2 * $Source: /cvs/cvsroot/d2x/video/ogl.c,v $
5 * $Date: 2001-10-09 02:38:52 $
7 * Graphics support functions for OpenGL.
9 * $Log: not supported by cvs2svn $
10 * Revision 1.4 2001/01/31 16:31:14 bradleyb
11 * OpenGL support under Cygwin/SDL
13 * Revision 1.3 2001/01/29 13:47:52 bradleyb
14 * Fixed build, some minor cleanups.
35 #include "../3d/globvars.h"
51 //change to 1 for lots of spew.
53 #define glmprintf(a) mprintf(a)
63 #define cosf(a) cos(a)
64 #define sinf(a) sin(a)
67 unsigned char *ogl_pal=gr_palette;
69 int GL_texmagfilt=GL_NEAREST;
70 int GL_texminfilt=GL_NEAREST;
73 int last_width=-1,last_height=-1;
74 int GL_TEXTURE_2D_enabled=-1;
75 int GL_texclamp_enabled=-1;
77 extern int gr_renderstats;
78 extern int gr_badtexture;
79 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
80 int ogl_rgba_format=4;
81 int ogl_intensity4_ok=1;
82 int ogl_luminance4_alpha4_ok=1;
84 int ogl_readpixels_ok=1;
85 int ogl_gettexlevelparam_ok=1;
86 #ifdef GL_ARB_multitexture
87 int ogl_arb_multitexture_ok=0;
89 #ifdef GL_SGIS_multitexture
90 int ogl_sgis_multitexture_ok=0;
96 int cross_lh[2]={0,0};
97 int primary_lh[3]={0,0,0};
98 int secondary_lh[5]={0,0,0,0,0};
101 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
102 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
103 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
104 else glBindTexture(GL_TEXTURE_2D, a);
107 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
108 int ogl_texture_list_cur;
110 void ogl_init_texture_stats(ogl_texture* t){
111 t->prio=0.3;//default prio
115 void ogl_init_texture(ogl_texture* t){
117 t->internalformat=ogl_rgba_format;
121 ogl_init_texture_stats(t);
123 void ogl_reset_texture_stats_internal(void){
125 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
126 if (ogl_texture_list[i].handle>0){
127 ogl_init_texture_stats(&ogl_texture_list[i]);
130 void ogl_init_texture_list_internal(void){
132 ogl_texture_list_cur=0;
133 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
134 ogl_init_texture(&ogl_texture_list[i]);
136 void ogl_smash_texture_list_internal(void){
141 memset(cross_lh,0,sizeof(cross_lh));
142 memset(primary_lh,0,sizeof(primary_lh));
143 memset(secondary_lh,0,sizeof(secondary_lh));
144 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
145 if (ogl_texture_list[i].handle>0){
146 glDeleteTextures( 1, &ogl_texture_list[i].handle );
147 ogl_texture_list[i].handle=0;
149 ogl_texture_list[i].wrapstate=-1;
152 void ogl_vivify_texture_list_internal(void){
156 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
157 t=&ogl_texture_list[i];
158 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
159 ogl_loadbmtexture(t);
164 ogl_texture* ogl_get_free_texture(void){
166 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
167 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
168 return &ogl_texture_list[ogl_texture_list_cur];
169 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
170 ogl_texture_list_cur=0;
172 Error("OGL: texture list full!\n");
175 int ogl_texture_stats(void){
176 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
177 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
180 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
181 t=&ogl_texture_list[i];
184 datatexel+=t->w*t->h;
185 truetexel+=t->tw*t->th;
186 databytes+=t->bytesu;
188 if (t->prio<0.299)prio0++;
189 else if (t->prio<0.399)prio1++;
190 else if (t->prio<0.499)prio2++;
191 else if (t->prio<0.599)prio3++;
198 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
200 // glmprintf((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));
203 int ogl_mem_target=-1;
204 void ogl_clean_texture_cache(void){
209 if (ogl_mem_target<0){
215 bytes=ogl_texture_stats();
216 while (bytes>ogl_mem_target){
217 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
218 t=&ogl_texture_list[i];
220 if (t->lastrend+f1_0*time<GameTime){
223 if (bytes<ogl_mem_target)
229 Error("not enough mem?");
234 void ogl_bindbmtex(grs_bitmap *bm){
235 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
236 ogl_loadbmtexture(bm);
237 OGL_BINDTEXTURE(bm->gltexture->handle);
238 bm->gltexture->lastrend=GameTime;
239 bm->gltexture->numrend++;
240 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
241 // if (bm->gltexture->numrend==100){
242 // bm->gltexture->prio+=0.1;
243 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
244 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
247 //gltexture MUST be bound first
248 void ogl_texwrap(ogl_texture *gltexture,int state){
249 if (gltexture->wrapstate!=state || gltexture->numrend<1){
250 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
251 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
252 gltexture->wrapstate=state;
256 //crude texture precaching
257 //handles: powerups, walls, weapons, polymodels, etc.
