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properly render cloaked walls in OpenGL (fixes #1608)
[btb/d2x.git] / arch / ogl / ogl.c
1 /* $Id: ogl.c,v 1.12 2004-05-11 01:53:34 btb Exp $ */
2 /*
3  *
4  * Graphics support functions for OpenGL.
5  *
6  *
7  */
8
9 #ifdef HAVE_CONFIG_H
10 #include <conf.h>
11 #endif
12
13 //#include <stdio.h>
14 #ifdef _WIN32
15 #include <windows.h>
16 #include <stddef.h>
17 #endif
18 #if defined(__APPLE__) && defined(__MACH__)
19 #include <OpenGL/gl.h>
20 #include <OpenGL/glu.h>
21 #else
22 #include <GL/gl.h>
23 #include <GL/glu.h>
24 #endif
25 #include <string.h>
26 #include <math.h>
27
28 #include "ogl_init.h"
29 #include "3d.h"
30 #include "piggy.h"
31 #include "../../3d/globvars.h"
32 #include "error.h"
33 #include "texmap.h"
34 #include "palette.h"
35 #include "rle.h"
36 #include "mono.h"
37
38 #include "segment.h"
39 #include "textures.h"
40 #include "texmerge.h"
41 #include "effects.h"
42 #include "weapon.h"
43 #include "powerup.h"
44 #include "polyobj.h"
45 #include "gamefont.h"
46 #include "byteswap.h"
47
48 //change to 1 for lots of spew.
49 #if 0
50 #define glmprintf(a) mprintf(a)
51 #else
52 #define glmprintf(a)
53 #endif
54
55 #ifndef M_PI
56 #define M_PI 3.14159
57 #endif
58
59 #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__)
60 #define cosf(a) cos(a)
61 #define sinf(a) sin(a)
62 #endif
63
64 unsigned char *ogl_pal=gr_palette;
65
66 int GL_texmagfilt=GL_NEAREST;
67 int GL_texminfilt=GL_NEAREST;
68 int GL_needmipmaps=0;
69
70 int last_width=-1,last_height=-1;
71 int GL_TEXTURE_2D_enabled=-1;
72 int GL_texclamp_enabled=-1;
73
74 extern int gr_renderstats;
75 extern int gr_badtexture;
76 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
77 int ogl_rgba_format=4;
78 int ogl_intensity4_ok=1;
79 int ogl_luminance4_alpha4_ok=1;
80 int ogl_rgba2_ok=1;
81 int ogl_readpixels_ok=1;
82 int ogl_gettexlevelparam_ok=1;
83 #ifdef GL_ARB_multitexture
84 int ogl_arb_multitexture_ok=0;
85 #endif
86 #ifdef GL_SGIS_multitexture
87 int ogl_sgis_multitexture_ok=0;
88 #endif
89
90 int sphereh=0;
91 int circleh5=0;
92 int circleh10=0;
93 int cross_lh[2]={0,0};
94 int primary_lh[3]={0,0,0};
95 int secondary_lh[5]={0,0,0,0,0};
96 /*int lastbound=-1;
97
98 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
99         else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
100 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
101         else glBindTexture(GL_TEXTURE_2D, a);
102
103
104 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
105 int ogl_texture_list_cur;
106
107 void ogl_init_texture_stats(ogl_texture* t){
108         t->prio=0.3;//default prio
109         t->lastrend=0;
110         t->numrend=0;
111 }
112 void ogl_init_texture(ogl_texture* t){
113         t->handle=0;
114         t->internalformat=ogl_rgba_format;
115         t->format=GL_RGBA;
116         t->wrapstate=-1;
117         t->w=t->h=0;
118         ogl_init_texture_stats(t);
119 }
120 void ogl_reset_texture_stats_internal(void){
121         int i;
122         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
123                 if (ogl_texture_list[i].handle>0){
124                         ogl_init_texture_stats(&ogl_texture_list[i]);
125                 }
126 }
127 void ogl_init_texture_list_internal(void){
128         int i;
129         ogl_texture_list_cur=0;
130         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
131                 ogl_init_texture(&ogl_texture_list[i]);
132 }
133 void ogl_smash_texture_list_internal(void){
134         int i;
135         sphereh=0;
136         circleh5=0;
137         circleh10=0;
138         memset(cross_lh,0,sizeof(cross_lh));
139         memset(primary_lh,0,sizeof(primary_lh));
140         memset(secondary_lh,0,sizeof(secondary_lh));
141         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
142                 if (ogl_texture_list[i].handle>0){
143                         glDeleteTextures( 1, &ogl_texture_list[i].handle );
144                         ogl_texture_list[i].handle=0;
145                 }
146                 ogl_texture_list[i].wrapstate=-1;
147         }
148 }
149 void ogl_vivify_texture_list_internal(void){
150 /*
151    int i;
152         ogl_texture* t;
153         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
154                 t=&ogl_texture_list[i];
155                 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
156                         ogl_loadbmtexture(t);
157         }
158 */
159 }
160
161 ogl_texture* ogl_get_free_texture(void){
162         int i;
163         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
164                 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
165                         return &ogl_texture_list[ogl_texture_list_cur];
166                 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
167                         ogl_texture_list_cur=0;
168         }
169         Error("OGL: texture list full!\n");
170 //      return NULL;
171 }
172 int ogl_texture_stats(void){
173         int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
174         int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
175 //      int grabbed=0;
176         ogl_texture* t;
177         for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
178                 t=&ogl_texture_list[i];
179                 if (t->handle>0){
180                         used++;
181                         datatexel+=t->w*t->h;
182                         truetexel+=t->tw*t->th;
183                         databytes+=t->bytesu;
184                         truebytes+=t->bytes;
185                         if (t->prio<0.299)prio0++;
186                         else if (t->prio<0.399)prio1++;
187                         else if (t->prio<0.499)prio2++;
188                         else if (t->prio<0.599)prio3++;
189                         else prioh++;
190                 }
191 //              else if(t->w!=0)
192 //                      grabbed++;
193         }
194         if (gr_renderstats){
195                 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
196         }
197 //      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));
198         return truebytes;
199 }
200 int ogl_mem_target=-1;
201 void ogl_clean_texture_cache(void){
202         ogl_texture* t;
203         int i,bytes;
204         int time=120;
205         
206         if (ogl_mem_target<0){
207                 if (gr_renderstats)
208                         ogl_texture_stats();
209                 return;
210         }
211         
212         bytes=ogl_texture_stats();
213         while (bytes>ogl_mem_target){
214                 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
215                         t=&ogl_texture_list[i];
216                         if (t->handle>0){
217                                 if (t->lastrend+f1_0*time<GameTime){
218                                         ogl_freetexture(t);
219                                         bytes-=t->bytes;
220                                         if (bytes<ogl_mem_target)
221                                                 return;
222                                 }
223                         }
224                 }
225                 if (time==0)
226                         Error("not enough mem?");
227                 time=time/2;
228         }
229         
230 }
231 void ogl_bindbmtex(grs_bitmap *bm){
232         if (bm->gltexture==NULL || bm->gltexture->handle<=0)
233                 ogl_loadbmtexture(bm);
234         OGL_BINDTEXTURE(bm->gltexture->handle);
235         bm->gltexture->lastrend=GameTime;
236         bm->gltexture->numrend++;
237 ////    if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
238 //      if (bm->gltexture->numrend==100){
239 //              bm->gltexture->prio+=0.1;
240 ////            glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
241 //              glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
242 //      }
243 }
244 //gltexture MUST be bound first
245 void ogl_texwrap(ogl_texture *gltexture,int state){
246         if (gltexture->wrapstate!=state || gltexture->numrend<1){
247                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
248                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
249                 gltexture->wrapstate=state;
250         }
251 }
252
253 //crude texture precaching
254 //handles: powerups, walls, weapons, polymodels, etc.
