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
12 #include "gropengl1.h"
13 #include "gropenglinternal.h"
15 #include "grinternal.h"
22 extern int OGL_fog_mode;
24 #define NEBULA_COLORS 20
27 static void opengl1_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
31 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
33 saved_zbuf = gr_zbuffer_get();
35 // start the frame, no zbuffering, no culling
37 gr_zbuffer_set(GR_ZBUFF_NONE);
46 v[0].flags = PF_PROJECTED;
53 v[1].sx = i2fl(x + w);
58 v[1].flags = PF_PROJECTED;
65 v[2].sx = i2fl(x + w);
66 v[2].sy = i2fl(y + h);
70 v[2].flags = PF_PROJECTED;
78 v[3].sy = i2fl(y + h);
82 v[3].flags = PF_PROJECTED;
90 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
94 // restore zbuffer and culling
95 gr_zbuffer_set(saved_zbuf);
99 static void opengl1_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
101 if ( (w < 1) || (h < 1) ) {
105 if ( !gr_screen.current_color.is_alphacolor ) {
109 float u_scale, v_scale;
111 if ( !opengl1_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP,
112 &u_scale, &v_scale, 0, -1, -1, 0) )
114 // Couldn't set texture
115 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
119 opengl1_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
121 float u0, u1, v0, v1;
122 float x1, x2, y1, y2;
125 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
127 u0 = u_scale*i2fl(sx)/i2fl(bw);
128 v0 = v_scale*i2fl(sy)/i2fl(bh);
130 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
131 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
133 x1 = i2fl(x+gr_screen.offset_x);
134 y1 = i2fl(y+gr_screen.offset_y);
135 x2 = i2fl(x+w+gr_screen.offset_x);
136 y2 = i2fl(y+h+gr_screen.offset_y);
138 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
139 gr_screen.current_color.blue,gr_screen.current_color.alpha);
141 opengl_alloc_render_buffer(4);
143 render_buffer[0].x = x1;
144 render_buffer[0].y = y1;
145 render_buffer[0].u = u0;
146 render_buffer[0].v = v0;
148 render_buffer[1].x = x1;
149 render_buffer[1].y = y2;
150 render_buffer[1].u = u0;
151 render_buffer[1].v = v1;
153 render_buffer[2].x = x2;
154 render_buffer[2].y = y1;
155 render_buffer[2].u = u1;
156 render_buffer[2].v = v0;
158 render_buffer[3].x = x2;
159 render_buffer[3].y = y2;
160 render_buffer[3].u = u1;
161 render_buffer[3].v = v1;
163 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
164 glEnableClientState(GL_VERTEX_ARRAY);
166 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
167 glVertexPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
169 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
171 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
172 glDisableClientState(GL_VERTEX_ARRAY);
175 static void opengl1_stuff_fog_value(float z, float *f_val)
183 f_float = 1.0f - ((gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near));
185 if (f_float < 0.0f) {
187 } else if (f_float > 1.0f) {
194 static void opengl1_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
197 float u_scale = 1.0f, v_scale = 1.0f;
199 // Make nebula use the texture mapper... this blends the colors better.
