red.shift = 8;
2901 Gr_ta_red.scale = 16;
2903 Gr_ta_green.mask = 0x00f0;
2904 Gr_ta_green.shift = 4;
2905 Gr_ta_green.scale = 16;
2907 Gr_ta_blue.mask = 0x000f;
2908 Gr_ta_blue.shift = 0;
2909 Gr_ta_blue.scale = 16;
2911 Gr_ta_alpha.mask = 0xf000;
2912 Gr_ta_alpha.shift = 12;
2913 Gr_ta_alpha.scale = 16;
2916 opengl_tcache_init (1);
2919 Gr_current_red = &Gr_red;
2920 Gr_current_blue = &Gr_blue;
2921 Gr_current_green = &Gr_green;
2922 Gr_current_alpha = &Gr_alpha;
2924 gr_screen.gf_flip = gr_opengl_flip;
2925 gr_screen.gf_flip_window = gr_opengl_flip_window;
2926 gr_screen.gf_set_clip = gr_opengl_set_clip;
2927 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2928 gr_screen.gf_set_font = grx_set_font;
2930 gr_screen.gf_set_color = gr_opengl_set_color;
2931 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2932 gr_screen.gf_create_shader = gr_opengl_create_shader;
2933 gr_screen.gf_set_shader = gr_opengl_set_shader;
2934 gr_screen.gf_clear = gr_opengl_clear;
2935 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2936 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2937 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2938 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2940 gr_screen.gf_rect = gr_opengl_rect;
2941 gr_screen.gf_shade = gr_opengl_shade;
2942 gr_screen.gf_string = gr_opengl_string;
2943 gr_screen.gf_circle = gr_opengl_circle;
2945 gr_screen.gf_line = gr_opengl_line;
2946 gr_screen.gf_aaline = gr_opengl_aaline;
2947 gr_screen.gf_pixel = gr_opengl_pixel;
2948 gr_screen.gf_scaler = gr_opengl_scaler;
2949 gr_screen.gf_tmapper = gr_opengl_tmapper;
2951 gr_screen.gf_gradient = gr_opengl_gradient;
2953 gr_screen.gf_set_palette = gr_opengl_set_palette;
2954 gr_screen.gf_get_color = gr_opengl_get_color;
2955 gr_screen.gf_init_color = gr_opengl_init_color;
2956 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2957 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2958 gr_screen.gf_print_screen = gr_opengl_print_screen;
2960 gr_screen.gf_fade_in = gr_opengl_fade_in;
2961 gr_screen.gf_fade_out = gr_opengl_fade_out;
2962 gr_screen.gf_flash = gr_opengl_flash;
2964 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2965 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2966 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2968 gr_screen.gf_save_screen = gr_opengl_save_screen;
2969 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2970 gr_screen.gf_free_screen = gr_opengl_free_screen;
2972 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2973 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2974 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2976 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2978 gr_screen.gf_lock = gr_opengl_lock;
2979 gr_screen.gf_unlock = gr_opengl_unlock;
2981 gr_screen.gf_fog_set = gr_opengl_fog_set;
2983 gr_screen.gf_get_region = gr_opengl_get_region;
2985 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2987 gr_screen.gf_set_cull = gr_opengl_set_cull;
2989 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2991 gr_screen.gf_filter_set = gr_opengl_filter_set;
2993 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2995 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;