258 //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.
259 //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
262 void ogl_cache_polymodel_textures(int model_num){
263 polymodel *po=&Polygon_models[model_num];
265 for (i=0;i<po->n_textures;i++) {
266 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
267 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
270 void ogl_cache_vclip_textures(vclip *vc){
272 for (i=0;i<vc->num_frames;i++){
273 PIGGY_PAGE_IN(vc->frames[i]);
274 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
277 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
278 void ogl_cache_weapon_textures(weapon_info *w){
279 ogl_cache_vclipn_textures(w->flash_vclip);
280 ogl_cache_vclipn_textures(w->robot_hit_vclip);
281 ogl_cache_vclipn_textures(w->wall_hit_vclip);
282 if (w->render_type==WEAPON_RENDER_VCLIP)
283 ogl_cache_vclipn_textures(w->weapon_vclip);
284 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
285 ogl_cache_polymodel_textures(w->model_num);
287 void ogl_cache_level_textures(void){
295 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
297 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
298 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
300 if (ec->vc.num_frames>max_efx)
301 max_efx=ec->vc.num_frames;
303 glmprintf((0,"max_efx:%i\n",max_efx));
304 for (ef=0;ef<max_efx;ef++){
305 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
306 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
308 // if (ec->vc.num_frames>max_efx)
309 // max_efx=ec->vc.num_frames;
312 do_special_effects();
314 for (seg=0;seg<Num_segments;seg++){
315 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
316 sidep=&Segments[seg].sides[side];
317 tmap1=sidep->tmap_num;
318 tmap2=sidep->tmap_num2;
319 if (tmap1<0 || tmap1>=NumTextures){
320 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
324 PIGGY_PAGE_IN(Textures[tmap1]);
325 bm = &GameBitmaps[Textures[tmap1].index];
327 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
328 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
329 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
330 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
332 ogl_loadbmtexture(bm2);
334 // glmprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
336 ogl_loadbmtexture(bm);
339 glmprintf((0,"finished ef:%i\n",ef));
341 reset_special_effects();
342 init_special_effects();
345 //always have lasers and concs
346 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
347 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
348 for (i=0;i<Highest_object_index;i++){
349 if(Objects[i].render_type==RT_POWERUP){
350 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
351 switch (Objects[i].id){
353 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
357 case POW_VULCAN_WEAPON:
358 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
360 case POW_SPREADFIRE_WEAPON:
361 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
363 case POW_PLASMA_WEAPON:
364 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
366 case POW_FUSION_WEAPON:
367 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
369 /* case POW_MISSILE_1:
371 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
373 case POW_PROXIMITY_WEAPON:
374 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
376 case POW_HOMING_AMMO_1:
377 case POW_HOMING_AMMO_4:
378 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
380 case POW_SMARTBOMB_WEAPON:
381 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
383 case POW_MEGA_WEAPON:
384 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
388 else if(Objects[i].render_type==RT_POLYOBJ){
389 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
393 glmprintf((0,"finished caching\n"));
396 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
398 #define f2glf(x) (f2fl(x))
400 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
403 c=grd_curcanv->cv_color;
404 OGL_DISABLE(TEXTURE_2D);
405 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
407 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
408 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
412 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
416 for (i=0; i<nsides; i++) {
417 ang = 2.0*M_PI*i/nsides;
418 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
422 void ogl_drawcircle(int nsides,int type){
426 for (i=0; i<nsides; i++) {
427 ang = 2.0*M_PI*i/nsides;
428 glVertex2f(cosf(ang),sinf(ang));
432 int circle_list_init(int nsides,int type,int mode) {
433 int hand=glGenLists(1);
434 glNewList(hand, mode);
435 /* draw a unit radius circle in xy plane centered on origin */
436 ogl_drawcircle(nsides,type);
440 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
441 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
442 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
443 void ogl_draw_reticle(int cross,int primary,int secondary){
