1 /* $Id: ogl.c,v 1.21 2004-05-20 07:02:54 btb Exp $ */
4 * Graphics support functions for OpenGL.
19 #if defined(__APPLE__) && defined(__MACH__)
20 #include <OpenGL/gl.h>
21 #include <OpenGL/glu.h>
31 #include "../../3d/globvars.h"
48 //change to 1 for lots of spew.
50 #define glmprintf(a) mprintf(a)
59 #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__)
60 #define cosf(a) cos(a)
61 #define sinf(a) sin(a)
64 unsigned char *ogl_pal=gr_palette;
66 int GL_texmagfilt=GL_NEAREST;
67 int GL_texminfilt=GL_NEAREST;
68 float GL_texanisofilt = 0;
71 int last_width=-1,last_height=-1;
72 int GL_TEXTURE_2D_enabled=-1;
73 int GL_texclamp_enabled=-1;
75 extern int gr_renderstats;
76 extern int gr_badtexture;
77 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
78 int ogl_rgba_format=4;
79 int ogl_intensity4_ok=1;
80 int ogl_luminance4_alpha4_ok=1;
82 int ogl_readpixels_ok=1;
83 int ogl_gettexlevelparam_ok=1;
84 #ifdef GL_ARB_multitexture
85 int ogl_arb_multitexture_ok=0;
87 #ifdef GL_SGIS_multitexture
88 int ogl_sgis_multitexture_ok=0;
90 int ogl_nv_texture_env_combine4_ok = 0;
91 int ogl_ext_texture_filter_anisotropic_ok = 0;
94 int cross_lh[2]={0,0};
95 int primary_lh[3]={0,0,0};
96 int secondary_lh[5]={0,0,0,0,0};
99 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
100 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
101 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
102 else glBindTexture(GL_TEXTURE_2D, a);
105 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
106 int ogl_texture_list_cur;
108 /* some function prototypes */
110 //#define OGLTEXBUFSIZE (1024*1024*4)
111 #define OGLTEXBUFSIZE (2048*2048*4)
112 extern GLubyte texbuf[OGLTEXBUFSIZE];
113 //void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int width,int height,int twidth,int theight);
114 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type);
115 void ogl_loadbmtexture(grs_bitmap *bm);
116 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,intdyo , int *texid,float *u,float *v,char domipmap,float prio);
117 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex);
118 void ogl_freetexture(ogl_texture *gltexture);
119 void ogl_do_palfx(void);
121 void ogl_init_texture_stats(ogl_texture* t){
122 t->prio=0.3;//default prio
126 void ogl_init_texture(ogl_texture* t){
128 t->internalformat=ogl_rgba_format;
130 t->wrapstate[0] = -1;
131 t->wrapstate[1] = -1;
133 ogl_init_texture_stats(t);
135 void ogl_reset_texture_stats_internal(void){
137 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
138 if (ogl_texture_list[i].handle>0){
139 ogl_init_texture_stats(&ogl_texture_list[i]);
142 void ogl_init_texture_list_internal(void){
144 ogl_texture_list_cur=0;
145 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
146 ogl_init_texture(&ogl_texture_list[i]);
148 void ogl_smash_texture_list_internal(void){
151 memset(cross_lh,0,sizeof(cross_lh));
152 memset(primary_lh,0,sizeof(primary_lh));
153 memset(secondary_lh,0,sizeof(secondary_lh));
154 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
155 if (ogl_texture_list[i].handle>0){
156 glDeleteTextures( 1, &ogl_texture_list[i].handle );
157 ogl_texture_list[i].handle=0;
159 ogl_texture_list[i].wrapstate[0] = -1;
160 ogl_texture_list[i].wrapstate[1] = -1;
163 void ogl_vivify_texture_list_internal(void){
167 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
168 t=&ogl_texture_list[i];
169 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
170 ogl_loadbmtexture(t);
175 ogl_texture* ogl_get_free_texture(void){
177 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
178 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
179 return &ogl_texture_list[ogl_texture_list_cur];
180 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
181 ogl_texture_list_cur=0;
183 Error("OGL: texture list full!\n");
186 int ogl_texture_stats(void){
187 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
188 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
191 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
192 t=&ogl_texture_list[i];
195 datatexel+=t->w*t->h;
196 truetexel+=t->tw*t->th;
197 databytes+=t->bytesu;
199 if (t->prio<0.299)prio0++;
200 else if (t->prio<0.399)prio1++;
201 else if (t->prio<0.499)prio2++;
202 else if (t->prio<0.599)prio3++;
210 int idx, r, g, b, a, dbl, depth, res, colorsize, depthsize;
212 res = SWIDTH * SHEIGHT;
213 glGetIntegerv(GL_INDEX_BITS, &idx);
214 glGetIntegerv(GL_RED_BITS, &r);
215 glGetIntegerv(GL_GREEN_BITS, &g);
216 glGetIntegerv(GL_BLUE_BITS, &b);
217 glGetIntegerv(GL_ALPHA_BITS, &a);
218 glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
220 glGetIntegerv(GL_DEPTH_BITS, &depth);
221 colorsize = (idx * res * dbl) / 8;
222 depthsize = res * depth / 8;
223 gr_printf(5, GAME_FONT->ft_h * 14 + 3 * 14, "%i(%i,%i) %iK(%iK wasted)", used, usedrgba, usedl4a4, truebytes / 1024, (truebytes - databytes) / 1024);
