2 * $Source: /cvs/cvsroot/d2x/video/ogl.c,v $
5 * $Date: 2001-01-31 16:31:14 $
7 * Graphics support functions for OpenGL.
9 * $Log: not supported by cvs2svn $
10 * Revision 1.3 2001/01/29 13:47:52 bradleyb
11 * Fixed build, some minor cleanups.
32 #include "../3d/globvars.h"
54 #define cosf(a) cos(a)
55 #define sinf(a) sin(a)
58 unsigned char *ogl_pal=gr_palette;
60 int GL_texmagfilt=GL_NEAREST;
61 int GL_texminfilt=GL_NEAREST;
64 int last_width=-1,last_height=-1;
65 int GL_TEXTURE_2D_enabled=-1;
66 int GL_texclamp_enabled=-1;
68 extern int gr_renderstats;
69 extern int gr_badtexture;
70 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
71 int ogl_rgba_format=4;
72 int ogl_intensity4_ok=1;
73 int ogl_luminance4_alpha4_ok=1;
75 int ogl_readpixels_ok=1;
80 int cross_lh[2]={0,0};
81 int primary_lh[3]={0,0,0};
82 int secondary_lh[5]={0,0,0,0,0};
85 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
86 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
87 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
88 else glBindTexture(GL_TEXTURE_2D, a);
91 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
92 int ogl_texture_list_cur;
94 void ogl_init_texture_stats(ogl_texture* t){
95 t->prio=0.3;//default prio
99 void ogl_init_texture(ogl_texture* t){
101 t->internalformat=ogl_rgba_format;
105 ogl_init_texture_stats(t);
107 void ogl_reset_texture_stats_internal(void){
109 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
110 if (ogl_texture_list[i].handle>0){
111 ogl_init_texture_stats(&ogl_texture_list[i]);
114 void ogl_init_texture_list_internal(void){
116 ogl_texture_list_cur=0;
117 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
118 ogl_init_texture(&ogl_texture_list[i]);
120 void ogl_smash_texture_list_internal(void){
125 memset(cross_lh,0,sizeof(cross_lh));
126 memset(primary_lh,0,sizeof(primary_lh));
127 memset(secondary_lh,0,sizeof(secondary_lh));
128 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
129 ogl_texture_list[i].handle=0;
130 ogl_texture_list[i].wrapstate=-1;
133 void ogl_vivify_texture_list_internal(void){
137 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
138 t=&ogl_texture_list[i];
139 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
140 ogl_loadbmtexture(t);
145 ogl_texture* ogl_get_free_texture(void){
147 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
148 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
149 return &ogl_texture_list[ogl_texture_list_cur];
150 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
151 ogl_texture_list_cur=0;
153 Error("OGL: texture list full!\n");
156 int ogl_texture_stats(void){
157 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
158 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
161 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
162 t=&ogl_texture_list[i];
165 datatexel+=t->w*t->h;
166 truetexel+=t->tw*t->th;
167 databytes+=t->bytesu;
169 if (t->prio<0.299)prio0++;
170 else if (t->prio<0.399)prio1++;
171 else if (t->prio<0.499)prio2++;
172 else if (t->prio<0.599)prio3++;
179 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
181 // mprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel));
184 int ogl_mem_target=-1;
185 void ogl_clean_texture_cache(void){
190 if (ogl_mem_target<0){
196 bytes=ogl_texture_stats();
197 while (bytes>ogl_mem_target){
198 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
199 t=&ogl_texture_list[i];
201 if (t->lastrend+f1_0*time<GameTime){
204 if (bytes<ogl_mem_target)
210 Error("not enough mem?");
215 void ogl_bindbmtex(grs_bitmap *bm){
216 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
217 ogl_loadbmtexture(bm);
218 OGL_BINDTEXTURE(bm->gltexture->handle);
219 bm->gltexture->lastrend=GameTime;
220 bm->gltexture->numrend++;
221 if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
222 bm->gltexture->prio+=0.1;
223 // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
224 glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
227 //gltexture MUST be bound first
228 void ogl_texwrap(ogl_texture *gltexture,int state){
229 if (gltexture->wrapstate!=state || gltexture->numrend<1){
230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
231 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
232 gltexture->wrapstate=state;
236 //crude texture precaching
237 //handles: powerups, walls, weapons, polymodels, etc.
238 //it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached.
239 //similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level
242 void ogl_cache_polymodel_textures(int model_num){
243 polymodel *po=&Polygon_models[model_num];
245 for (i=0;i<po->n_textures;i++) {
246 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
247 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
250 void ogl_cache_vclip_textures(vclip *vc){
252 for (i=0;i<vc->num_frames;i++){
253 PIGGY_PAGE_IN(vc->frames[i]);
254 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
257 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
258 void ogl_cache_weapon_textures(weapon_info *w){
259 ogl_cache_vclipn_textures(w->flash_vclip);
260 ogl_cache_vclipn_textures(w->robot_hit_vclip);
261 ogl_cache_vclipn_textures(w->wall_hit_vclip);
262 if (w->render_type==WEAPON_RENDER_VCLIP)
263 ogl_cache_vclipn_textures(w->weapon_vclip);
264 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
265 ogl_cache_polymodel_textures(w->model_num);
267 void ogl_cache_level_textures(void){
275 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
277 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
278 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
280 if (ec->vc.num_frames>max_efx)
281 max_efx=ec->vc.num_frames;
283 mprintf((0,"max_efx:%i\n",max_efx));
284 for (ef=0;ef<max_efx;ef++){
285 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
286 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
288 // if (ec->vc.num_frames>max_efx)
289 // max_efx=ec->vc.num_frames;
292 do_special_effects();
294 for (seg=0;seg<Num_segments;seg++){
295 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
296 sidep=&Segments[seg].sides[side];
297 tmap1=sidep->tmap_num;
298 tmap2=sidep->tmap_num2;
299 if (tmap1<0 || tmap1>=NumTextures){
300 mprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
304 PIGGY_PAGE_IN(Textures[tmap1]);
305 bm = &GameBitmaps[Textures[tmap1].index];
307 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
308 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
309 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
310 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
312 ogl_loadbmtexture(bm2);
314 // mprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
316 ogl_loadbmtexture(bm);
319 mprintf((0,"finished ef:%i\n",ef));
321 reset_special_effects();
322 init_special_effects();
325 //always have lasers and concs
326 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
327 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
328 for (i=0;i<Highest_object_index;i++){
329 if(Objects[i].render_type==RT_POWERUP){
330 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
331 switch (Objects[i].id){
333 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
337 case POW_VULCAN_WEAPON:
338 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
340 case POW_SPREADFIRE_WEAPON:
341 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
343 case POW_PLASMA_WEAPON:
344 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
346 case POW_FUSION_WEAPON:
347 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
349 /* case POW_MISSILE_1:
351 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
353 case POW_PROXIMITY_WEAPON:
354 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
356 case POW_HOMING_AMMO_1:
357 case POW_HOMING_AMMO_4:
358 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
360 case POW_SMARTBOMB_WEAPON:
361 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
363 case POW_MEGA_WEAPON:
364 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
368 else if(Objects[i].render_type==RT_POLYOBJ){
369 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
373 mprintf((0,"finished caching\n"));
376 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
378 #define f2glf(x) (f2fl(x))
380 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
383 c=grd_curcanv->cv_color;
384 OGL_DISABLE(TEXTURE_2D);
385 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
387 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
388 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
392 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
396 for (i=0; i<nsides; i++) {
397 ang = 2.0*M_PI*i/nsides;
398 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
402 void ogl_drawcircle(int nsides,int type){
406 for (i=0; i<nsides; i++) {
407 ang = 2.0*M_PI*i/nsides;
408 glVertex2f(cosf(ang),sinf(ang));
412 int circle_list_init(int nsides,int type,int mode) {
413 int hand=glGenLists(1);
414 glNewList(hand, mode);
415 /* draw a unit radius circle in xy plane centered on origin */
416 ogl_drawcircle(nsides,type);
420 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
421 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
422 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
423 void ogl_draw_reticle(int cross,int primary,int secondary){
424 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
426 // glTranslatef(0.5,0.5,0);
427 glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
428 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
430 OGL_DISABLE(TEXTURE_2D);
432 if (!cross_lh[cross]){
433 cross_lh[cross]=glGenLists(1);
434 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
437 glColor3fv(darker_g);
438 glVertex2f(-4.0,4.0);
440 glColor3fv(bright_g);
443 glVertex2f(-2.0,2.0);
447 glVertex2f(-3.0,-2.0);
449 glColor3fv(bright_g);
450 glVertex2f(-2.0,-1.0);
453 glColor3fv(darker_g);
456 glColor3fv(bright_g);
463 glVertex2f(3.0,-2.0);
465 glColor3fv(bright_g);
466 glVertex2f(2.0,-1.0);
471 glCallList(cross_lh[cross]);
473 // if (Canvas_height>200)
474 // glLineWidth(Canvas_height/(float)200);
475 if (!primary_lh[primary]){
476 primary_lh[primary]=glGenLists(1);
477 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
482 glVertex2f(-14.0,-8.0);
483 glVertex2f(-8.0,-5.0);
485 glVertex2f(14.0,-8.0);
486 glVertex2f(8.0,-5.0);
491 glColor3fv(bright_g);
493 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
495 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
499 glColor3fv(bright_g);
501 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
503 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
507 glCallList(primary_lh[primary]);
508 // if (Canvas_height>200)
511 if (!secondary_lh[secondary]){
512 secondary_lh[secondary]=glGenLists(1);
513 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
517 glColor3fv(darker_g);
519 glColor3fv(bright_g);
520 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
523 glColor3fv(darker_g);
525 glColor3fv(bright_g);
526 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
528 //bottom/middle secondary
530 glColor3fv(darker_g);
532 glColor3fv(bright_g);
533 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
537 glCallList(secondary_lh[secondary]);
541 int g3_draw_sphere(g3s_point *pnt,fix rad){
543 c=grd_curcanv->cv_color;
544 OGL_DISABLE(TEXTURE_2D);
545 // glPointSize(f2glf(rad));
546 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
547 // glBegin(GL_POINTS);
548 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
551 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
552 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
553 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
554 else glCallList(sphereh);
559 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
561 c=grd_curcanv->cv_color;
562 OGL_DISABLE(TEXTURE_2D);
563 // glPointSize(f2glf(rad));
564 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
565 // glBegin(GL_POINTS);
566 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
569 mprintf((0,"circle: %f(%i),%f(%i),%f\n",(f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,f2i(xc1),(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,f2i(yc1),f2fl(r1)));
571 (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
572 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
573 glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
575 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
576 else glCallList(circleh5);
578 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
579 else glCallList(circleh10);
584 int gr_circle(fix xc1,fix yc1,fix r1){
585 return gr_ucircle(xc1,yc1,r1);
588 bool g3_draw_poly(int nv,g3s_point **pointlist)
592 c=grd_curcanv->cv_color;
593 // glColor3f((gr_palette[c*3]+gr_palette_gamma)/63.0,(gr_palette[c*3+1]+gr_palette_gamma)/63.0,(gr_palette[c*3+2]+gr_palette_gamma)/63.0);
594 OGL_DISABLE(TEXTURE_2D);
595 glBegin(GL_TRIANGLE_FAN);
596 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
598 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
599 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
605 void gr_upoly_tmap(int nverts, int *vert ){
606 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
608 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
609 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
611 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
612 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
616 if (tmap_drawer_ptr==draw_tmap_flat){
617 /* fix average_light=0;
620 average_light += uvl_list[i].l;*/
621 OGL_DISABLE(TEXTURE_2D);
622 // mprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
623 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
624 //glColor4f(0,0,0,f2fl(average_light/nv));
625 glBegin(GL_TRIANGLE_FAN);
627 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
628 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
629 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
632 }else if (tmap_drawer_ptr==draw_tmap){
634 /* if (bm->bm_w !=64||bm->bm_h!=64)
635 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
636 OGL_ENABLE(TEXTURE_2D);
638 ogl_texwrap(bm->gltexture,GL_REPEAT);
639 glBegin(GL_TRIANGLE_FAN);
641 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
644 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
645 l=f2fl(uvl_list[c].l);
648 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
649 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
650 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
654 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
658 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
663 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
666 /* if (bm->bm_w !=64||bm->bm_h!=64)
667 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
668 OGL_ENABLE(TEXTURE_2D);
670 ogl_texwrap(bm->gltexture,GL_REPEAT);
671 glBegin(GL_TRIANGLE_FAN);
675 u1=1.0-f2glf(uvl_list[c].v);
676 v1=f2glf(uvl_list[c].u);
679 u1=1.0-f2glf(uvl_list[c].u);
680 v1=1.0-f2glf(uvl_list[c].v);
683 u1=f2glf(uvl_list[c].v);
684 v1=1.0-f2glf(uvl_list[c].u);
687 u1=f2glf(uvl_list[c].u);
688 v1=f2glf(uvl_list[c].v);
691 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
694 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
695 l=f2fl(uvl_list[c].l);
699 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
700 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
701 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
707 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
710 vms_vector pv,v1;//,v2;
714 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
715 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
717 OGL_ENABLE(TEXTURE_2D);
719 ogl_texwrap(bm->gltexture,GL_CLAMP);
722 glColor3f(1.0,1.0,1.0);
723 width = fixmul(width,Matrix_scale.x);
724 height = fixmul(height,Matrix_scale.y);
726 // g3_rotate_point(&p[i],pos);
727 vm_vec_sub(&v1,pos,&View_position);
728 vm_vec_rotate(&pv,&v1,&View_matrix);
729 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
732 glTexCoord2f(0.0, 0.0);
737 glTexCoord2f(bm->gltexture->u, 0.0);
742 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
747 glTexCoord2f(0.0, bm->gltexture->v);
752 // vm_vec_rotate(&v2,&v1,&View_matrix);
753 // vm_vec_sub(&v1,&v2,&pv);
754 //vm_vec_sub(&v1,&pv,&v2);
755 // vm_vec_sub(&v2,&pv,&v1);
756 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
757 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
764 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
769 x+=grd_curcanv->cv_bitmap.bm_x;
770 y+=grd_curcanv->cv_bitmap.bm_y;
771 xo=x/(float)last_width;
772 xf=(bm->bm_w+x)/(float)last_width;
773 yo=1.0-y/(float)last_height;
774 yf=1.0-(bm->bm_h+y)/(float)last_height;
776 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
777 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
779 /* glEnABLE(ALPHA_TEST);
780 glAlphaFunc(GL_GREATER,0.0);*/
782 OGL_ENABLE(TEXTURE_2D);
784 ogl_texwrap(bm->gltexture,GL_CLAMP);
788 if (bm->bm_w==bm->gltexture->w)
791 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
793 u1=bm->bm_x/(float)bm->gltexture->tw;
794 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
798 if (bm->bm_h==bm->gltexture->h)
801 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
803 v1=bm->bm_y/(float)bm->gltexture->th;
804 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
809 glColor3f(1.0,1.0,1.0);
811 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
812 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
813 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
814 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
815 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
817 // glDisABLE(ALPHA_TEST);
821 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
822 return ogl_ubitmapm_c(x,y,bm,-1);
823 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
826 //also upsidedown, currently.
827 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
829 GLfloat xo,yo;//,xs,ys;
830 mprintf((0,"ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p\n",w,h, dx, dy,sx, sy, src,dest));
835 xo=dx/(float)last_width;
836 // xo=dx/(float)grd_curscreen->sc_w;
837 // xs=w/(float)last_width;
838 //yo=1.0-dy/(float)last_height;
839 yo=1.0-(dy+h)/(float)last_height;
840 // ys=h/(float)last_height;
842 // OGL_ENABLE(TEXTURE_2D);
844 OGL_DISABLE(TEXTURE_2D);
845 glRasterPos2f(xo,yo);
846 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
847 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
853 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
856 GLfloat u1,v1;//,u2,v2;
858 // unsigned char *oldpal;
861 ogl_init_texture(&tex);
863 tex.prio=0.0;tex.wantmip=0;
864 tex.lw=src->bm_rowsize;
866 /* if (w==src->bm_w && sx==0){
869 u1=sx/(float)src->bm_w*src->glu;
870 u2=w/(float)src->bm_w*src->glu+u1;
872 if (h==src->bm_h && sy==0){
875 v1=sy/(float)src->bm_h*src->glv;
876 v2=h/(float)src->bm_h*src->glv+v1;
882 xo=dx/(float)last_width;
883 xs=w/(float)last_width;
884 yo=1.0-dy/(float)last_height;
885 ys=h/(float)last_height;
887 OGL_ENABLE(TEXTURE_2D);
890 ogl_pal=gr_current_pal;
891 ogl_loadtexture(src->bm_data,sx,sy,&tex);
894 OGL_BINDTEXTURE(tex.handle);
896 ogl_texwrap(&tex,GL_CLAMP);
899 glColor3f(1.0,1.0,1.0);
900 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
901 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
902 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
903 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
905 ogl_freetexture(&tex);
909 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
915 char data[1024*1024];
917 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
918 if (ogl_readpixels_ok){
919 OGL_DISABLE(TEXTURE_2D);
920 glReadBuffer(GL_FRONT);
921 glReadPixels(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
922 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
923 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
925 memset(texbuf,0,w1*h1*3);
926 //gr_init_bitmap( grs_bitmap *bm, int mode, int x, int y, int w, int h, int bytesperline, unsigned char * data ) // TODO: virtualize
927 gr_init_bitmap(&tmp,BM_LINEAR,0,0,w1,h1,w1,data);
930 s=texbuf+(h1-(i+1))*w1*3;
932 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
939 gr_bm_ubitbltm(w,h,dx,dy,sx,sy,&tmp,dest);
940 // gr_bm_ubitbltm(w,h,dx,dy,0,0,&tmp,dest);
943 unsigned char *d,*s,*e;
946 #if 1//also seems to cause a mess. need to look into it a bit more..
947 if (ogl_readpixels_ok){
948 OGL_DISABLE(TEXTURE_2D);
949 glReadBuffer(GL_FRONT);
950 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
951 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
954 memset(texbuf,0,w*h*3);
955 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
956 d=dest->bm_data+dx+dy*dest->bm_rowsize;
958 s=texbuf+w*(h-(i+1))*3;
960 if (s<texbuf){Error("blah1\n");}
961 if (d<dest->bm_data){Error("blah3\n");}
962 // d=dest->bm_data+(i*dest->bm_rowsize);
966 if (s>texbuf+w*h*3-3){Error("blah2\n");}
967 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
968 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
976 mprintf((0,"c=%i w*h=%i\n",c,w*h));
981 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
982 #if 0 //just seems to cause a mess.
983 GLfloat xo,yo;//,xs,ys;
988 // xo=dx/(float)last_width;
989 xo=dx/(float)grd_curscreen->sc_w;
990 // yo=1.0-(dy+h)/(float)last_height;
991 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
994 OGL_DISABLE(TEXTURE_2D);
995 glReadBuffer(GL_FRONT);
996 glRasterPos2f(xo,yo);
997 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
998 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1004 void ogl_start_frame(void){
1005 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1006 // gl_badtexture=500;
1008 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1009 glClearColor(0.0, 0.0, 0.0, 0.0);
1010 // glEnable(GL_ALPHA_TEST);
1011 // glAlphaFunc(GL_GREATER,0.01);
1012 glShadeModel(GL_SMOOTH);
1013 glMatrixMode(GL_PROJECTION);
1014 glLoadIdentity();//clear matrix
1015 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1016 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1017 gluPerspective(90.0,1.0,0.01,1000000.0);
1018 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1019 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1020 glMatrixMode(GL_MODELVIEW);
1021 glLoadIdentity();//clear matrix
1023 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1024 // glDisABLE(DITHER);
1025 // glScalef(1.0,1.0,-1.0);
1026 // glScalef(1.0,1.0,-1.0);
1029 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1030 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1031 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1032 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1033 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1034 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1035 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1036 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1039 void merge_textures_stats(void);
1041 void ogl_end_frame(void){
1042 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1043 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1045 // merge_textures_stats();
1046 // ogl_texture_stats();
1048 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1049 glMatrixMode(GL_PROJECTION);
1050 glLoadIdentity();//clear matrix
1051 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1052 glMatrixMode(GL_MODELVIEW);
1053 glLoadIdentity();//clear matrix
1054 // glDisABLE(BLEND);
1055 //glDisABLE(ALPHA_TEST);
1056 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1057 // ogl_swap_buffers();//platform specific code
1058 // glClear(GL_COLOR_BUFFER_BIT);
1061 void ogl_swap_buffers(void){
1062 ogl_clean_texture_cache();
1063 if (gr_renderstats){
1064 gr_printf(5,GAME_FONT->ft_h*13+3*13,"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc);
1065 // mprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
1068 ogl_swap_buffers_internal();
1069 glClear(GL_COLOR_BUFFER_BIT);
1072 int tex_format_supported(int iformat,int format){
1074 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1075 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1076 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1077 GL_TEXTURE_INTERNAL_FORMAT,
1079 return (internalFormat==iformat);
1082 //little hack to find the largest or equal multiple of 2 for a given number
1085 for (i=2;i<=4096;i*=2)
1090 //GLubyte texbuf[512*512*4];
1091 GLubyte texbuf[OGLTEXBUFSIZE];
1092 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1094 // GLushort *tex=(GLushort *)texp;
1096 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1097 Error("texture toobig %i %i",twidth,theight);
1100 for (y=0;y<theight;y++){
1101 i=dxo+truewidth*(y+dyo);
1102 for (x=0;x<twidth;x++){
1103 if (x<width && y<height)
1106 c=255;//fill the pad space with transparancy
1112 case GL_LUMINANCE_ALPHA:
1120 (*(texp++))=0;//transparent pixel
1126 case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
1129 case GL_LUMINANCE_ALPHA:
1134 //(*(texp++))=gr_palette[c*3]*4;
1135 //(*(texp++))=gr_palette[c*3+1]*4;
1136 //(*(texp++))=gr_palette[c*3+2]*4;
1137 (*(texp++))=ogl_pal[c*3]*4;
1138 (*(texp++))=ogl_pal[c*3+1]*4;
1139 (*(texp++))=ogl_pal[c*3+2]*4;
1140 (*(texp++))=255;//not transparent
1141 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1148 int tex_format_verify(ogl_texture *tex){
1149 while (!tex_format_supported(tex->internalformat,tex->format)){
1150 mprintf((0,"tex format %x not supported",tex->internalformat));
1151 switch (tex->internalformat){
1153 if (ogl_luminance4_alpha4_ok){
1154 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1155 tex->format=GL_LUMINANCE_ALPHA;
1157 }//note how it will fall through here if the statement is false
1158 case GL_LUMINANCE4_ALPHA4:
1160 tex->internalformat=GL_RGBA2;
1161 tex->format=GL_RGBA;
1163 }//note how it will fall through here if the statement is false
1165 tex->internalformat=ogl_rgba_format;
1166 tex->format=GL_RGBA;
1169 mprintf((0,"...no tex format to fall back on\n"));
1172 mprintf((0,"...falling back to %x\n",tex->internalformat));
1176 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1178 if (tex->tw!=w || tex->th!=h){
1179 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1180 mprintf((0,"shrunken texture?\n"));
1183 if (bits<=0){//the beta nvidia GLX server
\12doesn't ever return any bit sizes, so just use some assumptions.
1184 tex->bytes=((float)w*h*dbits)/8.0;
1185 tex->bytesu=((float)u*dbits)/8.0;
1187 tex->bytes=((float)w*h*bits)/8.0;
1188 tex->bytesu=((float)u*bits)/8.0;
1190 mprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1192 void tex_set_size(ogl_texture *tex){
1194 int w,h,bi=16,a=0,t;
1195 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1196 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1197 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1198 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1199 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1200 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1201 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1202 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1203 switch (tex->format){
1207 case GL_LUMINANCE_ALPHA:
1214 Error("tex_set_size unknown texformat\n");
1217 tex_set_size1(tex,bi,a,w,h);
1219 //loads a palettized bitmap into a ogl RGBA texture.
1220 //Sizes and pads dimensions to multiples of 2 if necessary.
1221 //In theory this could be a problem for repeating textures, but all real
1222 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1223 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1224 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
1225 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1226 // int internalformat=GL_RGBA;
1227 // int format=GL_RGBA;
1229 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1231 if(gr_badtexture>0) return;
1233 if (tex_format_verify(tex))
1236 //calculate u/v values that would make the resulting texture correctly sized
1237 tex->u=(float)tex->w/(float)tex->tw;
1238 tex->v=(float)tex->h/(float)tex->th;
1240 // if (width!=twidth || height!=theight)
1241 // mprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1242 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1244 // Generate OpenGL texture IDs.
1245 glGenTextures(1, &tex->handle);
1248 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1250 // Give our data to OpenGL.
1252 OGL_BINDTEXTURE(tex->handle);
1254 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1259 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1262 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1263 //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg.
1265 if (tex->wantmip && GL_needmipmaps)
1266 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1267 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1269 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1270 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1271 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1277 mprintf((0,"ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i)\n",data,tex->tw,tex->th,dxo,dyo,tex,tex->handle,tex->u,tex->v,tex->bytes,tex->bytesu,r_texcount));
1280 unsigned char decodebuf[512*512];
1281 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
1283 while (bm->bm_parent)
1286 if (bm->gltexture==NULL){
1287 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1288 bm->gltexture->lw=bm->bm_w;
1289 bm->gltexture->w=bm->bm_w;
1290 bm->gltexture->h=bm->bm_h;
1291 bm->gltexture->wantmip=domipmap;
1294 if (bm->gltexture->handle>0)
1296 if (bm->gltexture->w==0){
1297 bm->gltexture->lw=bm->bm_w;
1298 bm->gltexture->w=bm->bm_w;
1299 bm->gltexture->h=bm->bm_h;
1302 if (bm->bm_flags & BM_FLAG_RLE){
1303 unsigned char * dbits;
1304 unsigned char * sbits;
1306 sbits = &bm->bm_data[4 + bm->bm_h];
1309 for (i=0; i < bm->bm_h; i++ ) {
1310 gr_rle_decode(sbits,dbits);
1311 sbits += (int)bm->bm_data[4+i];
1316 ogl_loadtexture(buf,0,0,bm->gltexture);
1318 void ogl_loadbmtexture(grs_bitmap *bm){
1319 ogl_loadbmtexture_m(bm,1);
1321 void ogl_freetexture(ogl_texture *gltexture){
1322 if (gltexture->handle>0){
1324 mprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1325 glDeleteTextures( 1, &gltexture->handle );
1326 // gltexture->handle=0;
1327 ogl_init_texture(gltexture);
1330 void ogl_freebmtexture(grs_bitmap *bm){
1332 ogl_freetexture(bm->gltexture);
1335 // mprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1336 // glDeleteTextures( 1, &bm->gltexture );
1337 // bm->gltexture=-1;