255 //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.
256 //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
257 //TODO: doors
258
259 void ogl_cache_polymodel_textures(int model_num){
260         polymodel *po=&Polygon_models[model_num];
261         int i;
262         for (i=0;i<po->n_textures;i++)  {
263 //              texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
264                 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
265         }
266 }
267 void ogl_cache_vclip_textures(vclip *vc){
268         int i;
269         for (i=0;i<vc->num_frames;i++){
270                 PIGGY_PAGE_IN(vc->frames[i]);
271                 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
272         }
273 }
274 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
275 void ogl_cache_weapon_textures(weapon_info *w){
276         ogl_cache_vclipn_textures(w->flash_vclip);
277         ogl_cache_vclipn_textures(w->robot_hit_vclip);
278         ogl_cache_vclipn_textures(w->wall_hit_vclip);
279         if (w->render_type==WEAPON_RENDER_VCLIP)
280                 ogl_cache_vclipn_textures(w->weapon_vclip);
281         else if (w->render_type==WEAPON_RENDER_POLYMODEL)
282                 ogl_cache_polymodel_textures(w->model_num);
283 }
284 void ogl_cache_level_textures(void){
285         int seg,side,i;
286         eclip *ec;
287         short tmap1,tmap2;
288         grs_bitmap *bm,*bm2;
289         struct side *sidep;
290         int max_efx=0,ef;
291         
292         ogl_reset_texture_stats_internal();//loading a new lev should reset textures
293         
294         for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
295                 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
296                         continue;
297                 if (ec->vc.num_frames>max_efx)
298                         max_efx=ec->vc.num_frames;
299         }
300         glmprintf((0,"max_efx:%i\n",max_efx));
301         for (ef=0;ef<max_efx;ef++){
302                 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
303                         if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
304                                 continue;
305 //                      if (ec->vc.num_frames>max_efx)
306 //                              max_efx=ec->vc.num_frames;
307                         ec->time_left=-1;
308                 }
309                 do_special_effects();
310
311                 for (seg=0;seg<Num_segments;seg++){
312                         for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
313                                 sidep=&Segments[seg].sides[side];
314                                 tmap1=sidep->tmap_num;
315                                 tmap2=sidep->tmap_num2;
316                                 if (tmap1<0 || tmap1>=NumTextures){
317                                         glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
318                                         //                              tmap1=0;
319                                         continue;
320                                 }
321                                 PIGGY_PAGE_IN(Textures[tmap1]);
322                                 bm = &GameBitmaps[Textures[tmap1].index];
323                                 if (tmap2 != 0){
324                                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
325                                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
326                                         if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
327                                                 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
328                                         else {
329                                                 ogl_loadbmtexture(bm2);
330                                         }
331                                         //                              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));
332                                 }
333                                 ogl_loadbmtexture(bm);
334                         }
335                 }
336                 glmprintf((0,"finished ef:%i\n",ef));
337         }
338         reset_special_effects();
339         init_special_effects();
340         {
341 //              int laserlev=1;
342                 //always have lasers and concs
343                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
344                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
345                 for (i=0;i<Highest_object_index;i++){
346                         if(Objects[i].render_type==RT_POWERUP){
347                                 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
348                                 switch (Objects[i].id){
349 /*                                      case POW_LASER:
350                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
351 //                                              if (laserlev<4)
352 //                                                      laserlev++;
353                                                 break;*/
354                                         case POW_VULCAN_WEAPON:
355                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
356                                                 break;
357                                         case POW_SPREADFIRE_WEAPON:
358                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
359                                                 break;
360                                         case POW_PLASMA_WEAPON:
361                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
362                                                 break;
363                                         case POW_FUSION_WEAPON:
364                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
365                                                 break;
366 /*                                      case POW_MISSILE_1:
367                                         case POW_MISSILE_4:
368                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
369                                                 break;*/
370                                         case POW_PROXIMITY_WEAPON:
371                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
372                                                 break;
373                                         case POW_HOMING_AMMO_1:
374                                         case POW_HOMING_AMMO_4:
375                                                 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
376                                                 break;
377                                         case POW_SMARTBOMB_WEAPON:
378                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
379                                                 break;
380                                         case POW_MEGA_WEAPON:
381                                                 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
382                                                 break;
383                                 }
384                         }
385                         else if(Objects[i].render_type==RT_POLYOBJ){
386                                 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
387                         }
388                 }
389         }
390         glmprintf((0,"finished caching\n"));
391 }
392
393 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
394 int r_texcount=0;
395 #define f2glf(x) (f2fl(x))
396
397 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
398 {
399         int c;
400         c=grd_curcanv->cv_color;
401         OGL_DISABLE(TEXTURE_2D);
402         glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
403         glBegin(GL_LINES);
404         glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
405         glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
406         glEnd();