444 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
446 // glTranslatef(0.5,0.5,0);
447 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);
448 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
450 OGL_DISABLE(TEXTURE_2D);
452 if (!cross_lh[cross]){
453 cross_lh[cross]=glGenLists(1);
454 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
457 glColor3fv(darker_g);
458 glVertex2f(-4.0,4.0);
460 glColor3fv(bright_g);
463 glVertex2f(-2.0,2.0);
467 glVertex2f(-3.0,-2.0);
469 glColor3fv(bright_g);
470 glVertex2f(-2.0,-1.0);
473 glColor3fv(darker_g);
476 glColor3fv(bright_g);
483 glVertex2f(3.0,-2.0);
485 glColor3fv(bright_g);
486 glVertex2f(2.0,-1.0);
491 glCallList(cross_lh[cross]);
493 // if (Canvas_height>200)
494 // glLineWidth(Canvas_height/(float)200);
495 if (!primary_lh[primary]){
496 primary_lh[primary]=glGenLists(1);
497 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
502 glVertex2f(-14.0,-8.0);
503 glVertex2f(-8.0,-5.0);
505 glVertex2f(14.0,-8.0);
506 glVertex2f(8.0,-5.0);
511 glColor3fv(bright_g);
513 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
515 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
519 glColor3fv(bright_g);
521 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
523 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
527 glCallList(primary_lh[primary]);
528 // if (Canvas_height>200)
531 if (!secondary_lh[secondary]){
532 secondary_lh[secondary]=glGenLists(1);
533 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
537 glColor3fv(darker_g);
539 glColor3fv(bright_g);
540 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
543 glColor3fv(darker_g);
545 glColor3fv(bright_g);
546 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
548 //bottom/middle secondary
550 glColor3fv(darker_g);
552 glColor3fv(bright_g);
553 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
557 glCallList(secondary_lh[secondary]);
561 int g3_draw_sphere(g3s_point *pnt,fix rad){
563 c=grd_curcanv->cv_color;
564 OGL_DISABLE(TEXTURE_2D);
565 // glPointSize(f2glf(rad));
566 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
567 // glBegin(GL_POINTS);
568 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
571 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
572 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
573 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
574 else glCallList(sphereh);
579 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
581 c=grd_curcanv->cv_color;
582 OGL_DISABLE(TEXTURE_2D);
583 // glPointSize(f2glf(rad));
584 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
585 // glBegin(GL_POINTS);
586 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
589 glmprintf((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)));
591 (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
592 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
593 glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
595 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
596 else glCallList(circleh5);
598 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
599 else glCallList(circleh10);
604 int gr_circle(fix xc1,fix yc1,fix r1){
605 return gr_ucircle(xc1,yc1,r1);
608 bool g3_draw_poly(int nv,g3s_point **pointlist)
612 c=grd_curcanv->cv_color;
613 // 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);
614 OGL_DISABLE(TEXTURE_2D);
615 glBegin(GL_TRIANGLE_FAN);
616 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
618 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
619 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
625 void gr_upoly_tmap(int nverts, int *vert ){
626 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
628 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
629 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
631 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
632 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
636 if (tmap_drawer_ptr==draw_tmap_flat){
637 /* fix average_light=0;
640 average_light += uvl_list[i].l;*/
641 OGL_DISABLE(TEXTURE_2D);
642 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
643 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
644 //glColor4f(0,0,0,f2fl(average_light/nv));
645 glBegin(GL_TRIANGLE_FAN);
647 // glColor4f(0,0,0,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));
652 }else if (tmap_drawer_ptr==draw_tmap){
654 /* if (bm->bm_w !=64||bm->bm_h!=64)
655 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
656 OGL_ENABLE(TEXTURE_2D);
658 ogl_texwrap(bm->gltexture,GL_REPEAT);
659 glBegin(GL_TRIANGLE_FAN);
661 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
664 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
665 l=f2fl(uvl_list[c].l);
668 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
669 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
670 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
674 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