224 gr_printf(5, GAME_FONT->ft_h * 15 + 3 * 15, "%ibpp(r%i,g%i,b%i,a%i)x%i=%iK depth%i=%iK", idx, r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
225 gr_printf(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
227 // 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));
230 int ogl_mem_target=-1;
231 void ogl_clean_texture_cache(void){
236 if (ogl_mem_target<0){
242 bytes=ogl_texture_stats();
243 while (bytes>ogl_mem_target){
244 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
245 t=&ogl_texture_list[i];
247 if (t->lastrend+f1_0*time<GameTime){
250 if (bytes<ogl_mem_target)
256 Error("not enough mem?");
261 void ogl_bindbmtex(grs_bitmap *bm){
262 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
263 ogl_loadbmtexture(bm);
264 OGL_BINDTEXTURE(bm->gltexture->handle);
265 bm->gltexture->lastrend=GameTime;
266 bm->gltexture->numrend++;
267 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
268 // if (bm->gltexture->numrend==100){
269 // bm->gltexture->prio+=0.1;
270 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
271 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
274 //gltexture MUST be bound first
275 void ogl_texwrap(ogl_texture *gltexture,int state)
277 if (gltexture->wrapstate[active_texture_unit] != state || gltexture->numrend < 1)
279 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
280 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
281 gltexture->wrapstate[active_texture_unit] = state;
285 //crude texture precaching
286 //handles: powerups, walls, weapons, polymodels, etc.
287 //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.
288 //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
291 void ogl_cache_polymodel_textures(int model_num){
292 polymodel *po=&Polygon_models[model_num];
294 for (i=0;i<po->n_textures;i++) {
295 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
296 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
299 void ogl_cache_vclip_textures(vclip *vc){
301 for (i=0;i<vc->num_frames;i++){
302 PIGGY_PAGE_IN(vc->frames[i]);
303 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
306 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
307 void ogl_cache_weapon_textures(weapon_info *w){
308 ogl_cache_vclipn_textures(w->flash_vclip);
309 ogl_cache_vclipn_textures(w->robot_hit_vclip);
310 ogl_cache_vclipn_textures(w->wall_hit_vclip);
311 if (w->render_type==WEAPON_RENDER_VCLIP)
312 ogl_cache_vclipn_textures(w->weapon_vclip);
313 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
314 ogl_cache_polymodel_textures(w->model_num);
316 void ogl_cache_level_textures(void){
324 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
326 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
327 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
329 if (ec->vc.num_frames>max_efx)
330 max_efx=ec->vc.num_frames;
332 glmprintf((0,"max_efx:%i\n",max_efx));
333 for (ef=0;ef<max_efx;ef++){
334 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
335 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
337 // if (ec->vc.num_frames>max_efx)
338 // max_efx=ec->vc.num_frames;
341 do_special_effects();
343 for (seg=0;seg<Num_segments;seg++){
344 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
345 sidep=&Segments[seg].sides[side];
346 tmap1=sidep->tmap_num;
347 tmap2=sidep->tmap_num2;
348 if (tmap1<0 || tmap1>=NumTextures){
349 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
353 PIGGY_PAGE_IN(Textures[tmap1]);
354 bm = &GameBitmaps[Textures[tmap1].index];
356 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
357 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
358 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
359 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
361 ogl_loadbmtexture(bm2);
363 // 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));
365 ogl_loadbmtexture(bm);
368 glmprintf((0,"finished ef:%i\n",ef));
370 reset_special_effects();
371 init_special_effects();
374 //always have lasers and concs
375 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
376 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
377 for (i=0;i<Highest_object_index;i++){
378 if(Objects[i].render_type==RT_POWERUP){
379 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
380 switch (Objects[i].id){
382 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
386 case POW_VULCAN_WEAPON:
387 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
389 case POW_SPREADFIRE_WEAPON:
390 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
392 case POW_PLASMA_WEAPON:
393 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
395 case POW_FUSION_WEAPON:
396 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
398 /* case POW_MISSILE_1:
400 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
402 case POW_PROXIMITY_WEAPON:
403 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
405 case POW_HOMING_AMMO_1:
406 case POW_HOMING_AMMO_4:
407 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
409 case POW_SMARTBOMB_WEAPON:
410 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
412 case POW_MEGA_WEAPON:
413 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
417 else if(Objects[i].render_type==RT_POLYOBJ){
418 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
422 glmprintf((0,"finished caching\n"));
425 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
427 #define f2glf(x) (f2fl(x))
429 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
432 c=grd_curcanv->cv_color;
433 OGL_DISABLE(TEXTURE_2D);
434 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
436 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
437 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
441 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
445 for (i=0; i<nsides; i++) {
446 ang = 2.0*M_PI*i/nsides;
447 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
451 void ogl_drawcircle(int nsides,int type){
455 for (i=0; i<nsides; i++) {
456 ang = 2.0*M_PI*i/nsides;
457 glVertex2f(cosf(ang),sinf(ang));
461 int circle_list_init(int nsides,int type,int mode) {
462 int hand=glGenLists(1);
463 glNewList(hand, mode);
464 /* draw a unit radius circle in xy plane centered on origin */
465 ogl_drawcircle(nsides,type);
469 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
470 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
471 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
472 void ogl_draw_reticle(int cross,int primary,int secondary){
473 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
475 // glTranslatef(0.5,0.5,0);
476 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);
477 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
479 OGL_DISABLE(TEXTURE_2D);
481 if (!cross_lh[cross]){
482 cross_lh[cross]=glGenLists(1);
483 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
486 glColor3fv(darker_g);
487 glVertex2f(-4.0,4.0);
489 glColor3fv(bright_g);
492 glVertex2f(-2.0,2.0);
496 glVertex2f(-3.0,-2.0);
498 glColor3fv(bright_g);
499 glVertex2f(-2.0,-1.0);
502 glColor3fv(darker_g);
505 glColor3fv(bright_g);
512 glVertex2f(3.0,-2.0);
514 glColor3fv(bright_g);
515 glVertex2f(2.0,-1.0);
520 glCallList(cross_lh[cross]);
522 // if (Canvas_height>200)
523 // glLineWidth(Canvas_height/(float)200);
524 if (!primary_lh[primary]){
525 primary_lh[primary]=glGenLists(1);
526 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
531 glVertex2f(-14.0,-8.0);
532 glVertex2f(-8.0,-5.0);
534 glVertex2f(14.0,-8.0);
535 glVertex2f(8.0,-5.0);
540 glColor3fv(bright_g);
542 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
544 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
548 glColor3fv(bright_g);
550 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
552 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
556 glCallList(primary_lh[primary]);
557 // if (Canvas_height>200)
560 if (!secondary_lh[secondary]){
561 secondary_lh[secondary]=glGenLists(1);
562 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
566 glColor3fv(darker_g);
568 glColor3fv(bright_g);
569 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
572 glColor3fv(darker_g);
574 glColor3fv(bright_g);
575 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
577 //bottom/middle secondary
579 glColor3fv(darker_g);
581 glColor3fv(bright_g);
582 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
586 glCallList(secondary_lh[secondary]);
590 int g3_draw_sphere(g3s_point *pnt,fix rad){
592 c=grd_curcanv->cv_color;
593 OGL_DISABLE(TEXTURE_2D);
594 // glPointSize(f2glf(rad));
595 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
596 // glBegin(GL_POINTS);
597 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
600 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
601 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
602 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
603 else glCallList(sphereh);
608 int gr_ucircle(fix xc1, fix yc1, fix r1)
611 c=grd_curcanv->cv_color;
612 OGL_DISABLE(TEXTURE_2D);
613 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
616 (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
617 1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
618 glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
619 ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
623 int gr_circle(fix xc1,fix yc1,fix r1){
624 return gr_ucircle(xc1,yc1,r1);
627 bool g3_draw_poly(int nv,g3s_point **pointlist)
631 c=grd_curcanv->cv_color;
632 // 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);
633 OGL_DISABLE(TEXTURE_2D);
634 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
635 glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
637 glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
638 glBegin(GL_TRIANGLE_FAN);
640 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