407         return 1;
408 }
409 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
410         int i;
411         float ang;
412         glBegin(type);
413         for (i=0; i<nsides; i++) {
414                 ang = 2.0*M_PI*i/nsides;
415                 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
416         }
417         glEnd();
418 }
419 void ogl_drawcircle(int nsides,int type){
420         int i;
421         float ang;
422         glBegin(type);
423         for (i=0; i<nsides; i++) {
424                 ang = 2.0*M_PI*i/nsides;
425                 glVertex2f(cosf(ang),sinf(ang));
426         }
427         glEnd();
428 }
429 int circle_list_init(int nsides,int type,int mode) {
430         int hand=glGenLists(1);
431         glNewList(hand, mode);
432         /* draw a unit radius circle in xy plane centered on origin */
433         ogl_drawcircle(nsides,type);
434         glEndList();
435         return hand;
436 }
437 float bright_g[4]={     32.0/256,       252.0/256,      32.0/256};
438 float dark_g[4]={       32.0/256,       148.0/256,      32.0/256};
439 float darker_g[4]={     32.0/256,       128.0/256,      32.0/256};
440 void ogl_draw_reticle(int cross,int primary,int secondary){
441         float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
442         glPushMatrix();
443 //      glTranslatef(0.5,0.5,0);
444         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);
445         glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
446         
447         OGL_DISABLE(TEXTURE_2D);
448
449         if (!cross_lh[cross]){
450                 cross_lh[cross]=glGenLists(1);
451                 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
452                 glBegin(GL_LINES);
453                 //cross top left
454                 glColor3fv(darker_g);
455                 glVertex2f(-4.0,4.0);
456                 if (cross)
457                         glColor3fv(bright_g);
458                 else
459                         glColor3fv(dark_g);
460                 glVertex2f(-2.0,2.0);
461
462                 //cross bottom left
463                 glColor3fv(dark_g);
464                 glVertex2f(-3.0,-2.0);
465                 if (cross)
466                         glColor3fv(bright_g);
467                 glVertex2f(-2.0,-1.0);
468
469                 //cross top right
470                 glColor3fv(darker_g);
471                 glVertex2f(4.0,4.0);
472                 if (cross)
473                         glColor3fv(bright_g);
474                 else
475                         glColor3fv(dark_g);
476                 glVertex2f(2.0,2.0);
477
478                 //cross bottom right
479                 glColor3fv(dark_g);
480                 glVertex2f(3.0,-2.0);
481                 if (cross)
482                         glColor3fv(bright_g);
483                 glVertex2f(2.0,-1.0);
484
485                 glEnd();
486                 glEndList();
487         }else
488                 glCallList(cross_lh[cross]);
489
490 //      if (Canvas_height>200)
491 //              glLineWidth(Canvas_height/(float)200);
492         if (!primary_lh[primary]){
493                 primary_lh[primary]=glGenLists(1);
494                 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
495
496                 glColor3fv(dark_g);
497                 glBegin(GL_LINES);
498                 //left primary bar
499                 glVertex2f(-14.0,-8.0);
500                 glVertex2f(-8.0,-5.0);
501                 //right primary bar
502                 glVertex2f(14.0,-8.0);
503                 glVertex2f(8.0,-5.0);
504                 glEnd();
505                 if (primary==0)
506                         glColor3fv(dark_g);
507                 else
508                         glColor3fv(bright_g);
509                 //left upper
510                 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
511                 //right upper
512                 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
513                 if (primary!=2)
514                         glColor3fv(dark_g);
515                 else
516                         glColor3fv(bright_g);
517                 //left lower
518                 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
519                 //right lower
520                 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
521
522                 glEndList();
523         }else
524                 glCallList(primary_lh[primary]);
525 //      if (Canvas_height>200)
526 //              glLineWidth(1);
527
528         if (!secondary_lh[secondary]){
529                 secondary_lh[secondary]=glGenLists(1);
530                 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
531                 if (secondary<=2){
532                         //left secondary
533                         if (secondary!=1)
534                                 glColor3fv(darker_g);
535                         else
536                                 glColor3fv(bright_g);
537                         ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
538                         //right secondary
539                         if (secondary!=2)
540                                 glColor3fv(darker_g);
541                         else
542                                 glColor3fv(bright_g);
543                         ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
544                 }else{
545                         //bottom/middle secondary
546                         if (secondary!=4)
547                                 glColor3fv(darker_g);
548                         else
549                                 glColor3fv(bright_g);
550                         ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
551                 }
552                 glEndList();
553         }else
554                 glCallList(secondary_lh[secondary]);
555
556         glPopMatrix();
557 }
558 int g3_draw_sphere(g3s_point *pnt,fix rad){
559         int c;
560         c=grd_curcanv->cv_color;
561         OGL_DISABLE(TEXTURE_2D);
562 //      glPointSize(f2glf(rad));
563         glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
564 //      glBegin(GL_POINTS);
565 //      glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
566 //      glEnd();
567         glPushMatrix();
568         glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
569         glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
570         if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
571         else glCallList(sphereh);
572         glPopMatrix();
573         return 0;
574
575 }
576 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
577         int c;
578         c=grd_curcanv->cv_color;
579         OGL_DISABLE(TEXTURE_2D);
580 //      glPointSize(f2glf(rad));
581         glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
582 //      glBegin(GL_POINTS);
583 //      glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
584 //      glEnd();
585         glPushMatrix();
586         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)));
587         glTranslatef(
588                         (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
589                         1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
590         glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
591         if (r1<=i2f(5)){
592                 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
593                 else glCallList(circleh5);
594         }else{
595                 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
596                 else glCallList(circleh10);
597         }
598         glPopMatrix();
599         return 0;
600 }
601 int gr_circle(fix xc1,fix yc1,fix r1){
602         return gr_ucircle(xc1,yc1,r1);
603 }
604
605 bool g3_draw_poly(int nv,g3s_point **pointlist)
606 {
607         int c;
608         r_polyc++;
609         c=grd_curcanv->cv_color;
610 //      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);