678 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
680 #if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture))
681 if (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok){
686 /* if (bm->bm_w !=64||bm->bm_h!=64)
687 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
688 if (ogl_arb_multitexture_ok){
689 #ifdef GL_ARB_multitexture
690 glActiveTextureARB(GL_TEXTURE0_ARB);
692 }else if (ogl_sgis_multitexture_ok){
693 #ifdef GL_SGIS_multitexture
694 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
697 ogl_bindbmtex(bmbot);
698 OGL_ENABLE(TEXTURE_2D);
699 glEnable(GL_TEXTURE_2D);
700 ogl_texwrap(bmbot->gltexture,GL_REPEAT);
701 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
703 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
705 if (ogl_arb_multitexture_ok){
706 #ifdef GL_ARB_multitexture
707 glActiveTextureARB(GL_TEXTURE1_ARB);
709 }else if (ogl_sgis_multitexture_ok){
710 #ifdef GL_SGIS_multitexture
711 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
715 // OGL_ENABLE(TEXTURE_2D);
716 glEnable(GL_TEXTURE_2D);
717 ogl_texwrap(bm->gltexture,GL_REPEAT);
718 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
721 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
723 glBegin(GL_TRIANGLE_FAN);
727 u1=1.0-f2glf(uvl_list[c].v);
728 v1=f2glf(uvl_list[c].u);
731 u1=1.0-f2glf(uvl_list[c].u);
732 v1=1.0-f2glf(uvl_list[c].v);
735 u1=f2glf(uvl_list[c].v);
736 v1=1.0-f2glf(uvl_list[c].u);
739 u1=f2glf(uvl_list[c].u);
740 v1=f2glf(uvl_list[c].v);
743 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
746 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
747 l=f2fl(uvl_list[c].l);
750 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
751 if (ogl_arb_multitexture_ok){
752 #ifdef GL_ARB_multitexture
753 glMultiTexCoord2fARB(GL_TEXTURE0_ARB,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
755 }else if (ogl_sgis_multitexture_ok){
756 #ifdef GL_SGIS_multitexture
757 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
760 if (ogl_arb_multitexture_ok){
761 #ifdef GL_ARB_multitexture
762 glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u1,v1);
764 }else if (ogl_sgis_multitexture_ok){
765 #ifdef GL_SGIS_multitexture
766 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS,u1,v1);
769 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
770 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
771 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
774 /* if (ogl_arb_multitexture_ok){
775 #ifdef GL_ARB_multitexture
776 glActiveTextureARB(GL_TEXTURE1_ARB);
778 }else if (ogl_sgis_multitexture_ok){
779 #ifdef GL_SGIS_multitexture
780 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
783 // OGL_ENABLE(TEXTURE_2D);*/
784 glDisable(GL_TEXTURE_2D);
785 if (ogl_arb_multitexture_ok){
786 #ifdef GL_ARB_multitexture
787 glActiveTextureARB(GL_TEXTURE0_ARB);
789 }else if (ogl_sgis_multitexture_ok){
790 #ifdef GL_SGIS_multitexture
791 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
800 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
803 /* if (bm->bm_w !=64||bm->bm_h!=64)
804 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
805 OGL_ENABLE(TEXTURE_2D);
807 ogl_texwrap(bm->gltexture,GL_REPEAT);
808 glBegin(GL_TRIANGLE_FAN);
812 u1=1.0-f2glf(uvl_list[c].v);
813 v1=f2glf(uvl_list[c].u);
816 u1=1.0-f2glf(uvl_list[c].u);
817 v1=1.0-f2glf(uvl_list[c].v);
820 u1=f2glf(uvl_list[c].v);
821 v1=1.0-f2glf(uvl_list[c].u);
824 u1=f2glf(uvl_list[c].u);
825 v1=f2glf(uvl_list[c].v);
828 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
831 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
832 l=f2fl(uvl_list[c].l);
836 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
837 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
838 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
845 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm)
848 vms_vector pv,v1;//,v2;
852 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
853 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
855 OGL_ENABLE(TEXTURE_2D);
857 ogl_texwrap(bm->gltexture,GL_CLAMP);
860 glColor3f(1.0,1.0,1.0);
861 width = fixmul(width,Matrix_scale.x);
862 height = fixmul(height,Matrix_scale.y);
864 // g3_rotate_point(&p[i],pos);
865 vm_vec_sub(&v1,pos,&View_position);
866 vm_vec_rotate(&pv,&v1,&View_matrix);
867 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
870 glTexCoord2f(0.0, 0.0);
875 glTexCoord2f(bm->gltexture->u, 0.0);
880 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
885 glTexCoord2f(0.0, bm->gltexture->v);
890 // vm_vec_rotate(&v2,&v1,&View_matrix);
891 // vm_vec_sub(&v1,&v2,&pv);
892 //vm_vec_sub(&v1,&pv,&v2);
893 // vm_vec_sub(&v2,&pv,&v1);
894 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
895 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
902 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
907 x+=grd_curcanv->cv_bitmap.bm_x;