200 if ( flags & TMAP_FLAG_NEBULA ){
204 gr_texture_source texture_source = (gr_texture_source)-1;
205 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
206 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
209 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
210 zbuffer_type = ZBUFFER_TYPE_READ;
212 zbuffer_type = ZBUFFER_TYPE_FULL;
215 zbuffer_type = ZBUFFER_TYPE_NONE;
220 int tmap_type = TCACHE_TYPE_NORMAL;
224 if ( flags & TMAP_FLAG_TEXTURED ) {
227 r = gr_screen.current_color.red;
228 g = gr_screen.current_color.green;
229 b = gr_screen.current_color.blue;
232 if (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) {
233 tmap_type = TCACHE_TYPE_NORMAL;
234 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
236 // Blend with screen pixel using src*alpha+dst
240 if (gr_screen.current_alpha <= 1.0f) {
241 r = fl2i((r * gr_screen.current_alpha) + 0.5f);
242 g = fl2i((g * gr_screen.current_alpha) + 0.5f);
243 b = fl2i((b * gr_screen.current_alpha) + 0.5f);
246 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
250 if (flags & TMAP_FLAG_BITMAP_SECTION) {
251 Assert( !(flags & TMAP_FLAG_BITMAP_INTERFACE) );
252 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
253 } else if (flags & TMAP_FLAG_BITMAP_INTERFACE) {
254 Assert( !(flags & TMAP_FLAG_BITMAP_SECTION) );
255 tmap_type = TCACHE_TYPE_BITMAP_INTERFACE;
258 texture_source = TEXTURE_SOURCE_NONE;
260 if (flags & TMAP_FLAG_TEXTURED) {
261 if ( !opengl1_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale,
262 &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0) )
264 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
268 // use non-filtered textures for bitmap sections and UI graphics
270 case TCACHE_TYPE_BITMAP_INTERFACE:
271 case TCACHE_TYPE_BITMAP_SECTION:
272 texture_source = TEXTURE_SOURCE_NO_FILTERING;
276 texture_source = TEXTURE_SOURCE_DECAL;
282 opengl1_set_state( texture_source, alpha_blend, zbuffer_type );
284 float fr = 1.0f, fg = 1.0f, fb = 1.0f;
286 if (flags & TMAP_FLAG_PIXEL_FOG) {
292 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
294 vertex * va = verts[i];
298 x = fl2i(va->sx*16.0f);
299 y = fl2i(va->sy*16.0f);
301 x += gr_screen.offset_x*16;
302 y += gr_screen.offset_y*16;
304 sx = i2fl(x) / 16.0f;
305 sy = i2fl(y) / 16.0f;
307 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
318 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba, -1.0f, -1.0f);
325 opengl_alloc_render_buffer(nv);
329 for (i = nv-1; i >= 0; i--) {
330 vertex * va = verts[i];
335 if ( Gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
336 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
345 if ( flags & TMAP_FLAG_CORRECT ) {
349 if (flags & TMAP_FLAG_ALPHA) {
355 if (flags & TMAP_FLAG_NEBULA ) {
356 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
357 r = gr_palette[pal*3+0];
358 g = gr_palette[pal*3+1];
359 b = gr_palette[pal*3+2];
360 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
361 r = Gr_gamma_lookup[verts[i]->b];
362 g = Gr_gamma_lookup[verts[i]->b];
363 b = Gr_gamma_lookup[verts[i]->b];
364 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
365 // Make 0.75 be 256.0f
366 r = Gr_gamma_lookup[verts[i]->r];
367 g = Gr_gamma_lookup[verts[i]->g];
368 b = Gr_gamma_lookup[verts[i]->b];
370 // use constant RGB values...
373 render_buffer[rb_offset].r = r;
374 render_buffer[rb_offset].g = g;
375 render_buffer[rb_offset].b = b;
376 render_buffer[rb_offset].a = a;
378 if ( (gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (OGL_fog_mode == 1) ) {
381 opengl1_stuff_fog_value(va->z, &f_val);
383 render_buffer[rb_offset].sr = fl2i(((fr * f_val) * 255.0f) + 0.5f);
384 render_buffer[rb_offset].sg = fl2i(((fg * f_val) * 255.0f) + 0.5f);
385 render_buffer[rb_offset].sb = fl2i(((fb * f_val) * 255.0f) + 0.5f);
389 x = fl2i(va->sx*16.0f);
390 y = fl2i(va->sy*16.0f);
392 x += gr_screen.offset_x*16;
393 y += gr_screen.offset_y*16;
395 sx = i2fl(x) / 16.0f;
396 sy = i2fl(y) / 16.0f;
398 if ( flags & TMAP_FLAG_TEXTURED ) {
399 render_buffer[rb_offset].u = va->u * u_scale;
400 render_buffer[rb_offset].v = va->v * v_scale;
403 render_buffer[rb_offset].x = sx * rhw;
404 render_buffer[rb_offset].y = sy * rhw;
405 render_buffer[rb_offset].z = -sz * rhw;
406 render_buffer[rb_offset].w = rhw;
411 if (flags & TMAP_FLAG_TEXTURED) {
412 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
413 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
416 if ( (gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (OGL_fog_mode == 1) ) {
417 glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
418 vglSecondaryColorPointer(3, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].sr);
421 glEnableClientState(GL_COLOR_ARRAY);
422 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].r);
424 glEnableClientState(GL_VERTEX_ARRAY);
425 glVertexPointer(4, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
427 glDrawArrays(GL_TRIANGLE_FAN, 0, rb_offset);
429 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
430 glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
431 glDisableClientState(GL_COLOR_ARRAY);
432 glDisableClientState(GL_VERTEX_ARRAY);
435 void gr_opengl1_rect(int x,int y,int w,int h)
437 opengl1_rect_internal(x, y, w, h, gr_screen.current_color.red,
438 gr_screen.current_color.green, gr_screen.current_color.blue,
439 gr_screen.current_color.alpha);
442 void gr_opengl1_shade(int x,int y,int w,int h)
449 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
450 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
451 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
452 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
453 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
454 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
455 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
456 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
458 opengl1_rect_internal(x, y, w, h, r, g, b, a);
461 void gr_opengl1_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
468 int dx1=x, dx2=x+w-1;
469 int dy1=y, dy2=y+h-1;
472 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
477 if ( count > 1 ) Int3();
481 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
482 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
483 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
484 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
485 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
486 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
513 if ( w < 1 ) return; // clipped away!