611         OGL_DISABLE(TEXTURE_2D);
612         glBegin(GL_TRIANGLE_FAN);
613         glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
614         for (c=0;c<nv;c++){
615         //      glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
616                 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
617         }
618         glEnd();
619         return 0;
620 }
621
622 bool g3_draw_transp_poly(int nv, g3s_point **pointlist)
623 {
624         int c;
625
626         r_polyc++;
627         OGL_DISABLE(TEXTURE_2D);
628         glColor4f(0, 0, 0, (float)Gr_scanline_darkening_level / 31.0);
629         glBegin(GL_TRIANGLE_FAN);
630         for (c = 0; c < nv; c++)
631         {
632                 glVertex3f(f2glf(pointlist[c]->p3_vec.x), f2glf(pointlist[c]->p3_vec.y), -f2glf(pointlist[c]->p3_vec.z));
633         }
634         glEnd();
635         return 0;
636 }
637
638 void gr_upoly_tmap(int nverts, int *vert ){
639                 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
640 }
641 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
642                 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
643 }
644 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
645 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
646 {
647         int c;
648         float l;
649         if (tmap_drawer_ptr==draw_tmap_flat){
650 /*              fix average_light=0;
651                 int i;
652                 for (i=0; i<nv; i++)
653                         average_light += uvl_list[i].l;*/
654                 OGL_DISABLE(TEXTURE_2D);
655 //              glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
656                 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
657                 //glColor4f(0,0,0,f2fl(average_light/nv));
658                 glBegin(GL_TRIANGLE_FAN);
659                 for (c=0;c<nv;c++){
660 //                      glColor4f(0,0,0,f2fl(uvl_list[c].l));
661 //                      glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
662                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
663                 }
664                 glEnd();
665         }else if (tmap_drawer_ptr==draw_tmap){
666                 r_tpolyc++;
667                 /*      if (bm->bm_w !=64||bm->bm_h!=64)
668                         printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
669                 OGL_ENABLE(TEXTURE_2D);
670                 ogl_bindbmtex(bm);
671                 ogl_texwrap(bm->gltexture,GL_REPEAT);
672                 glBegin(GL_TRIANGLE_FAN);
673                 for (c=0;c<nv;c++){
674                         if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
675                                 l=1.0;
676                         }else{
677                                 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
678                                 l=f2fl(uvl_list[c].l);
679                         }
680                         glColor3f(l,l,l);
681                         glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
682                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
683                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
684                 }
685                 glEnd();
686         }else{
687                 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
688         }
689         return 0;
690 }
691 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
692 {
693 #if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture))
694         if (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok){
695                 int c;
696                 float l,u1,v1;
697
698                 r_tpolyc+=2;
699                 /*      if (bm->bm_w !=64||bm->bm_h!=64)
700                         printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
701                 if (ogl_arb_multitexture_ok){
702 #ifdef GL_ARB_multitexture
703                         glActiveTextureARB(GL_TEXTURE0_ARB);
704 #endif
705                 }else if (ogl_sgis_multitexture_ok){
706 #ifdef GL_SGIS_multitexture
707                         glSelectTextureSGIS(GL_TEXTURE0_SGIS);
708 #endif
709                 }
710                 ogl_bindbmtex(bmbot);
711                 OGL_ENABLE(TEXTURE_2D);
712                 glEnable(GL_TEXTURE_2D);
713                 ogl_texwrap(bmbot->gltexture,GL_REPEAT);
714                 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
715                 glEnable(GL_BLEND);
716                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
717
718                 if (ogl_arb_multitexture_ok){
719 #ifdef GL_ARB_multitexture
720                         glActiveTextureARB(GL_TEXTURE1_ARB);
721 #endif
722                 }else if (ogl_sgis_multitexture_ok){
723 #ifdef GL_SGIS_multitexture
724                         glSelectTextureSGIS(GL_TEXTURE1_SGIS);
725 #endif
726                 }
727                 ogl_bindbmtex(bm);
728 //              OGL_ENABLE(TEXTURE_2D);
729                 glEnable(GL_TEXTURE_2D);
730                 ogl_texwrap(bm->gltexture,GL_REPEAT);
731                 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
732                 
733                 glEnable(GL_BLEND);
734                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
735
736                 glBegin(GL_TRIANGLE_FAN);
737                 for (c=0;c<nv;c++){
738                         switch(orient){
739                                 case 1:
740                                         u1=1.0-f2glf(uvl_list[c].v);
741                                         v1=f2glf(uvl_list[c].u);
742                                         break;
743                                 case 2:
744                                         u1=1.0-f2glf(uvl_list[c].u);
745                                         v1=1.0-f2glf(uvl_list[c].v);
746                                         break;
747                                 case 3:
748                                         u1=f2glf(uvl_list[c].v);
749                                         v1=1.0-f2glf(uvl_list[c].u);
750                                         break;
751                                 default:
752                                         u1=f2glf(uvl_list[c].u);
753                                         v1=f2glf(uvl_list[c].v);
754                                         break;
755                         }
756                         if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
757                                 l=1.0;
758                         }else{
759                                 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
760                                 l=f2fl(uvl_list[c].l);
761                         }
762                         glColor3f(l,l,l);
763 //                      glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
764                         if (ogl_arb_multitexture_ok){
765 #ifdef GL_ARB_multitexture
766                                 glMultiTexCoord2fARB(GL_TEXTURE0_ARB,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
767 #endif
768                         }else if (ogl_sgis_multitexture_ok){
769 #ifdef GL_SGIS_multitexture
770                                 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
771 #endif
772                         }
773                         if (ogl_arb_multitexture_ok){
774 #ifdef GL_ARB_multitexture
775                                 glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u1,v1);
776 #endif
777                         }else if (ogl_sgis_multitexture_ok){
778 #ifdef GL_SGIS_multitexture
779                                 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS,u1,v1);
780 #endif
781                         }
782                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
783                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
784                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