908 y+=grd_curcanv->cv_bitmap.bm_y;
909 xo=x/(float)last_width;
910 xf=(bm->bm_w+x)/(float)last_width;
911 yo=1.0-y/(float)last_height;
912 yf=1.0-(bm->bm_h+y)/(float)last_height;
914 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
915 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
917 /* glEnABLE(ALPHA_TEST);
918 glAlphaFunc(GL_GREATER,0.0);*/
920 OGL_ENABLE(TEXTURE_2D);
922 ogl_texwrap(bm->gltexture,GL_CLAMP);
926 if (bm->bm_w==bm->gltexture->w)
929 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
931 u1=bm->bm_x/(float)bm->gltexture->tw;
932 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
936 if (bm->bm_h==bm->gltexture->h)
939 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
941 v1=bm->bm_y/(float)bm->gltexture->th;
942 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
947 glColor3f(1.0,1.0,1.0);
949 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
950 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
951 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
952 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
953 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
955 // glDisABLE(ALPHA_TEST);
959 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
960 return ogl_ubitmapm_c(x,y,bm,-1);
961 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
964 //also upsidedown, currently.
965 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
967 GLfloat xo,yo;//,xs,ys;
968 glmprintf((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));
973 xo=dx/(float)last_width;
974 // xo=dx/(float)grd_curscreen->sc_w;
975 // xs=w/(float)last_width;
976 //yo=1.0-dy/(float)last_height;
977 yo=1.0-(dy+h)/(float)last_height;
978 // ys=h/(float)last_height;
980 // OGL_ENABLE(TEXTURE_2D);
982 OGL_DISABLE(TEXTURE_2D);
983 glRasterPos2f(xo,yo);
984 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
985 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
991 bool ogl_ubitblt_i(int dw,int dh,int dx,int dy, int sw, int sh, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
994 GLfloat u1,v1;//,u2,v2;
996 // unsigned char *oldpal;
999 ogl_init_texture(&tex);
1001 tex.prio=0.0;tex.wantmip=0;
1002 tex.lw=src->bm_rowsize;
1004 /* if (w==src->bm_w && sx==0){
1007 u1=sx/(float)src->bm_w*src->glu;
1008 u2=w/(float)src->bm_w*src->glu+u1;
1010 if (h==src->bm_h && sy==0){
1013 v1=sy/(float)src->bm_h*src->glv;
1014 v2=h/(float)src->bm_h*src->glv+v1;
1020 xo=dx/(float)last_width;
1021 xs=dw/(float)last_width;
1022 yo=1.0-dy/(float)last_height;
1023 ys=dh/(float)last_height;
1025 OGL_ENABLE(TEXTURE_2D);
1028 ogl_pal=gr_current_pal;
1029 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1032 OGL_BINDTEXTURE(tex.handle);
1034 ogl_texwrap(&tex,GL_CLAMP);
1037 glColor3f(1.0,1.0,1.0);
1038 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1039 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1040 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1041 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1043 ogl_freetexture(&tex);
1046 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1047 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1050 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1052 unsigned char *d,*s;
1056 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1057 if (w1*h1*3>OGLTEXBUFSIZE)
1058 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1060 if (ogl_readpixels_ok>0){
1061 OGL_DISABLE(TEXTURE_2D);
1062 glReadBuffer(GL_FRONT);
1063 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1064 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1065 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1067 memset(texbuf,0,w1*h1*3);
1071 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1072 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1074 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1081 unsigned char *d,*s,*e;
1082 if (w*h*3>OGLTEXBUFSIZE)
1083 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1086 #if 1//also seems to cause a mess. need to look into it a bit more..
1087 if (ogl_readpixels_ok>0){
1088 OGL_DISABLE(TEXTURE_2D);
1089 glReadBuffer(GL_FRONT);
1090 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1091 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1094 memset(texbuf,0,w*h*3);
1095 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1096 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1098 s=texbuf+w*(h-(i+1))*3;
1100 if (s<texbuf){Error("blah1\n");}
1101 if (d<dest->bm_data){Error("blah3\n");}
1102 // d=dest->bm_data+(i*dest->bm_rowsize);
1106 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1107 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1108 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1114 d+=dest->bm_rowsize;
1116 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1121 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1122 #if 0 //just seems to cause a mess.
1123 GLfloat xo,yo;//,xs,ys;
1128 // xo=dx/(float)last_width;
1129 xo=dx/(float)grd_curscreen->sc_w;
1130 // yo=1.0-(dy+h)/(float)last_height;
1131 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1134 OGL_DISABLE(TEXTURE_2D);
1135 glReadBuffer(GL_FRONT);
1136 glRasterPos2f(xo,yo);
1137 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1138 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1144 void ogl_start_frame(void){
1145 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1146 // gl_badtexture=500;
1148 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1149 glClearColor(0.0, 0.0, 0.0, 0.0);
1150 // glEnable(GL_ALPHA_TEST);
1151 // glAlphaFunc(GL_GREATER,0.01);
1152 glShadeModel(GL_SMOOTH);
1153 glMatrixMode(GL_PROJECTION);
1154 glLoadIdentity();//clear matrix
1155 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1156 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1157 gluPerspective(90.0,1.0,0.01,1000000.0);
1158 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1159 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1160 glMatrixMode(GL_MODELVIEW);
1161 glLoadIdentity();//clear matrix
1163 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1164 // glDisABLE(DITHER);
1165 // glScalef(1.0,1.0,-1.0);
1166 // glScalef(1.0,1.0,-1.0);
1169 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1170 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1171 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1172 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1173 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1174 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1175 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1176 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1179 void merge_textures_stats(void);
1181 void ogl_end_frame(void){
1182 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1183 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1185 // merge_textures_stats();
1186 // ogl_texture_stats();
1188 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1189 glMatrixMode(GL_PROJECTION);
1190 glLoadIdentity();//clear matrix
1191 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1192 glMatrixMode(GL_MODELVIEW);
1193 glLoadIdentity();//clear matrix
1194 // glDisABLE(BLEND);
1195 //glDisABLE(ALPHA_TEST);
1196 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1197 // ogl_swap_buffers();//platform specific code
1198 // glClear(GL_COLOR_BUFFER_BIT);
1201 void ogl_swap_buffers(void){
1202 ogl_clean_texture_cache();
1203 if (gr_renderstats){
1204 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);
1205 // glmprintf((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
1208 ogl_swap_buffers_internal();
1209 glClear(GL_COLOR_BUFFER_BIT);
1212 int tex_format_supported(int iformat,int format){
1215 if (!ogl_intensity4_ok) return 0; break;
1216 case GL_LUMINANCE4_ALPHA4:
1217 if (!ogl_luminance4_alpha4_ok) return 0; break;
1219 if (!ogl_rgba2_ok) return 0; break;
1221 if (ogl_gettexlevelparam_ok){
1223 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1224 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1225 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1226 GL_TEXTURE_INTERNAL_FORMAT,
1228 return (internalFormat==iformat);
1233 //little hack to find the largest or equal multiple of 2 for a given number
1236 for (i=2;i<=4096;i*=2)
1241 //GLubyte texbuf[512*512*4];
1242 GLubyte texbuf[OGLTEXBUFSIZE];
1243 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1245 // GLushort *tex=(GLushort *)texp;
1247 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1248 Error("texture toobig %i %i",twidth,theight);
1251 for (y=0;y<theight;y++){
1252 i=dxo+truewidth*(y+dyo);
1253 for (x=0;x<twidth;x++){
1254 if (x<width && y<height)
1257 c=255;//fill the pad space with transparancy
1263 case GL_LUMINANCE_ALPHA:
1271 (*(texp++))=0;//transparent pixel
1277 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. :)
1280 case GL_LUMINANCE_ALPHA:
1285 //(*(texp++))=gr_palette[c*3]*4;
1286 //(*(texp++))=gr_palette[c*3+1]*4;
1287 //(*(texp++))=gr_palette[c*3+2]*4;
1288 (*(texp++))=ogl_pal[c*3]*4;
1289 (*(texp++))=ogl_pal[c*3+1]*4;
1290 (*(texp++))=ogl_pal[c*3+2]*4;
1291 (*(texp++))=255;//not transparent
1292 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1299 int tex_format_verify(ogl_texture *tex){
1300 while (!tex_format_supported(tex->internalformat,tex->format)){
1301 glmprintf((0,"tex format %x not supported",tex->internalformat));
1302 switch (tex->internalformat){
1304 if (ogl_luminance4_alpha4_ok){
1305 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1306 tex->format=GL_LUMINANCE_ALPHA;
1308 }//note how it will fall through here if the statement is false
1309 case GL_LUMINANCE4_ALPHA4:
1311 tex->internalformat=GL_RGBA2;
1312 tex->format=GL_RGBA;
1314 }//note how it will fall through here if the statement is false
1316 tex->internalformat=ogl_rgba_format;
1317 tex->format=GL_RGBA;
1320 mprintf((0,"...no tex format to fall back on\n"));
1323 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1327 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1329 if (tex->tw!=w || tex->th!=h){
1330 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1331 glmprintf((0,"shrunken texture?\n"));
1334 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1335 tex->bytes=((float)w*h*dbits)/8.0;
1336 tex->bytesu=((float)u*dbits)/8.0;
1338 tex->bytes=((float)w*h*bits)/8.0;
1339 tex->bytesu=((float)u*bits)/8.0;
1341 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1343 void tex_set_size(ogl_texture *tex){
1345 if (ogl_gettexlevelparam_ok){
1347 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1348 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1349 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1350 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1351 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1352 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1353 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1354 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1359 switch (tex->format){
1363 case GL_LUMINANCE_ALPHA:
1370 Error("tex_set_size unknown texformat\n");
1373 tex_set_size1(tex,bi,a,w,h);
1375 //loads a palettized bitmap into a ogl RGBA texture.
1376 //Sizes and pads dimensions to multiples of 2 if necessary.
1377 //In theory this could be a problem for repeating textures, but all real
1378 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1379 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1380 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
1381 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1382 // int internalformat=GL_RGBA;
1383 // int format=GL_RGBA;
1385 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1386 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1388 if(gr_badtexture>0) return;
1390 if (tex_format_verify(tex))
1393 //calculate u/v values that would make the resulting texture correctly sized
1394 tex->u=(float)tex->w/(float)tex->tw;
1395 tex->v=(float)tex->h/(float)tex->th;
1397 // if (width!=twidth || height!=theight)
1398 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1399 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1401 // Generate OpenGL texture IDs.
1402 glGenTextures(1, &tex->handle);
1405 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1407 // Give our data to OpenGL.
1409 OGL_BINDTEXTURE(tex->handle);
1411 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1419 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1420 //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.
1422 if (tex->wantmip && GL_needmipmaps)
1423 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1424 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1426 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1427 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1428 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1434 glmprintf((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));
1437 unsigned char decodebuf[512*512];
1438 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
1440 while (bm->bm_parent)
1443 if (bm->gltexture==NULL){
1444 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1445 bm->gltexture->lw=bm->bm_w;
1446 bm->gltexture->w=bm->bm_w;
1447 bm->gltexture->h=bm->bm_h;
1448 bm->gltexture->wantmip=domipmap;
1451 if (bm->gltexture->handle>0)
1453 if (bm->gltexture->w==0){
1454 bm->gltexture->lw=bm->bm_w;
1455 bm->gltexture->w=bm->bm_w;
1456 bm->gltexture->h=bm->bm_h;
1459 if (bm->bm_flags & BM_FLAG_RLE){
1460 unsigned char * dbits;
1461 unsigned char * sbits;
1463 sbits = &bm->bm_data[4 + bm->bm_h];
1466 for (i=0; i < bm->bm_h; i++ ) {
1467 gr_rle_decode(sbits,dbits);
1468 sbits += (int)bm->bm_data[4+i];
1473 ogl_loadtexture(buf,0,0,bm->gltexture);
1475 void ogl_loadbmtexture(grs_bitmap *bm){
1476 ogl_loadbmtexture_m(bm,1);
1478 void ogl_freetexture(ogl_texture *gltexture){
1479 if (gltexture->handle>0){
1481 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1482 glDeleteTextures( 1, &gltexture->handle );
1483 // gltexture->handle=0;
1484 ogl_init_texture(gltexture);
1487 void ogl_freebmtexture(grs_bitmap *bm){
1489 ogl_freetexture(bm->gltexture);
1492 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1493 // glDeleteTextures( 1, &bm->gltexture );
1494 // bm->gltexture=-1;