514 if ( h < 1 ) return; // clipped away!
518 // Make sure clipping algorithm works
522 Assert( w == (dx2-dx1+1) );
523 Assert( h == (dy2-dy1+1) );
526 Assert( sx+w <= bw );
527 Assert( sy+h <= bh );
528 Assert( dx2 >= dx1 );
529 Assert( dy2 >= dy1 );
530 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
531 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
532 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
533 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
536 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
537 opengl1_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
540 void gr_opengl1_aabitmap(int x, int y)
544 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
545 int dx1=x, dx2=x+w-1;
546 int dy1=y, dy2=y+h-1;
549 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
550 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
551 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
552 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
553 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
554 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
556 if ( sx < 0 ) return;
557 if ( sy < 0 ) return;
558 if ( sx >= w ) return;
559 if ( sy >= h ) return;
561 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
562 gr_opengl1_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
565 void gr_opengl1_string( int sx, int sy, const char *s )
567 int width, spacing, letter;
570 float u_scale, v_scale;
571 float u0, u1, v0, v1;
572 float x1, x2, y1, y2;
576 if ( !Current_font ) {
580 gr_set_bitmap(Current_font->bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
582 if ( !opengl1_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 0, -1, -1, 0 ) ) {
583 // Couldn't set texture
584 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
588 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
590 fbw = 1.0f / i2fl(bw);
591 fbh = 1.0f / i2fl(bh);
593 opengl1_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
595 // don't want to create a super huge buffer size (i.e. credits text)
596 const int alocsize = 320; // 80 characters max per render call
597 opengl_alloc_render_buffer(alocsize);
599 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
600 gr_screen.current_color.blue, gr_screen.current_color.alpha);
602 glEnableClientState(GL_VERTEX_ARRAY);
603 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
605 glVertexPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
606 glTexCoordPointer(2, GL_FLOAT, sizeof(rb_t), &render_buffer[0].u);
611 if (sx==0x8000) { //centered
612 x = get_centered_x(s);
625 y += Current_font->h;
626 if (sx==0x8000) { //centered
627 x = get_centered_x(s);
634 letter = get_char_width(s[0],s[1],&width,&spacing);
637 //not in font, draw as space
645 // Check if this character is totally clipped
646 if ( x + width < gr_screen.clip_left ) continue;
647 if ( y + Current_font->h < gr_screen.clip_top ) continue;
648 if ( x > gr_screen.clip_right ) continue;
649 if ( y > gr_screen.clip_bottom ) continue;
652 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
653 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
657 wc = width - xd; hc = Current_font->h - yd;
658 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
659 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
661 if ( wc < 1 ) continue;
662 if ( hc < 1 ) continue;
664 float u = i2fl(Current_font->bm_u[letter] + xd);
665 float v = i2fl(Current_font->bm_v[letter] + yd);
667 x1 = i2fl(xc + gr_screen.offset_x);
668 y1 = i2fl(yc + gr_screen.offset_y);
672 u0 = u_scale * (u * fbw);
673 v0 = v_scale * (v * fbh);
675 u1 = u_scale * ((u+i2fl(wc)) * fbw);
676 v1 = v_scale * ((v+i2fl(hc)) * fbh);
678 // maybe go ahead and draw
679 if (rb_offset == alocsize) {
680 glDrawArrays(GL_TRIANGLE_STRIP, 0, rb_offset);
684 render_buffer[rb_offset].x = x1;
685 render_buffer[rb_offset].y = y1;
686 render_buffer[rb_offset].u = u0;
687 render_buffer[rb_offset].v = v0;