641 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
647 void gr_upoly_tmap(int nverts, int *vert ){
648 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
650 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
651 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
653 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
654 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
658 if (tmap_drawer_ptr==draw_tmap_flat){
659 /* fix average_light=0;
662 average_light += uvl_list[i].l;*/
663 OGL_DISABLE(TEXTURE_2D);
664 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
665 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
666 //glColor4f(0,0,0,f2fl(average_light/nv));
667 glBegin(GL_TRIANGLE_FAN);
669 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
670 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
671 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
674 }else if (tmap_drawer_ptr==draw_tmap){
676 /* if (bm->bm_w !=64||bm->bm_h!=64)
677 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
678 OGL_ENABLE(TEXTURE_2D);
680 ogl_texwrap(bm->gltexture,GL_REPEAT);
681 glBegin(GL_TRIANGLE_FAN);
683 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
686 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
687 l=f2fl(uvl_list[c].l);
690 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
691 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
692 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
696 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
701 int active_texture_unit = 0;
703 void ogl_setActiveTexture(int t)
705 if (ogl_arb_multitexture_ok)
707 #ifdef GL_ARB_multitexture
709 glActiveTextureARB(GL_TEXTURE0_ARB);
711 glActiveTextureARB(GL_TEXTURE1_ARB);
714 else if (ogl_sgis_multitexture_ok)
716 #ifdef GL_SGIS_multitexture
718 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
720 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
723 active_texture_unit = t;
726 void ogl_MultiTexCoord2f(int t, float u, float v)
728 if (ogl_arb_multitexture_ok)
730 #ifdef GL_ARB_multitexture
732 glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
734 glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
737 else if (ogl_sgis_multitexture_ok)
739 #ifdef GL_SGIS_multitexture
741 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
743 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
748 bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
750 #if (defined(GL_NV_texture_env_combine4) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
751 if (ogl_nv_texture_env_combine4_ok && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
756 if (tmap_drawer_ptr != draw_tmap)
761 //ogl_setActiveTexture(0);
762 OGL_ENABLE(TEXTURE_2D);
763 ogl_bindbmtex(bmbot);
764 ogl_texwrap(bmbot->gltexture, GL_REPEAT);
765 // GL_MODULATE is fine for texture 0
767 ogl_setActiveTexture(1);
768 glEnable(GL_TEXTURE_2D);
770 ogl_texwrap(bm->gltexture,GL_REPEAT);
772 // GL_DECAL works sorta ok but the top texture is fullbright.
773 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
775 // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
776 // only GL_NV_texture_env_combine4 lets us do what we need:
777 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
779 // multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
780 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
782 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
783 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
784 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
785 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
787 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
788 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
789 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
790 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
792 // add up alpha channels
793 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
795 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
796 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
797 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
798 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
800 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
801 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
802 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
803 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
805 // GL_ARB_texture_env_combine comes close, but doesn't quite make it.
806 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
808 //// this gives effect like GL_DECAL:
809 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
810 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
811 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
812 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
815 // this properly shades the top texture, but the bottom texture doesn't get through.
816 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
817 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
818 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
822 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
823 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
824 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
827 glBegin(GL_TRIANGLE_FAN);
831 u1=1.0-f2glf(uvl_list[c].v);
832 v1=f2glf(uvl_list[c].u);
835 u1=1.0-f2glf(uvl_list[c].u);
836 v1=1.0-f2glf(uvl_list[c].v);
839 u1=f2glf(uvl_list[c].v);
840 v1=1.0-f2glf(uvl_list[c].u);
843 u1=f2glf(uvl_list[c].u);
844 v1=f2glf(uvl_list[c].v);
847 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
850 l=f2fl(uvl_list[c].l);
853 ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
854 ogl_MultiTexCoord2f(1, u1, v1);
855 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
856 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
857 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
860 //ogl_setActiveTexture(1); // still the active texture
861 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
862 glDisable(GL_TEXTURE_2D);
863 ogl_setActiveTexture(0);
871 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
874 /* if (bm->bm_w !=64||bm->bm_h!=64)
875 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
876 OGL_ENABLE(TEXTURE_2D);
878 ogl_texwrap(bm->gltexture,GL_REPEAT);
879 glBegin(GL_TRIANGLE_FAN);
883 u1=1.0-f2glf(uvl_list[c].v);
884 v1=f2glf(uvl_list[c].u);
887 u1=1.0-f2glf(uvl_list[c].u);
888 v1=1.0-f2glf(uvl_list[c].v);
891 u1=f2glf(uvl_list[c].v);
892 v1=1.0-f2glf(uvl_list[c].u);
895 u1=f2glf(uvl_list[c].u);
896 v1=f2glf(uvl_list[c].v);
899 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
902 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
903 l=f2fl(uvl_list[c].l);
907 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
908 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
909 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
916 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
919 vms_vector pv,v1;//,v2;
923 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
924 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
926 OGL_ENABLE(TEXTURE_2D);
928 ogl_texwrap(bm->gltexture,GL_CLAMP);
931 glColor3f(1.0,1.0,1.0);
932 width = fixmul(width,Matrix_scale.x);
933 height = fixmul(height,Matrix_scale.y);
935 // g3_rotate_point(&p[i],pos);
936 vm_vec_sub(&v1,pos,&View_position);
937 vm_vec_rotate(&pv,&v1,&View_matrix);
938 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
941 glTexCoord2f(0.0, 0.0);
946 glTexCoord2f(bm->gltexture->u, 0.0);
951 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
956 glTexCoord2f(0.0, bm->gltexture->v);
961 // vm_vec_rotate(&v2,&v1,&View_matrix);
962 // vm_vec_sub(&v1,&v2,&pv);
963 //vm_vec_sub(&v1,&pv,&v2);
964 // vm_vec_sub(&v2,&pv,&v1);
965 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
966 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
974 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
979 x+=grd_curcanv->cv_bitmap.bm_x;
980 y+=grd_curcanv->cv_bitmap.bm_y;
981 xo=x/(float)last_width;
982 xf=(bm->bm_w+x)/(float)last_width;
983 yo=1.0-y/(float)last_height;
984 yf=1.0-(bm->bm_h+y)/(float)last_height;
986 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
987 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
989 /* glEnABLE(ALPHA_TEST);
990 glAlphaFunc(GL_GREATER,0.0);*/
992 OGL_ENABLE(TEXTURE_2D);
994 ogl_texwrap(bm->gltexture,GL_CLAMP);
998 if (bm->bm_w==bm->gltexture->w)
1001 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1003 u1=bm->bm_x/(float)bm->gltexture->tw;
1004 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1008 if (bm->bm_h==bm->gltexture->h)
1009 v2=bm->gltexture->v;
1011 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1013 v1=bm->bm_y/(float)bm->gltexture->th;
1014 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1019 glColor3f(1.0,1.0,1.0);
1021 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
1022 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1023 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
1024 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
1025 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
1027 // glDisABLE(ALPHA_TEST);
1031 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
1032 return ogl_ubitmapm_c(x,y,bm,-1);
1033 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
1036 //also upsidedown, currently.
1037 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1039 GLfloat xo,yo;//,xs,ys;
1040 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));
1045 xo=dx/(float)last_width;
1046 // xo=dx/(float)grd_curscreen->sc_w;
1047 // xs=w/(float)last_width;
1048 //yo=1.0-dy/(float)last_height;
1049 yo=1.0-(dy+h)/(float)last_height;
1050 // ys=h/(float)last_height;
1052 // OGL_ENABLE(TEXTURE_2D);
1054 OGL_DISABLE(TEXTURE_2D);
1055 glRasterPos2f(xo,yo);
1056 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
1057 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1063 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)
1065 GLfloat xo,yo,xs,ys;
1066 GLfloat u1,v1;//,u2,v2;
1068 // unsigned char *oldpal;
1071 ogl_init_texture(&tex);
1073 tex.prio=0.0;tex.wantmip=0;
1074 tex.lw=src->bm_rowsize;
1076 /* if (w==src->bm_w && sx==0){
1079 u1=sx/(float)src->bm_w*src->glu;
1080 u2=w/(float)src->bm_w*src->glu+u1;
1082 if (h==src->bm_h && sy==0){
1085 v1=sy/(float)src->bm_h*src->glv;
1086 v2=h/(float)src->bm_h*src->glv+v1;
1092 xo=dx/(float)last_width;
1093 xs=dw/(float)last_width;
1094 yo=1.0-dy/(float)last_height;
1095 ys=dh/(float)last_height;
1097 OGL_ENABLE(TEXTURE_2D);
1100 ogl_pal=gr_current_pal;
1101 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1104 OGL_BINDTEXTURE(tex.handle);
1106 ogl_texwrap(&tex,GL_CLAMP);
1109 glColor3f(1.0,1.0,1.0);
1110 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1111 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1112 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1113 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1115 ogl_freetexture(&tex);
1118 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1119 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1122 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1124 unsigned char *d,*s;
1128 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1129 if (w1*h1*3>OGLTEXBUFSIZE)
1130 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1132 if (ogl_readpixels_ok>0){
1133 OGL_DISABLE(TEXTURE_2D);
1134 glReadBuffer(GL_FRONT);
1135 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1136 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1137 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1139 memset(texbuf,0,w1*h1*3);
1143 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1144 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1146 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1153 unsigned char *d,*s,*e;
1154 if (w*h*3>OGLTEXBUFSIZE)
1155 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1158 #if 1//also seems to cause a mess. need to look into it a bit more..
1159 if (ogl_readpixels_ok>0){
1160 OGL_DISABLE(TEXTURE_2D);
1161 glReadBuffer(GL_FRONT);
1162 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1163 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1166 memset(texbuf,0,w*h*3);
1167 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1168 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1170 s=texbuf+w*(h-(i+1))*3;
1172 if (s<texbuf){Error("blah1\n");}
1173 if (d<dest->bm_data){Error("blah3\n");}
1174 // d=dest->bm_data+(i*dest->bm_rowsize);
1178 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1179 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1180 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1186 d+=dest->bm_rowsize;
1188 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1193 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1194 #if 0 //just seems to cause a mess.
1195 GLfloat xo,yo;//,xs,ys;
1200 // xo=dx/(float)last_width;
1201 xo=dx/(float)grd_curscreen->sc_w;
1202 // yo=1.0-(dy+h)/(float)last_height;
1203 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1206 OGL_DISABLE(TEXTURE_2D);
1207 glReadBuffer(GL_FRONT);
1208 glRasterPos2f(xo,yo);
1209 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1210 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1216 grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
1218 void ogl_start_offscreen_render(int x, int y, int w, int h)
1221 Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
1222 offscreen_save_canv = grd_curcanv;
1223 offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
1224 gr_set_current_canvas(offscreen_canv);
1225 glDrawBuffer(GL_BACK);
1227 void ogl_end_offscreen_render(void)
1231 if (!offscreen_canv)
1232 Error("ogl_end_offscreen_render: no offscreen_canv");
1234 glDrawBuffer(GL_FRONT);
1235 glReadBuffer(GL_BACK);
1236 OGL_DISABLE(TEXTURE_2D);
1238 y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
1239 glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
1240 glCopyPixels(offscreen_canv->cv_bitmap.bm_x, y,
1241 offscreen_canv->cv_bitmap.bm_w,
1242 offscreen_canv->cv_bitmap.bm_h, GL_COLOR);
1244 gr_free_sub_canvas(offscreen_canv);
1245 gr_set_current_canvas(offscreen_save_canv);
1246 offscreen_canv=NULL;
1249 void ogl_start_frame(void){
1250 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1251 // gl_badtexture=500;
1253 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1254 glClearColor(0.0, 0.0, 0.0, 0.0);
1255 // glEnable(GL_ALPHA_TEST);
1256 // glAlphaFunc(GL_GREATER,0.01);
1257 glShadeModel(GL_SMOOTH);
1258 glMatrixMode(GL_PROJECTION);
1259 glLoadIdentity();//clear matrix
1260 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1261 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1262 gluPerspective(90.0,1.0,0.01,1000000.0);
1263 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1264 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1265 glMatrixMode(GL_MODELVIEW);
1266 glLoadIdentity();//clear matrix
1268 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1269 // glDisABLE(DITHER);
1270 // glScalef(1.0,1.0,-1.0);
1271 // glScalef(1.0,1.0,-1.0);
1274 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1275 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1276 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1277 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1278 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1279 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1280 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1281 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1284 void merge_textures_stats(void);
1286 void ogl_end_frame(void){
1287 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1288 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1290 // merge_textures_stats();
1291 // ogl_texture_stats();
1293 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1294 glMatrixMode(GL_PROJECTION);
1295 glLoadIdentity();//clear matrix
1296 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1297 glMatrixMode(GL_MODELVIEW);
1298 glLoadIdentity();//clear matrix
1299 // glDisABLE(BLEND);
1300 //glDisABLE(ALPHA_TEST);
1301 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1302 // ogl_swap_buffers();//platform specific code
1303 // glClear(GL_COLOR_BUFFER_BIT);
1305 void ogl_swap_buffers(void){
1306 ogl_clean_texture_cache();
1307 if (gr_renderstats){
1308 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);
1309 // 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
1312 ogl_swap_buffers_internal();
1313 glClear(GL_COLOR_BUFFER_BIT);
1316 int tex_format_supported(int iformat,int format){
1319 if (!ogl_intensity4_ok) return 0; break;
1320 case GL_LUMINANCE4_ALPHA4:
1321 if (!ogl_luminance4_alpha4_ok) return 0; break;
1323 if (!ogl_rgba2_ok) return 0; break;
1325 if (ogl_gettexlevelparam_ok){
1326 GLint internalFormat;
1327 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1328 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1329 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1330 GL_TEXTURE_INTERNAL_FORMAT,
1332 return (internalFormat==iformat);
1337 //little hack to find the largest or equal multiple of 2 for a given number
1340 for (i=2;i<=4096;i*=2)
1345 //GLubyte texbuf[512*512*4];
1346 GLubyte texbuf[OGLTEXBUFSIZE];
1347 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1349 // GLushort *tex=(GLushort *)texp;
1351 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1352 Error("texture toobig %i %i",twidth,theight);
1355 for (y=0;y<theight;y++){
1356 i=dxo+truewidth*(y+dyo);
1357 for (x=0;x<twidth;x++){
1358 if (x<width && y<height)
1361 c=255;//fill the pad space with transparancy
1367 case GL_LUMINANCE_ALPHA:
1375 (*(texp++))=0;//transparent pixel
1381 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. :)
1384 case GL_LUMINANCE_ALPHA:
1389 //(*(texp++))=gr_palette[c*3]*4;
1390 //(*(texp++))=gr_palette[c*3+1]*4;
1391 //(*(texp++))=gr_palette[c*3+2]*4;
1392 (*(texp++))=ogl_pal[c*3]*4;
1393 (*(texp++))=ogl_pal[c*3+1]*4;
1394 (*(texp++))=ogl_pal[c*3+2]*4;
1395 (*(texp++))=255;//not transparent
1396 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1403 int tex_format_verify(ogl_texture *tex){
1404 while (!tex_format_supported(tex->internalformat,tex->format)){
1405 glmprintf((0,"tex format %x not supported",tex->internalformat));
1406 switch (tex->internalformat){
1408 if (ogl_luminance4_alpha4_ok){
1409 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1410 tex->format=GL_LUMINANCE_ALPHA;
1412 }//note how it will fall through here if the statement is false
1413 case GL_LUMINANCE4_ALPHA4:
1415 tex->internalformat=GL_RGBA2;
1416 tex->format=GL_RGBA;
1418 }//note how it will fall through here if the statement is false
1420 tex->internalformat=ogl_rgba_format;
1421 tex->format=GL_RGBA;
1424 mprintf((0,"...no tex format to fall back on\n"));
1427 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1431 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1433 if (tex->tw!=w || tex->th!=h){
1434 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1435 glmprintf((0,"shrunken texture?\n"));
1438 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1439 tex->bytes=((float)w*h*dbits)/8.0;
1440 tex->bytesu=((float)u*dbits)/8.0;
1442 tex->bytes=((float)w*h*bits)/8.0;
1443 tex->bytesu=((float)u*bits)/8.0;
1445 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1447 void tex_set_size(ogl_texture *tex){
1450 if (ogl_gettexlevelparam_ok){
1452 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1453 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1454 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1455 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1456 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1457 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1458 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1459 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1464 switch (tex->format){
1468 case GL_LUMINANCE_ALPHA:
1475 Error("tex_set_size unknown texformat\n");
1478 tex_set_size1(tex,bi,a,w,h);
1480 //loads a palettized bitmap into a ogl RGBA texture.
1481 //Sizes and pads dimensions to multiples of 2 if necessary.
1482 //In theory this could be a problem for repeating textures, but all real
1483 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1484 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1485 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1487 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1488 // int internalformat=GL_RGBA;
1489 // int format=GL_RGBA;
1491 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1492 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1494 if(gr_badtexture>0) return;
1496 #if !(defined(__APPLE__) && defined(__MACH__))
1497 // always fails on OS X, but textures work fine!
1498 if (tex_format_verify(tex))
1502 //calculate u/v values that would make the resulting texture correctly sized
1503 tex->u=(float)tex->w/(float)tex->tw;
1504 tex->v=(float)tex->h/(float)tex->th;
1506 // if (width!=twidth || height!=theight)
1507 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1508 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1510 // Generate OpenGL texture IDs.
1511 glGenTextures(1, &tex->handle);
1514 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1516 // Give our data to OpenGL.
1518 OGL_BINDTEXTURE(tex->handle);
1520 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1523 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1524 if (ogl_ext_texture_filter_anisotropic_ok && GL_texanisofilt)
1525 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GL_texanisofilt);
1529 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1530 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1532 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1533 //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.
1535 if (tex->wantmip && GL_needmipmaps)
1536 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1537 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1539 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1540 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1541 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1547 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));
1551 unsigned char decodebuf[512*512];
1553 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1556 while (bm->bm_parent)
1559 if (bm->gltexture==NULL){
1560 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1561 bm->gltexture->lw=bm->bm_w;
1562 bm->gltexture->w=bm->bm_w;
1563 bm->gltexture->h=bm->bm_h;
1564 bm->gltexture->wantmip=domipmap;
1567 if (bm->gltexture->handle>0)
1569 if (bm->gltexture->w==0){
1570 bm->gltexture->lw=bm->bm_w;
1571 bm->gltexture->w=bm->bm_w;
1572 bm->gltexture->h=bm->bm_h;
1575 if (bm->bm_flags & BM_FLAG_RLE){
1576 unsigned char * dbits;
1577 unsigned char * sbits;
1581 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1584 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1587 for (i=0; i < bm->bm_h; i++ ) {
1588 gr_rle_decode(sbits,dbits);
1589 if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1590 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1592 sbits += (int)bm->bm_data[4+i];
1597 ogl_loadtexture(buf,0,0,bm->gltexture);
1600 void ogl_loadbmtexture(grs_bitmap *bm)
1602 ogl_loadbmtexture_m(bm,1);
1605 void ogl_freetexture(ogl_texture *gltexture)
1607 if (gltexture->handle>0) {
1609 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1610 glDeleteTextures( 1, &gltexture->handle );
1611 // gltexture->handle=0;
1612 ogl_init_texture(gltexture);
1615 void ogl_freebmtexture(grs_bitmap *bm){
1617 ogl_freetexture(bm->gltexture);
1620 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1621 // glDeleteTextures( 1, &bm->gltexture );
1622 // bm->gltexture=-1;