785                 }
786                 glEnd();
787 /*              if (ogl_arb_multitexture_ok){
788 #ifdef GL_ARB_multitexture
789                         glActiveTextureARB(GL_TEXTURE1_ARB);
790 #endif
791                 }else if (ogl_sgis_multitexture_ok){
792 #ifdef GL_SGIS_multitexture
793                         glSelectTextureSGIS(GL_TEXTURE1_SGIS);
794 #endif
795                 }
796 //              OGL_ENABLE(TEXTURE_2D);*/
797                 glDisable(GL_TEXTURE_2D);
798                 if (ogl_arb_multitexture_ok){
799 #ifdef GL_ARB_multitexture
800                         glActiveTextureARB(GL_TEXTURE0_ARB);
801 #endif
802                 }else if (ogl_sgis_multitexture_ok){
803 #ifdef GL_SGIS_multitexture
804                         glSelectTextureSGIS(GL_TEXTURE0_SGIS);
805 #endif
806                 }
807         }else
808 #endif
809         {
810                 int c;
811                 float l,u1,v1;
812
813                 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
814
815                 r_tpolyc++;
816                 /*      if (bm->bm_w !=64||bm->bm_h!=64)
817                         printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
818                 OGL_ENABLE(TEXTURE_2D);
819                 ogl_bindbmtex(bm);
820                 ogl_texwrap(bm->gltexture,GL_REPEAT);
821                 glBegin(GL_TRIANGLE_FAN);
822                 for (c=0;c<nv;c++){
823                         switch(orient){
824                                 case 1:
825                                         u1=1.0-f2glf(uvl_list[c].v);
826                                         v1=f2glf(uvl_list[c].u);
827                                         break;
828                                 case 2:
829                                         u1=1.0-f2glf(uvl_list[c].u);
830                                         v1=1.0-f2glf(uvl_list[c].v);
831                                         break;
832                                 case 3:
833                                         u1=f2glf(uvl_list[c].v);
834                                         v1=1.0-f2glf(uvl_list[c].u);
835                                         break;
836                                 default:
837                                         u1=f2glf(uvl_list[c].u);
838                                         v1=f2glf(uvl_list[c].v);
839                                         break;
840                         }
841                         if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
842                                 l=1.0;
843                         }else{
844                                 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
845                                 l=f2fl(uvl_list[c].l);
846                         }
847                         glColor3f(l,l,l);
848                         glTexCoord2f(u1,v1);
849                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
850                         //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
851                         glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
852                 }
853                 glEnd();
854         }
855         return 0;
856 }
857
858 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
859 {
860         //float l=1.0;
861         vms_vector pv,v1;//,v2;
862         int i;
863         r_bitmapc++;
864         v1.z=0;
865 //      printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
866 //      printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
867
868         OGL_ENABLE(TEXTURE_2D);
869         ogl_bindbmtex(bm);
870         ogl_texwrap(bm->gltexture,GL_CLAMP);
871
872         glBegin(GL_QUADS);
873         glColor3f(1.0,1.0,1.0);
874     width = fixmul(width,Matrix_scale.x);       
875     height = fixmul(height,Matrix_scale.y);     
876         for (i=0;i<4;i++){
877 //              g3_rotate_point(&p[i],pos);
878                 vm_vec_sub(&v1,pos,&View_position);
879                 vm_vec_rotate(&pv,&v1,&View_matrix);
880 //              printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
881                 switch (i){
882                         case 0:
883                                 glTexCoord2f(0.0, 0.0);
884                                 pv.x+=-width;
885                                 pv.y+=height;
886                                 break;
887                         case 1:
888                                 glTexCoord2f(bm->gltexture->u, 0.0);
889                                 pv.x+=width;
890                                 pv.y+=height;
891                                 break;
892                         case 2:
893                                 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
894                                 pv.x+=width;
895                                 pv.y+=-height;
896                                 break;
897                         case 3:
898                                 glTexCoord2f(0.0, bm->gltexture->v);
899                                 pv.x+=-width;
900                                 pv.y+=-height;
901                                 break;
902                 }
903 //              vm_vec_rotate(&v2,&v1,&View_matrix);
904 //              vm_vec_sub(&v1,&v2,&pv);
905                 //vm_vec_sub(&v1,&pv,&v2);
906 //              vm_vec_sub(&v2,&pv,&v1);
907                 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
908 //              printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
909         }
910         glEnd();
911 //      printf("\n");
912
913         return 0;
914 }
915
916 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
917 {
918         GLfloat xo,yo,xf,yf;
919         GLfloat u1,u2,v1,v2;
920         r_ubitmapc++;
921         x+=grd_curcanv->cv_bitmap.bm_x;
922         y+=grd_curcanv->cv_bitmap.bm_y;
923         xo=x/(float)last_width;
924         xf=(bm->bm_w+x)/(float)last_width;
925         yo=1.0-y/(float)last_height;
926         yf=1.0-(bm->bm_h+y)/(float)last_height;
927
928 //      printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
929 //      printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
930
931 /*              glEnABLE(ALPHA_TEST);
932         glAlphaFunc(GL_GREATER,0.0);*/
933
934         OGL_ENABLE(TEXTURE_2D);
935         ogl_bindbmtex(bm);
936         ogl_texwrap(bm->gltexture,GL_CLAMP);
937         
938         if (bm->bm_x==0){
939                 u1=0;
940                 if (bm->bm_w==bm->gltexture->w)
941                         u2=bm->gltexture->u;
942                 else
943                         u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
944         }else {
945                 u1=bm->bm_x/(float)bm->gltexture->tw;
946                 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
947         }
948         if (bm->bm_y==0){
949                 v1=0;
950                 if (bm->bm_h==bm->gltexture->h)
951                         v2=bm->gltexture->v;
952                 else
953                         v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
954         }else{
955                 v1=bm->bm_y/(float)bm->gltexture->th;
956                 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
957         }
958
959         glBegin(GL_QUADS);
960         if (c<0)
961                 glColor3f(1.0,1.0,1.0);
962         else
963                 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
964         glTexCoord2f(u1, v1); glVertex2f(xo, yo);
965         glTexCoord2f(u2, v1); glVertex2f(xf, yo);
966         glTexCoord2f(u2, v2); glVertex2f(xf, yf);
967         glTexCoord2f(u1, v2); glVertex2f(xo, yf);
968         glEnd();
969 //      glDisABLE(ALPHA_TEST);
970         
971         return 0;
972 }
973 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
974         return ogl_ubitmapm_c(x,y,bm,-1);
975 //      return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
976 }
977 #if 0
978 //also upsidedown, currently.