690 render_buffer[rb_offset].x = x1;
691 render_buffer[rb_offset].y = y2;
692 render_buffer[rb_offset].u = u0;
693 render_buffer[rb_offset].v = v1;
696 render_buffer[rb_offset].x = x2;
697 render_buffer[rb_offset].y = y1;
698 render_buffer[rb_offset].u = u1;
699 render_buffer[rb_offset].v = v0;
702 render_buffer[rb_offset].x = x2;
703 render_buffer[rb_offset].y = y2;
704 render_buffer[rb_offset].u = u1;
705 render_buffer[rb_offset].v = v1;
710 glDrawArrays(GL_TRIANGLE_STRIP, 0, rb_offset);
713 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
714 glDisableClientState(GL_VERTEX_ARRAY);
717 void gr_opengl1_line(int x1,int y1,int x2,int y2)
719 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
721 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,
722 gr_screen.clip_right,gr_screen.clip_bottom,return,void(),void());
727 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
728 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
729 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
730 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
732 opengl_alloc_render_buffer(2);
734 if ( x1 == x2 && y1 == y2 ) {
735 render_buffer[0].x = sx1;
736 render_buffer[0].y = sy1;
737 render_buffer[0].z = -0.99f;
739 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
740 gr_screen.current_color.blue, gr_screen.current_color.alpha);
742 glEnableClientState(GL_VERTEX_ARRAY);
743 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
745 glDrawArrays(GL_POINTS, 0, 1);
747 glDisableClientState(GL_VERTEX_ARRAY);
758 } else if ( y1 == y2 ) {
766 render_buffer[0].x = sx2;
767 render_buffer[0].y = sy2;
768 render_buffer[0].z = -0.99f;
770 render_buffer[1].x = sx1;
771 render_buffer[1].y = sy1;
772 render_buffer[1].z = -0.99f;
774 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green,
775 gr_screen.current_color.blue, gr_screen.current_color.alpha);
777 glEnableClientState(GL_VERTEX_ARRAY);
778 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
780 glDrawArrays(GL_LINES, 0, 2);
782 glDisableClientState(GL_VERTEX_ARRAY);
785 void gr_opengl1_aaline(vertex *v1, vertex *v2)
787 gr_opengl1_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
790 void gr_opengl1_gradient(int x1,int y1,int x2,int y2)
794 if ( !gr_screen.current_color.is_alphacolor ) {
795 gr_line( x1, y1, x2, y2 );
799 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,
800 gr_screen.clip_right,gr_screen.clip_bottom,return,void(),swapped=1);
802 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
804 int aa = swapped ? 0 : gr_screen.current_color.alpha;
805 int ba = swapped ? gr_screen.current_color.alpha : 0;
810 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
811 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
812 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
813 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
821 } else if ( y1 == y2 ) {
829 opengl_alloc_render_buffer(2);
831 render_buffer[0].r = gr_screen.current_color.red;
832 render_buffer[0].g = gr_screen.current_color.green;
833 render_buffer[0].b = gr_screen.current_color.blue;
834 render_buffer[0].a = ba;
835 render_buffer[0].x = sx2;
836 render_buffer[0].y = sy2;
837 render_buffer[0].z = -0.99f;
839 render_buffer[1].r = gr_screen.current_color.red;
840 render_buffer[1].g = gr_screen.current_color.green;
841 render_buffer[1].b = gr_screen.current_color.blue;
842 render_buffer[1].a = aa;
843 render_buffer[1].x = sx1;
844 render_buffer[1].y = sy1;
845 render_buffer[1].z = -0.99f;
847 glEnableClientState(GL_COLOR_ARRAY);
848 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(rb_t), &render_buffer[0].r);
850 glEnableClientState(GL_VERTEX_ARRAY);
851 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
853 glDrawArrays(GL_LINES, 0, 2);
855 glDisableClientState(GL_COLOR_ARRAY);
856 glDisableClientState(GL_VERTEX_ARRAY);
859 void gr_opengl1_circle( int xc, int yc, int d )
869 if ( (xc+r) < gr_screen.clip_left ) return;
