2 * $Source: /cvs/cvsroot/d2x/video/ogl.c,v $
5 * $Date: 2001-01-29 13:47:52 $
7 * Graphics support functions for OpenGL.
9 * $Log: not supported by cvs2svn $
28 #include "../3d/globvars.h"
50 #define cosf(a) cos(a)
51 #define sinf(a) sin(a)
54 unsigned char *ogl_pal=gr_palette;
56 int GL_texmagfilt=GL_NEAREST;
57 int GL_texminfilt=GL_NEAREST;
60 int last_width=-1,last_height=-1;
61 int GL_TEXTURE_2D_enabled=-1;
62 int GL_texclamp_enabled=-1;
64 extern int gr_renderstats;
65 extern int gr_badtexture;
66 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
67 int ogl_rgba_format=4;
68 int ogl_intensity4_ok=1;
69 int ogl_luminance4_alpha4_ok=1;
71 int ogl_readpixels_ok=1;
76 int cross_lh[2]={0,0};
77 int primary_lh[3]={0,0,0};
78 int secondary_lh[5]={0,0,0,0,0};
81 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
82 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
83 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
84 else glBindTexture(GL_TEXTURE_2D, a);
87 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
88 int ogl_texture_list_cur;
90 void ogl_init_texture_stats(ogl_texture* t){
91 t->prio=0.3;//default prio
95 void ogl_init_texture(ogl_texture* t){
97 t->internalformat=ogl_rgba_format;
101 ogl_init_texture_stats(t);
103 void ogl_reset_texture_stats_internal(void){
105 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
106 if (ogl_texture_list[i].handle>0){
107 ogl_init_texture_stats(&ogl_texture_list[i]);
110 void ogl_init_texture_list_internal(void){
112 ogl_texture_list_cur=0;
113 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
114 ogl_init_texture(&ogl_texture_list[i]);
116 void ogl_smash_texture_list_internal(void){
121 memset(cross_lh,0,sizeof(cross_lh));
122 memset(primary_lh,0,sizeof(primary_lh));
123 memset(secondary_lh,0,sizeof(secondary_lh));
124 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
125 ogl_texture_list[i].handle=0;
126 ogl_texture_list[i].wrapstate=-1;
129 void ogl_vivify_texture_list_internal(void){
133 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
134 t=&ogl_texture_list[i];
135 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
136 ogl_loadbmtexture(t);
141 ogl_texture* ogl_get_free_texture(void){
143 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
144 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
145 return &ogl_texture_list[ogl_texture_list_cur];
146 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
147 ogl_texture_list_cur=0;
149 Error("OGL: texture list full!\n");
152 int ogl_texture_stats(void){
153 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
154 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
157 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
158 t=&ogl_texture_list[i];
161 datatexel+=t->w*t->h;
162 truetexel+=t->tw*t->th;
163 databytes+=t->bytesu;
165 if (t->prio<0.299)prio0++;
166 else if (t->prio<0.399)prio1++;
167 else if (t->prio<0.499)prio2++;
168 else if (t->prio<0.599)prio3++;
175 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
177 // 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));
180 int ogl_mem_target=-1;
181 void ogl_clean_texture_cache(void){
186 if (ogl_mem_target<0){
192 bytes=ogl_texture_stats();
193 while (bytes>ogl_mem_target){
194 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
195 t=&ogl_texture_list[i];
197 if (t->lastrend+f1_0*time<GameTime){
200 if (bytes<ogl_mem_target)
206 Error("not enough mem?");
211 void ogl_bindbmtex(grs_bitmap *bm){
212 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
213 ogl_loadbmtexture(bm);
214 OGL_BINDTEXTURE(bm->gltexture->handle);
215 bm->gltexture->lastrend=GameTime;
216 bm->gltexture->numrend++;
217 if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
218 bm->gltexture->prio+=0.1;
219 // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
220 glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
223 //gltexture MUST be bound first
224 void ogl_texwrap(ogl_texture *gltexture,int state){
225 if (gltexture->wrapstate!=state || gltexture->numrend<1){
226 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
227 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
228 gltexture->wrapstate=state;
232 //crude texture precaching
233 //handles: powerups, walls, weapons, polymodels, etc.
234 //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.
235 //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
238 void ogl_cache_polymodel_textures(int model_num){
239 polymodel *po=&Polygon_models[model_num];
241 for (i=0;i<po->n_textures;i++) {
242 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
243 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
246 void ogl_cache_vclip_textures(vclip *vc){
248 for (i=0;i<vc->num_frames;i++){
249 PIGGY_PAGE_IN(vc->frames[i]);
250 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
253 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
254 void ogl_cache_weapon_textures(weapon_info *w){
255 ogl_cache_vclipn_textures(w->flash_vclip);
256 ogl_cache_vclipn_textures(w->robot_hit_vclip);
257 ogl_cache_vclipn_textures(w->wall_hit_vclip);
258 if (w->render_type==WEAPON_RENDER_VCLIP)
259 ogl_cache_vclipn_textures(w->weapon_vclip);
260 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
261 ogl_cache_polymodel_textures(w->model_num);
263 void ogl_cache_level_textures(void){
271 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
273 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
274 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
276 if (ec->vc.num_frames>max_efx)
277 max_efx=ec->vc.num_frames;
279 mprintf((0,"max_efx:%i\n",max_efx));
280 for (ef=0;ef<max_efx;ef++){
281 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
282 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
284 // if (ec->vc.num_frames>max_efx)
285 // max_efx=ec->vc.num_frames;
288 do_special_effects();
290 for (seg=0;seg<Num_segments;seg++){
291 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
292 sidep=&Segments[seg].sides[side];
293 tmap1=sidep->tmap_num;
294 tmap2=sidep->tmap_num2;
295 if (tmap1<0 || tmap1>=NumTextures){
296 mprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
300 PIGGY_PAGE_IN(Textures[tmap1]);
301 bm = &GameBitmaps[Textures[tmap1].index];
303 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
304 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
305 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
306 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
308 ogl_loadbmtexture(bm2);
310 // 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));
312 ogl_loadbmtexture(bm);
315 mprintf((0,"finished ef:%i\n",ef));
317 reset_special_effects();
318 init_special_effects();
321 //always have lasers and concs
322 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
323 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
324 for (i=0;i<Highest_object_index;i++){
325 if(Objects[i].render_type==RT_POWERUP){
326 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
327 switch (Objects[i].id){
329 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
333 case POW_VULCAN_WEAPON:
334 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
336 case POW_SPREADFIRE_WEAPON:
337 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
339 case POW_PLASMA_WEAPON:
340 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
342 case POW_FUSION_WEAPON:
343 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
345 /* case POW_MISSILE_1:
347 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
349 case POW_PROXIMITY_WEAPON:
350 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
352 case POW_HOMING_AMMO_1:
353 case POW_HOMING_AMMO_4:
354 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
356 case POW_SMARTBOMB_WEAPON:
357 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
359 case POW_MEGA_WEAPON:
360 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
364 else if(Objects[i].render_type==RT_POLYOBJ){
365 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
369 mprintf((0,"finished caching\n"));
372 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
374 #define f2glf(x) (f2fl(x))
376 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
379 c=grd_curcanv->cv_color;
380 OGL_DISABLE(TEXTURE_2D);
381 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
383 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
384 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
388 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
392 for (i=0; i<nsides; i++) {
393 ang = 2.0*M_PI*i/nsides;
394 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
398 void ogl_drawcircle(int nsides,int type){
402 for (i=0; i<nsides; i++) {
403 ang = 2.0*M_PI*i/nsides;
404 glVertex2f(cosf(ang),sinf(ang));
408 int circle_list_init(int nsides,int type,int mode) {
409 int hand=glGenLists(1);
410 glNewList(hand, mode);
411 /* draw a unit radius circle in xy plane centered on origin */
412 ogl_drawcircle(nsides,type);
416 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
417 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
418 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
419 void ogl_draw_reticle(int cross,int primary,int secondary){
420 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
422 // glTranslatef(0.5,0.5,0);
423 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);
424 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
426 OGL_DISABLE(TEXTURE_2D);
428 if (!cross_lh[cross]){
429 cross_lh[cross]=glGenLists(1);
430 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
433 glColor3fv(darker_g);
434 glVertex2f(-4.0,4.0);
436 glColor3fv(bright_g);
439 glVertex2f(-2.0,2.0);
443 glVertex2f(-3.0,-2.0);
445 glColor3fv(bright_g);
446 glVertex2f(-2.0,-1.0);
449 glColor3fv(darker_g);
452 glColor3fv(bright_g);
459 glVertex2f(3.0,-2.0);
461 glColor3fv(bright_g);
462 glVertex2f(2.0,-1.0);
467 glCallList(cross_lh[cross]);
469 // if (Canvas_height>200)
470 // glLineWidth(Canvas_height/(float)200);
471 if (!primary_lh[primary]){
472 primary_lh[primary]=glGenLists(1);
473 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
478 glVertex2f(-14.0,-8.0);
479 glVertex2f(-8.0,-5.0);
481 glVertex2f(14.0,-8.0);
482 glVertex2f(8.0,-5.0);
487 glColor3fv(bright_g);
489 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
491 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
495 glColor3fv(bright_g);
497 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
499 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
503 glCallList(primary_lh[primary]);
504 // if (Canvas_height>200)
507 if (!secondary_lh[secondary]){
508 secondary_lh[secondary]=glGenLists(1);
509 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
513 glColor3fv(darker_g);
515 glColor3fv(bright_g);
516 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
519 glColor3fv(darker_g);
521 glColor3fv(bright_g);
522 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
524 //bottom/middle secondary
526 glColor3fv(darker_g);
528 glColor3fv(bright_g);
529 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
533 glCallList(secondary_lh[secondary]);
537 int g3_draw_sphere(g3s_point *pnt,fix rad){
539 c=grd_curcanv->cv_color;
540 OGL_DISABLE(TEXTURE_2D);
541 // glPointSize(f2glf(rad));
542 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
543 // glBegin(GL_POINTS);
544 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
547 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
548 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
549 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
550 else glCallList(sphereh);
555 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
557 c=grd_curcanv->cv_color;
558 OGL_DISABLE(TEXTURE_2D);
559 // glPointSize(f2glf(rad));
560 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
561 // glBegin(GL_POINTS);
562 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
565 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)));
567 (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
568 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
569 glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
571 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
572 else glCallList(circleh5);
574 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
575 else glCallList(circleh10);
580 int gr_circle(fix xc1,fix yc1,fix r1){
581 return gr_ucircle(xc1,yc1,r1);
584 bool g3_draw_poly(int nv,g3s_point **pointlist)
588 c=grd_curcanv->cv_color;
589 // 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);
590 OGL_DISABLE(TEXTURE_2D);
591 glBegin(GL_TRIANGLE_FAN);
592 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
594 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
595 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
601 void gr_upoly_tmap(int nverts, int *vert ){
602 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
604 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
605 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
607 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
608 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
612 if (tmap_drawer_ptr==draw_tmap_flat){
613 /* fix average_light=0;
616 average_light += uvl_list[i].l;*/
617 OGL_DISABLE(TEXTURE_2D);
618 // mprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
619 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
620 //glColor4f(0,0,0,f2fl(average_light/nv));
621 glBegin(GL_TRIANGLE_FAN);
623 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
624 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
625 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
628 }else if (tmap_drawer_ptr==draw_tmap){
630 /* if (bm->bm_w !=64||bm->bm_h!=64)
631 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
632 OGL_ENABLE(TEXTURE_2D);
634 ogl_texwrap(bm->gltexture,GL_REPEAT);
635 glBegin(GL_TRIANGLE_FAN);
637 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
640 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
641 l=f2fl(uvl_list[c].l);
644 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
645 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
646 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
650 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
654 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
659 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
662 /* if (bm->bm_w !=64||bm->bm_h!=64)
663 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
664 OGL_ENABLE(TEXTURE_2D);
666 ogl_texwrap(bm->gltexture,GL_REPEAT);
667 glBegin(GL_TRIANGLE_FAN);
671 u1=1.0-f2glf(uvl_list[c].v);
672 v1=f2glf(uvl_list[c].u);
675 u1=1.0-f2glf(uvl_list[c].u);
676 v1=1.0-f2glf(uvl_list[c].v);
679 u1=f2glf(uvl_list[c].v);
680 v1=1.0-f2glf(uvl_list[c].u);
683 u1=f2glf(uvl_list[c].u);
684 v1=f2glf(uvl_list[c].v);
687 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
690 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
691 l=f2fl(uvl_list[c].l);
695 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
696 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
697 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
703 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
706 vms_vector pv,v1;//,v2;
710 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
711 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
713 OGL_ENABLE(TEXTURE_2D);
715 ogl_texwrap(bm->gltexture,GL_CLAMP);
718 glColor3f(1.0,1.0,1.0);
719 width = fixmul(width,Matrix_scale.x);
720 height = fixmul(height,Matrix_scale.y);
722 // g3_rotate_point(&p[i],pos);
723 vm_vec_sub(&v1,pos,&View_position);
724 vm_vec_rotate(&pv,&v1,&View_matrix);
725 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
728 glTexCoord2f(0.0, 0.0);
733 glTexCoord2f(bm->gltexture->u, 0.0);
738 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
743 glTexCoord2f(0.0, bm->gltexture->v);
748 // vm_vec_rotate(&v2,&v1,&View_matrix);
749 // vm_vec_sub(&v1,&v2,&pv);
750 //vm_vec_sub(&v1,&pv,&v2);
751 // vm_vec_sub(&v2,&pv,&v1);
752 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
753 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
760 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
765 x+=grd_curcanv->cv_bitmap.bm_x;
766 y+=grd_curcanv->cv_bitmap.bm_y;
767 xo=x/(float)last_width;
768 xf=(bm->bm_w+x)/(float)last_width;
769 yo=1.0-y/(float)last_height;
770 yf=1.0-(bm->bm_h+y)/(float)last_height;
772 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
773 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
775 /* glEnABLE(ALPHA_TEST);
776 glAlphaFunc(GL_GREATER,0.0);*/
778 OGL_ENABLE(TEXTURE_2D);
780 ogl_texwrap(bm->gltexture,GL_CLAMP);
784 if (bm->bm_w==bm->gltexture->w)
787 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
789 u1=bm->bm_x/(float)bm->gltexture->tw;
790 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
794 if (bm->bm_h==bm->gltexture->h)
797 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
799 v1=bm->bm_y/(float)bm->gltexture->th;
800 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
805 glColor3f(1.0,1.0,1.0);
807 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
808 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
809 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
810 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
811 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
813 // glDisABLE(ALPHA_TEST);
817 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
818 return ogl_ubitmapm_c(x,y,bm,-1);
819 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
822 //also upsidedown, currently.
823 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
825 GLfloat xo,yo;//,xs,ys;
826 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));
831 xo=dx/(float)last_width;
832 // xo=dx/(float)grd_curscreen->sc_w;
833 // xs=w/(float)last_width;
834 //yo=1.0-dy/(float)last_height;
835 yo=1.0-(dy+h)/(float)last_height;
836 // ys=h/(float)last_height;
838 // OGL_ENABLE(TEXTURE_2D);
840 OGL_DISABLE(TEXTURE_2D);
841 glRasterPos2f(xo,yo);
842 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
843 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
849 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
852 GLfloat u1,v1;//,u2,v2;
854 // unsigned char *oldpal;
857 ogl_init_texture(&tex);
859 tex.prio=0.0;tex.wantmip=0;
860 tex.lw=src->bm_rowsize;
862 /* if (w==src->bm_w && sx==0){
865 u1=sx/(float)src->bm_w*src->glu;
866 u2=w/(float)src->bm_w*src->glu+u1;
868 if (h==src->bm_h && sy==0){
871 v1=sy/(float)src->bm_h*src->glv;
872 v2=h/(float)src->bm_h*src->glv+v1;
878 xo=dx/(float)last_width;
879 xs=w/(float)last_width;
880 yo=1.0-dy/(float)last_height;
881 ys=h/(float)last_height;
883 OGL_ENABLE(TEXTURE_2D);
886 ogl_pal=gr_current_pal;
887 ogl_loadtexture(src->bm_data,sx,sy,&tex);
890 OGL_BINDTEXTURE(tex.handle);
892 ogl_texwrap(&tex,GL_CLAMP);
895 glColor3f(1.0,1.0,1.0);
896 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
897 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
898 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
899 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
901 ogl_freetexture(&tex);
905 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
911 char data[1024*1024];
913 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
914 if (ogl_readpixels_ok){
915 OGL_DISABLE(TEXTURE_2D);
916 glReadBuffer(GL_FRONT);
917 glReadPixels(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
918 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
919 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
921 memset(texbuf,0,w1*h1*3);
922 //gr_init_bitmap( grs_bitmap *bm, int mode, int x, int y, int w, int h, int bytesperline, unsigned char * data ) // TODO: virtualize
923 gr_init_bitmap(&tmp,BM_LINEAR,0,0,w1,h1,w1,data);
926 s=texbuf+(h1-(i+1))*w1*3;
928 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
935 gr_bm_ubitbltm(w,h,dx,dy,sx,sy,&tmp,dest);
936 // gr_bm_ubitbltm(w,h,dx,dy,0,0,&tmp,dest);
939 unsigned char *d,*s,*e;
942 #if 1//also seems to cause a mess. need to look into it a bit more..
943 if (ogl_readpixels_ok){
944 OGL_DISABLE(TEXTURE_2D);
945 glReadBuffer(GL_FRONT);
946 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
947 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
950 memset(texbuf,0,w*h*3);
951 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
952 d=dest->bm_data+dx+dy*dest->bm_rowsize;
954 s=texbuf+w*(h-(i+1))*3;
956 if (s<texbuf){Error("blah1\n");}
957 if (d<dest->bm_data){Error("blah3\n");}
958 // d=dest->bm_data+(i*dest->bm_rowsize);
962 if (s>texbuf+w*h*3-3){Error("blah2\n");}
963 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
964 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
972 mprintf((0,"c=%i w*h=%i\n",c,w*h));
977 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
978 #if 0 //just seems to cause a mess.
979 GLfloat xo,yo;//,xs,ys;
984 // xo=dx/(float)last_width;
985 xo=dx/(float)grd_curscreen->sc_w;
986 // yo=1.0-(dy+h)/(float)last_height;
987 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
990 OGL_DISABLE(TEXTURE_2D);
991 glReadBuffer(GL_FRONT);
992 glRasterPos2f(xo,yo);
993 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
994 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1000 void ogl_start_frame(void){
1001 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1002 // gl_badtexture=500;
1004 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1005 glClearColor(0.0, 0.0, 0.0, 0.0);
1006 // glEnable(GL_ALPHA_TEST);
1007 // glAlphaFunc(GL_GREATER,0.01);
1008 glShadeModel(GL_SMOOTH);
1009 glMatrixMode(GL_PROJECTION);
1010 glLoadIdentity();//clear matrix
1011 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1012 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1013 gluPerspective(90.0,1.0,0.01,1000000.0);
1014 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1015 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1016 glMatrixMode(GL_MODELVIEW);
1017 glLoadIdentity();//clear matrix
1019 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1020 // glDisABLE(DITHER);
1021 // glScalef(1.0,1.0,-1.0);
1022 // glScalef(1.0,1.0,-1.0);
1025 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1026 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1027 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1028 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1029 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1030 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1031 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1032 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1035 void merge_textures_stats(void);
1037 void ogl_end_frame(void){
1038 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1039 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1041 // merge_textures_stats();
1042 // ogl_texture_stats();
1044 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1045 glMatrixMode(GL_PROJECTION);
1046 glLoadIdentity();//clear matrix
1047 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1048 glMatrixMode(GL_MODELVIEW);
1049 glLoadIdentity();//clear matrix
1050 // glDisABLE(BLEND);
1051 //glDisABLE(ALPHA_TEST);
1052 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1053 // ogl_swap_buffers();//platform specific code
1054 // glClear(GL_COLOR_BUFFER_BIT);
1057 void ogl_swap_buffers(void){
1058 ogl_clean_texture_cache();
1059 if (gr_renderstats){
1060 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);
1061 // 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
1064 ogl_swap_buffers_internal();
1065 glClear(GL_COLOR_BUFFER_BIT);
1068 int tex_format_supported(int iformat,int format){
1070 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1071 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1072 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1073 GL_TEXTURE_INTERNAL_FORMAT,
1075 return (internalFormat==iformat);
1078 //little hack to find the largest or equal multiple of 2 for a given number
1081 for (i=2;i<=4096;i*=2)
1086 //GLubyte texbuf[512*512*4];
1087 GLubyte texbuf[OGLTEXBUFSIZE];
1088 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1090 // GLushort *tex=(GLushort *)texp;
1092 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1093 Error("texture toobig %i %i",twidth,theight);
1096 for (y=0;y<theight;y++){
1097 i=dxo+truewidth*(y+dyo);
1098 for (x=0;x<twidth;x++){
1099 if (x<width && y<height)
1102 c=255;//fill the pad space with transparancy
1108 case GL_LUMINANCE_ALPHA:
1116 (*(texp++))=0;//transparent pixel
1122 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. :)
1125 case GL_LUMINANCE_ALPHA:
1130 //(*(texp++))=gr_palette[c*3]*4;
1131 //(*(texp++))=gr_palette[c*3+1]*4;
1132 //(*(texp++))=gr_palette[c*3+2]*4;
1133 (*(texp++))=ogl_pal[c*3]*4;
1134 (*(texp++))=ogl_pal[c*3+1]*4;
1135 (*(texp++))=ogl_pal[c*3+2]*4;
1136 (*(texp++))=255;//not transparent
1137 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1144 int tex_format_verify(ogl_texture *tex){
1145 while (!tex_format_supported(tex->internalformat,tex->format)){
1146 mprintf((0,"tex format %x not supported",tex->internalformat));
1147 switch (tex->internalformat){
1149 if (ogl_luminance4_alpha4_ok){
1150 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1151 tex->format=GL_LUMINANCE_ALPHA;
1153 }//note how it will fall through here if the statement is false
1154 case GL_LUMINANCE4_ALPHA4:
1156 tex->internalformat=GL_RGBA2;
1157 tex->format=GL_RGBA;
1159 }//note how it will fall through here if the statement is false
1161 tex->internalformat=ogl_rgba_format;
1162 tex->format=GL_RGBA;
1165 mprintf((0,"...no tex format to fall back on\n"));
1168 mprintf((0,"...falling back to %x\n",tex->internalformat));
1172 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1174 if (tex->tw!=w || tex->th!=h){
1175 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1176 mprintf((0,"shrunken texture?\n"));
1179 if (bits<=0){//the beta nvidia GLX server
\12doesn't ever return any bit sizes, so just use some assumptions.
1180 tex->bytes=((float)w*h*dbits)/8.0;
1181 tex->bytesu=((float)u*dbits)/8.0;
1183 tex->bytes=((float)w*h*bits)/8.0;
1184 tex->bytesu=((float)u*bits)/8.0;
1186 mprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1188 void tex_set_size(ogl_texture *tex){
1190 int w,h,bi=16,a=0,t;
1191 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1192 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1193 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1194 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1195 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1196 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1197 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1198 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1199 switch (tex->format){
1203 case GL_LUMINANCE_ALPHA:
1210 Error("tex_set_size unknown texformat\n");
1213 tex_set_size1(tex,bi,a,w,h);
1215 //loads a palettized bitmap into a ogl RGBA texture.
1216 //Sizes and pads dimensions to multiples of 2 if necessary.
1217 //In theory this could be a problem for repeating textures, but all real
1218 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1219 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1220 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
1221 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1222 // int internalformat=GL_RGBA;
1223 // int format=GL_RGBA;
1225 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1227 if(gr_badtexture>0) return;
1229 if (tex_format_verify(tex))
1232 //calculate u/v values that would make the resulting texture correctly sized
1233 tex->u=(float)tex->w/(float)tex->tw;
1234 tex->v=(float)tex->h/(float)tex->th;
1236 // if (width!=twidth || height!=theight)
1237 // mprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1238 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1240 // Generate OpenGL texture IDs.
1241 glGenTextures(1, &tex->handle);
1244 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1246 // Give our data to OpenGL.
1248 OGL_BINDTEXTURE(tex->handle);
1250 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1252 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1253 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1255 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1258 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1259 //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.
1261 if (tex->wantmip && GL_needmipmaps)
1262 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1263 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1265 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1266 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1267 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1273 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));
1276 unsigned char decodebuf[512*512];
1277 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
1279 while (bm->bm_parent)
1282 if (bm->gltexture==NULL){
1283 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1284 bm->gltexture->lw=bm->bm_w;
1285 bm->gltexture->w=bm->bm_w;
1286 bm->gltexture->h=bm->bm_h;
1287 bm->gltexture->wantmip=domipmap;
1290 if (bm->gltexture->handle>0)
1292 if (bm->gltexture->w==0){
1293 bm->gltexture->lw=bm->bm_w;
1294 bm->gltexture->w=bm->bm_w;
1295 bm->gltexture->h=bm->bm_h;
1298 if (bm->bm_flags & BM_FLAG_RLE){
1299 unsigned char * dbits;
1300 unsigned char * sbits;
1302 sbits = &bm->bm_data[4 + bm->bm_h];
1305 for (i=0; i < bm->bm_h; i++ ) {
1306 gr_rle_decode(sbits,dbits);
1307 sbits += (int)bm->bm_data[4+i];
1312 ogl_loadtexture(buf,0,0,bm->gltexture);
1314 void ogl_loadbmtexture(grs_bitmap *bm){
1315 ogl_loadbmtexture_m(bm,1);
1317 void ogl_freetexture(ogl_texture *gltexture){
1318 if (gltexture->handle>0){
1320 mprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1321 glDeleteTextures( 1, &gltexture->handle );
1322 // gltexture->handle=0;
1323 ogl_init_texture(gltexture);
1326 void ogl_freebmtexture(grs_bitmap *bm){
1328 ogl_freetexture(bm->gltexture);
1331 // mprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1332 // glDeleteTextures( 1, &bm->gltexture );
1333 // bm->gltexture=-1;