979 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
980 {
981         GLfloat xo,yo;//,xs,ys;
982         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));
983         
984         dx+=dest->bm_x;
985         dy+=dest->bm_y;
986         
987         xo=dx/(float)last_width;
988 //      xo=dx/(float)grd_curscreen->sc_w;
989 //      xs=w/(float)last_width;
990         //yo=1.0-dy/(float)last_height;
991         yo=1.0-(dy+h)/(float)last_height;
992 //      ys=h/(float)last_height;
993         
994 //      OGL_ENABLE(TEXTURE_2D);
995         
996         OGL_DISABLE(TEXTURE_2D);
997         glRasterPos2f(xo,yo);
998         ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
999         glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1000         glRasterPos2f(0,0);
1001         
1002         return 0;
1003 }
1004 #else
1005 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)
1006 {
1007         GLfloat xo,yo,xs,ys;
1008         GLfloat u1,v1;//,u2,v2;
1009         ogl_texture tex;
1010 //      unsigned char *oldpal;
1011         r_ubitbltc++;
1012
1013         ogl_init_texture(&tex);
1014         tex.w=sw;tex.h=sh;
1015         tex.prio=0.0;tex.wantmip=0;
1016         tex.lw=src->bm_rowsize;
1017
1018 /*      if (w==src->bm_w && sx==0){
1019                 u1=0;u2=src->glu;
1020         }else{
1021                 u1=sx/(float)src->bm_w*src->glu;
1022                 u2=w/(float)src->bm_w*src->glu+u1;
1023         }
1024         if (h==src->bm_h && sy==0){
1025                 v1=0;v2=src->glv;
1026         }else{
1027                 v1=sy/(float)src->bm_h*src->glv;
1028                 v2=h/(float)src->bm_h*src->glv+v1;
1029         }*/
1030         u1=v1=0;
1031         
1032         dx+=dest->bm_x;
1033         dy+=dest->bm_y;
1034         xo=dx/(float)last_width;
1035         xs=dw/(float)last_width;
1036         yo=1.0-dy/(float)last_height;
1037         ys=dh/(float)last_height;
1038         
1039         OGL_ENABLE(TEXTURE_2D);
1040         
1041 //      oldpal=ogl_pal;
1042         ogl_pal=gr_current_pal;
1043         ogl_loadtexture(src->bm_data,sx,sy,&tex);
1044 //      ogl_pal=oldpal;
1045         ogl_pal=gr_palette;
1046         OGL_BINDTEXTURE(tex.handle);
1047         
1048         ogl_texwrap(&tex,GL_CLAMP);
1049
1050         glBegin(GL_QUADS);
1051         glColor3f(1.0,1.0,1.0);
1052         glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1053         glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1054         glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1055         glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1056         glEnd();
1057         ogl_freetexture(&tex);
1058         return 0;
1059 }
1060 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1061         return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1062 }
1063 #endif
1064 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1065 #if 1
1066         unsigned char *d,*s;
1067         int i,j;
1068         int w1,h1;
1069 //      w1=w;h1=h;
1070         w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1071         if (w1*h1*3>OGLTEXBUFSIZE)
1072                 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1073
1074         if (ogl_readpixels_ok>0){
1075                 OGL_DISABLE(TEXTURE_2D);
1076                 glReadBuffer(GL_FRONT);
1077                 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1078 //              glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1079 //              glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1080         }else
1081                 memset(texbuf,0,w1*h1*3);
1082         sx+=src->bm_x;
1083         sy+=src->bm_y;
1084         for (i=0;i<h;i++){
1085                 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1086                 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1087                 for (j=0;j<w;j++){
1088                         *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1089                         s+=3;
1090                         d++;
1091                 }
1092         }
1093 #else
1094         int i,j,c=0;
1095         unsigned char *d,*s,*e;
1096         if (w*h*3>OGLTEXBUFSIZE)
1097                 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1098         sx+=src->bm_x;
1099         sy+=src->bm_y;
1100 #if 1//also seems to cause a mess.  need to look into it a bit more..
1101         if (ogl_readpixels_ok>0){
1102                 OGL_DISABLE(TEXTURE_2D);
1103                 glReadBuffer(GL_FRONT);
1104 //              glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1105                 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1106         }else
1107 #endif
1108                 memset(texbuf,0,w*h*3);
1109 //      d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1110         d=dest->bm_data+dx+dy*dest->bm_rowsize;
1111         for (i=0;i<h;i++){
1112                 s=texbuf+w*(h-(i+1))*3;
1113 //              s=texbuf+w*i*3;
1114                 if (s<texbuf){Error("blah1\n");}
1115                 if (d<dest->bm_data){Error("blah3\n");}
1116 //              d=dest->bm_data+(i*dest->bm_rowsize);
1117
1118                 e=d;
1119                 for (j=0;j<w;j++){
1120                         if (s>texbuf+w*h*3-3){Error("blah2\n");}
1121                         if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx  ){Error("blah4\n");}
1122                         *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1123                         s+=3;
1124                         d++;
1125                         c++;
1126                 }
1127                 d=e;
1128                 d+=dest->bm_rowsize;
1129         }
1130         glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1131 #endif
1132         return 0;
1133 }
1134
1135 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1136 #if 0 //just seems to cause a mess.
1137         GLfloat xo,yo;//,xs,ys;
1138         
1139         dx+=dest->bm_x;
1140         dy+=dest->bm_y;
1141         
1142 //      xo=dx/(float)last_width;
1143         xo=dx/(float)grd_curscreen->sc_w;
1144 //      yo=1.0-(dy+h)/(float)last_height;
1145         yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1146         sx+=src->bm_x;
1147         sy+=src->bm_y;
1148         OGL_DISABLE(TEXTURE_2D);
1149         glReadBuffer(GL_FRONT);
1150         glRasterPos2f(xo,yo);
1151 //      glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1152         glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1153         glRasterPos2f(0,0);
1154 #endif
1155         return 0;
1156 }
1157
1158 void ogl_start_frame(void){
1159         r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1160 //      gl_badtexture=500;
1161
1162         OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1163         glClearColor(0.0, 0.0, 0.0, 0.0);
1164 //      glEnable(GL_ALPHA_TEST);
1165 //      glAlphaFunc(GL_GREATER,0.01);
1166         glShadeModel(GL_SMOOTH);
1167         glMatrixMode(GL_PROJECTION);
1168         glLoadIdentity();//clear matrix
1169         //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1170         //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1171         gluPerspective(90.0,1.0,0.01,1000000.0);
1172         //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1173 //      gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1174         glMatrixMode(GL_MODELVIEW);
1175         glLoadIdentity();//clear matrix
1176         glEnable(GL_BLEND);
1177         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1178 //      glDisABLE(DITHER);
1179 //      glScalef(1.0,1.0,-1.0);
1180 //      glScalef(1.0,1.0,-1.0);
1181 //      glPushMatrix();
1182         
1183 //      glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1184 //      OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1185 //      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1186 //      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1187 //      OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1188 //      OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1189 //      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1190 //      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1191 }
1192 #ifndef NMONO
1193 void merge_textures_stats(void);
1194 #endif
1195 void ogl_end_frame(void){
1196 //      OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1197         OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1198 #ifndef NMONO
1199 //      merge_textures_stats();
1200 //      ogl_texture_stats();
1201 #endif
1202 //      glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1203         glMatrixMode(GL_PROJECTION);
1204         glLoadIdentity();//clear matrix
1205         glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1206         glMatrixMode(GL_MODELVIEW);
1207         glLoadIdentity();//clear matrix
1208 //      glDisABLE(BLEND);
1209         //glDisABLE(ALPHA_TEST);
1210         //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1211 //      ogl_swap_buffers();//platform specific code
1212 //      glClear(GL_COLOR_BUFFER_BIT);
1213  
1214 }
1215 void ogl_swap_buffers(void){
1216         ogl_clean_texture_cache();
1217         if (gr_renderstats){
1218                 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);
1219 //      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
1220         }
1221         ogl_do_palfx();
1222         ogl_swap_buffers_internal();
1223         glClear(GL_COLOR_BUFFER_BIT);
1224 }
1225
1226 int tex_format_supported(int iformat,int format){
1227         switch (iformat){
1228                 case GL_INTENSITY4:
1229                         if (!ogl_intensity4_ok) return 0; break;
1230                 case GL_LUMINANCE4_ALPHA4:
1231                         if (!ogl_luminance4_alpha4_ok) return 0; break;
1232                 case GL_RGBA2:
1233                         if (!ogl_rgba2_ok) return 0; break;
1234         }
1235         if (ogl_gettexlevelparam_ok){
1236                 GLint internalFormat;
1237                 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1238                                 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1239                 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1240                                 GL_TEXTURE_INTERNAL_FORMAT,
1241                                 &internalFormat);
1242                 return (internalFormat==iformat);
1243         }else
1244                 return 1;
1245 }
1246
1247 //little hack to find the largest or equal multiple of 2 for a given number
1248 int pow2ize(int x){
1249         int i;
1250         for (i=2;i<=4096;i*=2)
1251                 if (x<=i) return i;
1252         return i;
1253 }
1254
1255 //GLubyte texbuf[512*512*4];
1256 GLubyte texbuf[OGLTEXBUFSIZE];
1257 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1258 {
1259 //      GLushort *tex=(GLushort *)texp;
1260         int x,y,c,i;
1261         if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1262                 Error("texture toobig %i %i",twidth,theight);
1263
1264         i=0;
1265         for (y=0;y<theight;y++){
1266                 i=dxo+truewidth*(y+dyo);
1267                 for (x=0;x<twidth;x++){
1268                         if (x<width && y<height)
1269                                 c=data[i++];
1270                         else
1271                                 c=255;//fill the pad space with transparancy
1272                         if (c==255){
1273                                 switch (type){
1274                                         case GL_LUMINANCE:
1275                                                 (*(texp++))=0;
1276                                                 break;
1277                                         case GL_LUMINANCE_ALPHA:
1278                                                 (*(texp++))=0;
1279                                                 (*(texp++))=0;
1280                                                 break;
1281                                         case GL_RGBA:
1282                                                 (*(texp++))=0;
1283                                                 (*(texp++))=0;
1284                                                 (*(texp++))=0;
1285                                                 (*(texp++))=0;//transparent pixel
1286                                                 break;
1287                                 }
1288 //                              (*(tex++))=0;
1289                         }else{
1290                                 switch (type){
1291                                         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. :)
1292                                                 (*(texp++))=255;
1293                                                 break;
1294                                         case GL_LUMINANCE_ALPHA:
1295                                                 (*(texp++))=255;
1296                                                 (*(texp++))=255;
1297                                                 break;
1298                                         case GL_RGBA:
1299                                                 //(*(texp++))=gr_palette[c*3]*4;
1300                                                 //(*(texp++))=gr_palette[c*3+1]*4;
1301                                                 //(*(texp++))=gr_palette[c*3+2]*4;
1302                                                 (*(texp++))=ogl_pal[c*3]*4;
1303                                                 (*(texp++))=ogl_pal[c*3+1]*4;
1304                                                 (*(texp++))=ogl_pal[c*3+2]*4;
1305                                                 (*(texp++))=255;//not transparent
1306                                                 //                              (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1307                                                 break;
1308                                 }
1309                         }
1310                 }
1311         }
1312 }
1313 int tex_format_verify(ogl_texture *tex){
1314         while (!tex_format_supported(tex->internalformat,tex->format)){
1315                 glmprintf((0,"tex format %x not supported",tex->internalformat));
1316                 switch (tex->internalformat){
1317                         case GL_INTENSITY4:
1318                                 if (ogl_luminance4_alpha4_ok){
1319                                         tex->internalformat=GL_LUMINANCE4_ALPHA4;
1320                                         tex->format=GL_LUMINANCE_ALPHA;
1321                                         break;
1322                                 }//note how it will fall through here if the statement is false
1323                         case GL_LUMINANCE4_ALPHA4:
1324                                 if (ogl_rgba2_ok){
1325                                         tex->internalformat=GL_RGBA2;
1326                                         tex->format=GL_RGBA;
1327                                         break;
1328                                 }//note how it will fall through here if the statement is false
1329                         case GL_RGBA2:
1330                                 tex->internalformat=ogl_rgba_format;
1331                                 tex->format=GL_RGBA;
1332                                 break;
1333                         default:
1334                                 mprintf((0,"...no tex format to fall back on\n"));
1335                                 return 1;
1336                 }
1337                 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1338         }
1339         return 0;
1340 }
1341 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1342         int u;
1343         if (tex->tw!=w || tex->th!=h){
1344                 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1345                 glmprintf((0,"shrunken texture?\n"));
1346         }else
1347                 u=tex->w*tex->h;
1348         if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1349                 tex->bytes=((float)w*h*dbits)/8.0;
1350                 tex->bytesu=((float)u*dbits)/8.0;
1351         }else{
1352                 tex->bytes=((float)w*h*bits)/8.0;
1353                 tex->bytesu=((float)u*bits)/8.0;
1354         }
1355         glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1356 }
1357 void tex_set_size(ogl_texture *tex){
1358         GLint w,h;
1359         int bi=16,a=0;
1360         if (ogl_gettexlevelparam_ok){
1361                 GLint t;
1362                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1363                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1364                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1365                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1366                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1367                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1368                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1369                 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1370         }else{
1371                 w=tex->tw;
1372                 h=tex->th;
1373         }
1374         switch (tex->format){
1375                 case GL_LUMINANCE:
1376                         bi=8;
1377                         break;
1378                 case GL_LUMINANCE_ALPHA:
1379                         bi=8;
1380                         break;
1381                 case GL_RGBA:
1382                         bi=16;
1383                         break;
1384                 default:
1385                         Error("tex_set_size unknown texformat\n");
1386                         break;
1387         }
1388         tex_set_size1(tex,bi,a,w,h);
1389 }
1390 //loads a palettized bitmap into a ogl RGBA texture.
1391 //Sizes and pads dimensions to multiples of 2 if necessary.
1392 //In theory this could be a problem for repeating textures, but all real
1393 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1394 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1395 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1396 {
1397 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1398 //      int internalformat=GL_RGBA;
1399 //      int format=GL_RGBA;
1400         //int filltype=0;
1401         tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1402 //      tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1403         
1404         if(gr_badtexture>0) return;
1405
1406 #if !(defined(__APPLE__) && defined(__MACH__))
1407         // always fails on OS X, but textures work fine!
1408         if (tex_format_verify(tex))
1409                 return;
1410 #endif
1411
1412         //calculate u/v values that would make the resulting texture correctly sized
1413         tex->u=(float)tex->w/(float)tex->tw;
1414         tex->v=(float)tex->h/(float)tex->th;
1415
1416         //      if (width!=twidth || height!=theight)
1417         //              glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1418         ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1419
1420         // Generate OpenGL texture IDs.
1421         glGenTextures(1, &tex->handle);
1422
1423         //set priority
1424         glPrioritizeTextures(1,&tex->handle,&tex->prio);
1425         
1426         // Give our data to OpenGL.
1427
1428         OGL_BINDTEXTURE(tex->handle);
1429
1430         glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1431         if (tex->wantmip){
1432                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1433                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1434         }else{
1435                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1436                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1437         }
1438 //      domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1439         //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.
1440
1441         if (tex->wantmip && GL_needmipmaps)
1442                 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1443                                 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1444         else
1445                 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1446                         tex->tw, tex->th, 0, tex->format, // RGBA textures.
1447                         GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1448                         texbuf);
1449         
1450         tex_set_size(tex);
1451
1452         r_texcount++; 
1453         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));
1454
1455 }
1456
1457 unsigned char decodebuf[512*512];
1458
1459 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1460 {
1461         unsigned char *buf;
1462         while (bm->bm_parent)
1463                 bm=bm->bm_parent;
1464         buf=bm->bm_data;
1465         if (bm->gltexture==NULL){
1466                 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1467                 bm->gltexture->lw=bm->bm_w;
1468                 bm->gltexture->w=bm->bm_w;
1469                 bm->gltexture->h=bm->bm_h;
1470                 bm->gltexture->wantmip=domipmap;
1471         }
1472         else {
1473                 if (bm->gltexture->handle>0)
1474                         return;
1475                 if (bm->gltexture->w==0){
1476                         bm->gltexture->lw=bm->bm_w;
1477                         bm->gltexture->w=bm->bm_w;
1478                         bm->gltexture->h=bm->bm_h;
1479                 }
1480         }
1481         if (bm->bm_flags & BM_FLAG_RLE){
1482                 unsigned char * dbits;
1483                 unsigned char * sbits;
1484                 int i, data_offset;
1485
1486                 data_offset = 1;
1487                 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1488                         data_offset = 2;
1489
1490                 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1491                 dbits = decodebuf;
1492
1493                 for (i=0; i < bm->bm_h; i++ )    {
1494                         gr_rle_decode(sbits,dbits);
1495                         if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1496                                 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1497                         else
1498                                 sbits += (int)bm->bm_data[4+i];
1499                         dbits += bm->bm_w;
1500                 }
1501                 buf=decodebuf;
1502         }
1503         ogl_loadtexture(buf,0,0,bm->gltexture);
1504 }
1505
1506 void ogl_loadbmtexture(grs_bitmap *bm)
1507 {
1508         ogl_loadbmtexture_m(bm,1);
1509 }
1510
1511 void ogl_freetexture(ogl_texture *gltexture)
1512 {
1513         if (gltexture->handle>0) {
1514                 r_texcount--;
1515                 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1516                 glDeleteTextures( 1, &gltexture->handle );
1517 //              gltexture->handle=0;
1518                 ogl_init_texture(gltexture);
1519         }
1520 }
1521 void ogl_freebmtexture(grs_bitmap *bm){
1522         if (bm->gltexture){
1523                 ogl_freetexture(bm->gltexture);
1524                 bm->gltexture=NULL;
1525 //              r_texcount--;
1526 //              glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1527 //              glDeleteTextures( 1, &bm->gltexture );
1528 //              bm->gltexture=-1;
1529         }
1530 }