870 if ( (xc-r) > gr_screen.clip_right ) return;
871 if ( (yc+r) < gr_screen.clip_top ) return;
872 if ( (yc-r) > gr_screen.clip_bottom ) return;
875 // Draw the first octant
876 gr_opengl1_line( xc-y, yc-x, xc+y, yc-x );
877 gr_opengl1_line( xc-y, yc+x, xc+y, yc+x );
882 // Draw the second octant
883 gr_opengl1_line( xc-x, yc-y, xc+x, yc-y );
884 gr_opengl1_line( xc-x, yc+y, xc+x, yc+y );
892 gr_opengl1_line( xc-x, yc-y, xc+x, yc-y );
893 gr_opengl1_line( xc-x, yc+y, xc+x, yc+y );
898 void gr_opengl1_pixel(int x, int y)
905 void gr_opengl1_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
907 gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct );
910 gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct );
914 void gr_opengl1_flash(int r, int g, int b)
921 opengl1_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
923 float x1, x2, y1, y2;
924 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
925 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
926 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
927 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
929 glColor4ub(r, g, b, 255);
931 opengl_alloc_render_buffer(4);
933 render_buffer[0].x = x1;
934 render_buffer[0].y = y1;
935 render_buffer[0].z = -0.99f;
937 render_buffer[1].x = x1;
938 render_buffer[1].y = y2;
939 render_buffer[1].z = -0.99f;
941 render_buffer[2].x = x2;
942 render_buffer[2].y = y1;
943 render_buffer[2].z = -0.99f;
945 render_buffer[3].x = x2;
946 render_buffer[3].y = y2;
947 render_buffer[3].z = -0.99f;
949 glEnableClientState(GL_VERTEX_ARRAY);
950 glVertexPointer(3, GL_FLOAT, sizeof(rb_t), &render_buffer[0].x);
952 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
954 glDisableClientState(GL_VERTEX_ARRAY);
958 void gr_opengl1_tmapper( int nverts, vertex **verts, uint flags )
960 opengl1_tmapper_internal( nverts, verts, flags, 0 );
963 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
965 void gr_opengl1_scaler(vertex *va, vertex *vb )
967 float x0, y0, x1, y1;
968 float u0, v0, u1, v1;
969 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
970 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
971 float xmin, xmax, ymin, ymax;
972 int dx0, dy0, dx1, dy1;
974 //============= CLIP IT =====================
976 x0 = va->sx; y0 = va->sy;
977 x1 = vb->sx; y1 = vb->sy;
979 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
980 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
982 u0 = va->u; v0 = va->v;
983 u1 = vb->u; v1 = vb->v;
985 // Check for obviously offscreen bitmaps...
986 if ( (y1<=y0) || (x1<=x0) ) return;
987 if ( (x1<xmin ) || (x0>xmax) ) return;
988 if ( (y1<ymin ) || (y0>ymax) ) return;
990 clipped_u0 = u0; clipped_v0 = v0;
991 clipped_u1 = u1; clipped_v1 = v1;
993 clipped_x0 = x0; clipped_y0 = y0;
994 clipped_x1 = x1; clipped_y1 = y1;
996 // Clip the left, moving u0 right as necessary
998 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1002 // Clip the right, moving u1 left as necessary
1004 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1008 // Clip the top, moving v0 down as necessary
1010 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1014 // Clip the bottom, moving v1 up as necessary
1016 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1020 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1021 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1023 if (dx1<=dx0) return;
1024 if (dy1<=dy0) return;
1026 //============= DRAW IT =====================
1032 v[0].sx = clipped_x0;
1033 v[0].sy = clipped_y0;
1036 v[0].u = clipped_u0;
1037 v[0].v = clipped_v0;
1040 v[1].sx = clipped_x1;
1041 v[1].sy = clipped_y0;
1044 v[1].u = clipped_u1;
1045 v[1].v = clipped_v0;
1048 v[2].sx = clipped_x1;
1049 v[2].sy = clipped_y1;
1052 v[2].u = clipped_u1;
1053 v[2].v = clipped_v1;
1056 v[3].sx = clipped_x0;
1057 v[3].sy = clipped_y1;
1060 v[3].u = clipped_u0;
1061 v[3].v = clipped_v1;
1063 opengl1_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );