1 /* $Id: ogl.c,v 1.19 2004-05-20 05:02:53 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;
70 int last_width=-1,last_height=-1;
71 int GL_TEXTURE_2D_enabled=-1;
72 int GL_texclamp_enabled=-1;
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;
81 int ogl_readpixels_ok=1;
82 int ogl_gettexlevelparam_ok=1;
83 #ifdef GL_ARB_multitexture
84 int ogl_arb_multitexture_ok=0;
86 #ifdef GL_SGIS_multitexture
87 int ogl_sgis_multitexture_ok=0;
89 int ogl_nv_texture_env_combine4_ok = 0;
92 int cross_lh[2]={0,0};
93 int primary_lh[3]={0,0,0};
94 int secondary_lh[5]={0,0,0,0,0};
97 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
98 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
99 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
100 else glBindTexture(GL_TEXTURE_2D, a);
103 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
104 int ogl_texture_list_cur;
106 /* some function prototypes */
108 //#define OGLTEXBUFSIZE (1024*1024*4)
109 #define OGLTEXBUFSIZE (2048*2048*4)
110 extern GLubyte texbuf[OGLTEXBUFSIZE];
111 //void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int width,int height,int twidth,int theight);
112 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type);
113 void ogl_loadbmtexture(grs_bitmap *bm);
114 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,intdyo , int *texid,float *u,float *v,char domipmap,float prio);
115 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex);
116 void ogl_freetexture(ogl_texture *gltexture);
117 void ogl_do_palfx(void);
119 void ogl_init_texture_stats(ogl_texture* t){
120 t->prio=0.3;//default prio
124 void ogl_init_texture(ogl_texture* t){
126 t->internalformat=ogl_rgba_format;
128 t->wrapstate[0] = -1;
129 t->wrapstate[1] = -1;
131 ogl_init_texture_stats(t);
133 void ogl_reset_texture_stats_internal(void){
135 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
136 if (ogl_texture_list[i].handle>0){
137 ogl_init_texture_stats(&ogl_texture_list[i]);
140 void ogl_init_texture_list_internal(void){
142 ogl_texture_list_cur=0;
143 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
144 ogl_init_texture(&ogl_texture_list[i]);
146 void ogl_smash_texture_list_internal(void){
149 memset(cross_lh,0,sizeof(cross_lh));
150 memset(primary_lh,0,sizeof(primary_lh));
151 memset(secondary_lh,0,sizeof(secondary_lh));
152 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
153 if (ogl_texture_list[i].handle>0){
154 glDeleteTextures( 1, &ogl_texture_list[i].handle );
155 ogl_texture_list[i].handle=0;
157 ogl_texture_list[i].wrapstate[0] = -1;
158 ogl_texture_list[i].wrapstate[1] = -1;
161 void ogl_vivify_texture_list_internal(void){
165 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
166 t=&ogl_texture_list[i];
167 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
168 ogl_loadbmtexture(t);
173 ogl_texture* ogl_get_free_texture(void){
175 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
176 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
177 return &ogl_texture_list[ogl_texture_list_cur];
178 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
179 ogl_texture_list_cur=0;
181 Error("OGL: texture list full!\n");
184 int ogl_texture_stats(void){
185 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
186 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
189 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
190 t=&ogl_texture_list[i];
193 datatexel+=t->w*t->h;
194 truetexel+=t->tw*t->th;
195 databytes+=t->bytesu;
197 if (t->prio<0.299)prio0++;
198 else if (t->prio<0.399)prio1++;
199 else if (t->prio<0.499)prio2++;
200 else if (t->prio<0.599)prio3++;
208 int r, g, b, a, dbl, depth, res, colorsize, depthsize;
209 res = SWIDTH * SHEIGHT;
210 glGetIntegerv(GL_RED_BITS, &r);
211 glGetIntegerv(GL_GREEN_BITS, &g);
212 glGetIntegerv(GL_BLUE_BITS, &b);
213 glGetIntegerv(GL_ALPHA_BITS, &a);
214 glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
216 glGetIntegerv(GL_DEPTH_BITS, &depth);
217 colorsize = ((r + g + b + a) * res * dbl) / 8;
218 depthsize = res * depth / 8;
219 gr_printf(5, GAME_FONT->ft_h * 14 + 3 * 14, "%i(%i,%i) %iK(%iK wasted)", used, usedrgba, usedl4a4, truebytes / 1024, (truebytes - databytes) / 1024);
220 gr_printf(5, GAME_FONT->ft_h * 15 + 3 * 15, "r%i,g%i,b%i,a%ix%i=%iK depth%i=%iK", r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
221 gr_printf(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
223 // 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));
226 int ogl_mem_target=-1;
227 void ogl_clean_texture_cache(void){
232 if (ogl_mem_target<0){
238 bytes=ogl_texture_stats();
239 while (bytes>ogl_mem_target){
240 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
241 t=&ogl_texture_list[i];
243 if (t->lastrend+f1_0*time<GameTime){
246 if (bytes<ogl_mem_target)
252 Error("not enough mem?");
257 void ogl_bindbmtex(grs_bitmap *bm){
258 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
259 ogl_loadbmtexture(bm);
260 OGL_BINDTEXTURE(bm->gltexture->handle);
261 bm->gltexture->lastrend=GameTime;
262 bm->gltexture->numrend++;
263 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
264 // if (bm->gltexture->numrend==100){
265 // bm->gltexture->prio+=0.1;
266 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
267 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
270 //gltexture MUST be bound first
271 void ogl_texwrap(ogl_texture *gltexture,int state)
273 if (gltexture->wrapstate[active_texture_unit] != state || gltexture->numrend < 1)
275 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
276 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
277 gltexture->wrapstate[active_texture_unit] = state;
281 //crude texture precaching
282 //handles: powerups, walls, weapons, polymodels, etc.
283 //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.
284 //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
287 void ogl_cache_polymodel_textures(int model_num){
288 polymodel *po=&Polygon_models[model_num];
290 for (i=0;i<po->n_textures;i++) {
291 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
292 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
295 void ogl_cache_vclip_textures(vclip *vc){
297 for (i=0;i<vc->num_frames;i++){
298 PIGGY_PAGE_IN(vc->frames[i]);
299 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
302 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
303 void ogl_cache_weapon_textures(weapon_info *w){
304 ogl_cache_vclipn_textures(w->flash_vclip);
305 ogl_cache_vclipn_textures(w->robot_hit_vclip);
306 ogl_cache_vclipn_textures(w->wall_hit_vclip);
307 if (w->render_type==WEAPON_RENDER_VCLIP)
308 ogl_cache_vclipn_textures(w->weapon_vclip);
309 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
310 ogl_cache_polymodel_textures(w->model_num);
312 void ogl_cache_level_textures(void){
320 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
322 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
323 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
325 if (ec->vc.num_frames>max_efx)
326 max_efx=ec->vc.num_frames;
328 glmprintf((0,"max_efx:%i\n",max_efx));
329 for (ef=0;ef<max_efx;ef++){
330 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
331 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
333 // if (ec->vc.num_frames>max_efx)
334 // max_efx=ec->vc.num_frames;
337 do_special_effects();
339 for (seg=0;seg<Num_segments;seg++){
340 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
341 sidep=&Segments[seg].sides[side];
342 tmap1=sidep->tmap_num;
343 tmap2=sidep->tmap_num2;
344 if (tmap1<0 || tmap1>=NumTextures){
345 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
349 PIGGY_PAGE_IN(Textures[tmap1]);
350 bm = &GameBitmaps[Textures[tmap1].index];
352 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
353 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
354 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
355 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
357 ogl_loadbmtexture(bm2);
359 // 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));
361 ogl_loadbmtexture(bm);
364 glmprintf((0,"finished ef:%i\n",ef));
366 reset_special_effects();
367 init_special_effects();
370 //always have lasers and concs
371 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
372 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
373 for (i=0;i<Highest_object_index;i++){
374 if(Objects[i].render_type==RT_POWERUP){
375 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
376 switch (Objects[i].id){
378 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
382 case POW_VULCAN_WEAPON:
383 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
385 case POW_SPREADFIRE_WEAPON:
386 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
388 case POW_PLASMA_WEAPON:
389 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
391 case POW_FUSION_WEAPON:
392 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
394 /* case POW_MISSILE_1:
396 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
398 case POW_PROXIMITY_WEAPON:
399 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
401 case POW_HOMING_AMMO_1:
402 case POW_HOMING_AMMO_4:
403 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
405 case POW_SMARTBOMB_WEAPON:
406 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
408 case POW_MEGA_WEAPON:
409 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
413 else if(Objects[i].render_type==RT_POLYOBJ){
414 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
418 glmprintf((0,"finished caching\n"));
421 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
423 #define f2glf(x) (f2fl(x))
425 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
428 c=grd_curcanv->cv_color;
429 OGL_DISABLE(TEXTURE_2D);
430 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
432 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
433 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
437 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
441 for (i=0; i<nsides; i++) {
442 ang = 2.0*M_PI*i/nsides;
443 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
447 void ogl_drawcircle(int nsides,int type){
451 for (i=0; i<nsides; i++) {
452 ang = 2.0*M_PI*i/nsides;
453 glVertex2f(cosf(ang),sinf(ang));
457 int circle_list_init(int nsides,int type,int mode) {
458 int hand=glGenLists(1);
459 glNewList(hand, mode);
460 /* draw a unit radius circle in xy plane centered on origin */
461 ogl_drawcircle(nsides,type);
465 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
466 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
467 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
468 void ogl_draw_reticle(int cross,int primary,int secondary){
469 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
471 // glTranslatef(0.5,0.5,0);
472 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);
473 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
475 OGL_DISABLE(TEXTURE_2D);
477 if (!cross_lh[cross]){
478 cross_lh[cross]=glGenLists(1);
479 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
482 glColor3fv(darker_g);
483 glVertex2f(-4.0,4.0);
485 glColor3fv(bright_g);
488 glVertex2f(-2.0,2.0);
492 glVertex2f(-3.0,-2.0);
494 glColor3fv(bright_g);
495 glVertex2f(-2.0,-1.0);
498 glColor3fv(darker_g);
501 glColor3fv(bright_g);
508 glVertex2f(3.0,-2.0);
510 glColor3fv(bright_g);
511 glVertex2f(2.0,-1.0);
516 glCallList(cross_lh[cross]);
518 // if (Canvas_height>200)
519 // glLineWidth(Canvas_height/(float)200);
520 if (!primary_lh[primary]){
521 primary_lh[primary]=glGenLists(1);
522 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
527 glVertex2f(-14.0,-8.0);
528 glVertex2f(-8.0,-5.0);
530 glVertex2f(14.0,-8.0);
531 glVertex2f(8.0,-5.0);
536 glColor3fv(bright_g);
538 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
540 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
544 glColor3fv(bright_g);
546 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
548 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
552 glCallList(primary_lh[primary]);
553 // if (Canvas_height>200)
556 if (!secondary_lh[secondary]){
557 secondary_lh[secondary]=glGenLists(1);
558 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
562 glColor3fv(darker_g);
564 glColor3fv(bright_g);
565 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
568 glColor3fv(darker_g);
570 glColor3fv(bright_g);
571 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
573 //bottom/middle secondary
575 glColor3fv(darker_g);
577 glColor3fv(bright_g);
578 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
582 glCallList(secondary_lh[secondary]);
586 int g3_draw_sphere(g3s_point *pnt,fix rad){
588 c=grd_curcanv->cv_color;
589 OGL_DISABLE(TEXTURE_2D);
590 // glPointSize(f2glf(rad));
591 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
592 // glBegin(GL_POINTS);
593 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
596 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
597 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
598 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
599 else glCallList(sphereh);
604 int gr_ucircle(fix xc1, fix yc1, fix r1)
607 c=grd_curcanv->cv_color;
608 OGL_DISABLE(TEXTURE_2D);
609 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
612 (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
613 1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
614 glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
615 ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
619 int gr_circle(fix xc1,fix yc1,fix r1){
620 return gr_ucircle(xc1,yc1,r1);
623 bool g3_draw_poly(int nv,g3s_point **pointlist)
627 c=grd_curcanv->cv_color;
628 // 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);
629 OGL_DISABLE(TEXTURE_2D);
630 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
631 glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
633 glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
634 glBegin(GL_TRIANGLE_FAN);
636 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
637 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
643 void gr_upoly_tmap(int nverts, int *vert ){
644 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
646 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
647 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
649 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
650 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
654 if (tmap_drawer_ptr==draw_tmap_flat){
655 /* fix average_light=0;
658 average_light += uvl_list[i].l;*/
659 OGL_DISABLE(TEXTURE_2D);
660 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
661 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
662 //glColor4f(0,0,0,f2fl(average_light/nv));
663 glBegin(GL_TRIANGLE_FAN);
665 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
666 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
667 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
670 }else if (tmap_drawer_ptr==draw_tmap){
672 /* if (bm->bm_w !=64||bm->bm_h!=64)
673 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
674 OGL_ENABLE(TEXTURE_2D);
676 ogl_texwrap(bm->gltexture,GL_REPEAT);
677 glBegin(GL_TRIANGLE_FAN);
679 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
682 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
683 l=f2fl(uvl_list[c].l);
686 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
687 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
688 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
692 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
697 int active_texture_unit = 0;
699 void ogl_setActiveTexture(int t)
701 if (ogl_arb_multitexture_ok)
703 #ifdef GL_ARB_multitexture
705 glActiveTextureARB(GL_TEXTURE0_ARB);
707 glActiveTextureARB(GL_TEXTURE1_ARB);
710 else if (ogl_sgis_multitexture_ok)
712 #ifdef GL_SGIS_multitexture
714 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
716 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
719 active_texture_unit = t;
722 void ogl_MultiTexCoord2f(int t, float u, float v)
724 if (ogl_arb_multitexture_ok)
726 #ifdef GL_ARB_multitexture
728 glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
730 glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
733 else if (ogl_sgis_multitexture_ok)
735 #ifdef GL_SGIS_multitexture
737 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
739 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
744 bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
746 #if (defined(GL_NV_texture_env_combine4) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
747 if (ogl_nv_texture_env_combine4_ok && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
752 if (tmap_drawer_ptr != draw_tmap)
757 //ogl_setActiveTexture(0);
758 OGL_ENABLE(TEXTURE_2D);
759 ogl_bindbmtex(bmbot);
760 ogl_texwrap(bmbot->gltexture, GL_REPEAT);
761 // GL_MODULATE is fine for texture 0
763 ogl_setActiveTexture(1);
764 glEnable(GL_TEXTURE_2D);
766 ogl_texwrap(bm->gltexture,GL_REPEAT);
768 // GL_DECAL works sorta ok but the top texture is fullbright.
769 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
771 // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
772 // only GL_NV_texture_env_combine4 lets us do what we need:
773 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
775 // multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
776 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
778 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
779 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
780 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
781 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
783 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
784 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
785 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
786 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
788 // add up alpha channels
789 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
791 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
792 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
793 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
794 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
796 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
797 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
798 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
799 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
801 // GL_ARB_texture_env_combine comes close, but doesn't quite make it.
802 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
804 //// this gives effect like GL_DECAL:
805 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
806 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
807 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
808 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
811 // this properly shades the top texture, but the bottom texture doesn't get through.
812 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
813 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
814 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
818 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
819 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
820 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
823 glBegin(GL_TRIANGLE_FAN);
827 u1=1.0-f2glf(uvl_list[c].v);
828 v1=f2glf(uvl_list[c].u);
831 u1=1.0-f2glf(uvl_list[c].u);
832 v1=1.0-f2glf(uvl_list[c].v);
835 u1=f2glf(uvl_list[c].v);
836 v1=1.0-f2glf(uvl_list[c].u);
839 u1=f2glf(uvl_list[c].u);
840 v1=f2glf(uvl_list[c].v);
843 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
846 l=f2fl(uvl_list[c].l);
849 ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
850 ogl_MultiTexCoord2f(1, u1, v1);
851 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
852 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
853 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
856 //ogl_setActiveTexture(1); // still the active texture
857 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
858 glDisable(GL_TEXTURE_2D);
859 ogl_setActiveTexture(0);
867 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
870 /* if (bm->bm_w !=64||bm->bm_h!=64)
871 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
872 OGL_ENABLE(TEXTURE_2D);
874 ogl_texwrap(bm->gltexture,GL_REPEAT);
875 glBegin(GL_TRIANGLE_FAN);
879 u1=1.0-f2glf(uvl_list[c].v);
880 v1=f2glf(uvl_list[c].u);
883 u1=1.0-f2glf(uvl_list[c].u);
884 v1=1.0-f2glf(uvl_list[c].v);
887 u1=f2glf(uvl_list[c].v);
888 v1=1.0-f2glf(uvl_list[c].u);
891 u1=f2glf(uvl_list[c].u);
892 v1=f2glf(uvl_list[c].v);
895 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
898 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
899 l=f2fl(uvl_list[c].l);
903 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
904 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
905 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
912 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
915 vms_vector pv,v1;//,v2;
919 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
920 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
922 OGL_ENABLE(TEXTURE_2D);
924 ogl_texwrap(bm->gltexture,GL_CLAMP);
927 glColor3f(1.0,1.0,1.0);
928 width = fixmul(width,Matrix_scale.x);
929 height = fixmul(height,Matrix_scale.y);
931 // g3_rotate_point(&p[i],pos);
932 vm_vec_sub(&v1,pos,&View_position);
933 vm_vec_rotate(&pv,&v1,&View_matrix);
934 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
937 glTexCoord2f(0.0, 0.0);
942 glTexCoord2f(bm->gltexture->u, 0.0);
947 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
952 glTexCoord2f(0.0, bm->gltexture->v);
957 // vm_vec_rotate(&v2,&v1,&View_matrix);
958 // vm_vec_sub(&v1,&v2,&pv);
959 //vm_vec_sub(&v1,&pv,&v2);
960 // vm_vec_sub(&v2,&pv,&v1);
961 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
962 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
970 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
975 x+=grd_curcanv->cv_bitmap.bm_x;
976 y+=grd_curcanv->cv_bitmap.bm_y;
977 xo=x/(float)last_width;
978 xf=(bm->bm_w+x)/(float)last_width;
979 yo=1.0-y/(float)last_height;
980 yf=1.0-(bm->bm_h+y)/(float)last_height;
982 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
983 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
985 /* glEnABLE(ALPHA_TEST);
986 glAlphaFunc(GL_GREATER,0.0);*/
988 OGL_ENABLE(TEXTURE_2D);
990 ogl_texwrap(bm->gltexture,GL_CLAMP);
994 if (bm->bm_w==bm->gltexture->w)
997 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
999 u1=bm->bm_x/(float)bm->gltexture->tw;
1000 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1004 if (bm->bm_h==bm->gltexture->h)
1005 v2=bm->gltexture->v;
1007 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1009 v1=bm->bm_y/(float)bm->gltexture->th;
1010 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1015 glColor3f(1.0,1.0,1.0);
1017 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
1018 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1019 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
1020 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
1021 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
1023 // glDisABLE(ALPHA_TEST);
1027 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
1028 return ogl_ubitmapm_c(x,y,bm,-1);
1029 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
1032 //also upsidedown, currently.
1033 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1035 GLfloat xo,yo;//,xs,ys;
1036 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));
1041 xo=dx/(float)last_width;
1042 // xo=dx/(float)grd_curscreen->sc_w;
1043 // xs=w/(float)last_width;
1044 //yo=1.0-dy/(float)last_height;
1045 yo=1.0-(dy+h)/(float)last_height;
1046 // ys=h/(float)last_height;
1048 // OGL_ENABLE(TEXTURE_2D);
1050 OGL_DISABLE(TEXTURE_2D);
1051 glRasterPos2f(xo,yo);
1052 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
1053 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1059 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)
1061 GLfloat xo,yo,xs,ys;
1062 GLfloat u1,v1;//,u2,v2;
1064 // unsigned char *oldpal;
1067 ogl_init_texture(&tex);
1069 tex.prio=0.0;tex.wantmip=0;
1070 tex.lw=src->bm_rowsize;
1072 /* if (w==src->bm_w && sx==0){
1075 u1=sx/(float)src->bm_w*src->glu;
1076 u2=w/(float)src->bm_w*src->glu+u1;
1078 if (h==src->bm_h && sy==0){
1081 v1=sy/(float)src->bm_h*src->glv;
1082 v2=h/(float)src->bm_h*src->glv+v1;
1088 xo=dx/(float)last_width;
1089 xs=dw/(float)last_width;
1090 yo=1.0-dy/(float)last_height;
1091 ys=dh/(float)last_height;
1093 OGL_ENABLE(TEXTURE_2D);
1096 ogl_pal=gr_current_pal;
1097 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1100 OGL_BINDTEXTURE(tex.handle);
1102 ogl_texwrap(&tex,GL_CLAMP);
1105 glColor3f(1.0,1.0,1.0);
1106 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1107 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1108 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1109 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1111 ogl_freetexture(&tex);
1114 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1115 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1118 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1120 unsigned char *d,*s;
1124 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1125 if (w1*h1*3>OGLTEXBUFSIZE)
1126 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1128 if (ogl_readpixels_ok>0){
1129 OGL_DISABLE(TEXTURE_2D);
1130 glReadBuffer(GL_FRONT);
1131 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1132 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1133 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1135 memset(texbuf,0,w1*h1*3);
1139 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1140 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1142 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1149 unsigned char *d,*s,*e;
1150 if (w*h*3>OGLTEXBUFSIZE)
1151 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1154 #if 1//also seems to cause a mess. need to look into it a bit more..
1155 if (ogl_readpixels_ok>0){
1156 OGL_DISABLE(TEXTURE_2D);
1157 glReadBuffer(GL_FRONT);
1158 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1159 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1162 memset(texbuf,0,w*h*3);
1163 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1164 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1166 s=texbuf+w*(h-(i+1))*3;
1168 if (s<texbuf){Error("blah1\n");}
1169 if (d<dest->bm_data){Error("blah3\n");}
1170 // d=dest->bm_data+(i*dest->bm_rowsize);
1174 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1175 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1176 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1182 d+=dest->bm_rowsize;
1184 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1189 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1190 #if 0 //just seems to cause a mess.
1191 GLfloat xo,yo;//,xs,ys;
1196 // xo=dx/(float)last_width;
1197 xo=dx/(float)grd_curscreen->sc_w;
1198 // yo=1.0-(dy+h)/(float)last_height;
1199 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1202 OGL_DISABLE(TEXTURE_2D);
1203 glReadBuffer(GL_FRONT);
1204 glRasterPos2f(xo,yo);
1205 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1206 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1212 grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
1214 void ogl_start_offscreen_render(int x, int y, int w, int h)
1217 Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
1218 offscreen_save_canv = grd_curcanv;
1219 offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
1220 gr_set_current_canvas(offscreen_canv);
1221 glDrawBuffer(GL_BACK);
1223 void ogl_end_offscreen_render(void)
1227 if (!offscreen_canv)
1228 Error("ogl_end_offscreen_render: no offscreen_canv");
1230 glDrawBuffer(GL_FRONT);
1231 glReadBuffer(GL_BACK);
1232 OGL_DISABLE(TEXTURE_2D);
1234 y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
1235 glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
1236 glCopyPixels(offscreen_canv->cv_bitmap.bm_x, y,
1237 offscreen_canv->cv_bitmap.bm_w,
1238 offscreen_canv->cv_bitmap.bm_h, GL_COLOR);
1240 gr_free_sub_canvas(offscreen_canv);
1241 gr_set_current_canvas(offscreen_save_canv);
1242 offscreen_canv=NULL;
1245 void ogl_start_frame(void){
1246 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1247 // gl_badtexture=500;
1249 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1250 glClearColor(0.0, 0.0, 0.0, 0.0);
1251 // glEnable(GL_ALPHA_TEST);
1252 // glAlphaFunc(GL_GREATER,0.01);
1253 glShadeModel(GL_SMOOTH);
1254 glMatrixMode(GL_PROJECTION);
1255 glLoadIdentity();//clear matrix
1256 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1257 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1258 gluPerspective(90.0,1.0,0.01,1000000.0);
1259 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1260 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1261 glMatrixMode(GL_MODELVIEW);
1262 glLoadIdentity();//clear matrix
1264 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1265 // glDisABLE(DITHER);
1266 // glScalef(1.0,1.0,-1.0);
1267 // glScalef(1.0,1.0,-1.0);
1270 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1271 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1272 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1273 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1274 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1275 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1276 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1277 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1280 void merge_textures_stats(void);
1282 void ogl_end_frame(void){
1283 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1284 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1286 // merge_textures_stats();
1287 // ogl_texture_stats();
1289 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1290 glMatrixMode(GL_PROJECTION);
1291 glLoadIdentity();//clear matrix
1292 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1293 glMatrixMode(GL_MODELVIEW);
1294 glLoadIdentity();//clear matrix
1295 // glDisABLE(BLEND);
1296 //glDisABLE(ALPHA_TEST);
1297 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1298 // ogl_swap_buffers();//platform specific code
1299 // glClear(GL_COLOR_BUFFER_BIT);
1301 void ogl_swap_buffers(void){
1302 ogl_clean_texture_cache();
1303 if (gr_renderstats){
1304 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);
1305 // 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
1308 ogl_swap_buffers_internal();
1309 glClear(GL_COLOR_BUFFER_BIT);
1312 int tex_format_supported(int iformat,int format){
1315 if (!ogl_intensity4_ok) return 0; break;
1316 case GL_LUMINANCE4_ALPHA4:
1317 if (!ogl_luminance4_alpha4_ok) return 0; break;
1319 if (!ogl_rgba2_ok) return 0; break;
1321 if (ogl_gettexlevelparam_ok){
1322 GLint internalFormat;
1323 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1324 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1325 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1326 GL_TEXTURE_INTERNAL_FORMAT,
1328 return (internalFormat==iformat);
1333 //little hack to find the largest or equal multiple of 2 for a given number
1336 for (i=2;i<=4096;i*=2)
1341 //GLubyte texbuf[512*512*4];
1342 GLubyte texbuf[OGLTEXBUFSIZE];
1343 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1345 // GLushort *tex=(GLushort *)texp;
1347 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1348 Error("texture toobig %i %i",twidth,theight);
1351 for (y=0;y<theight;y++){
1352 i=dxo+truewidth*(y+dyo);
1353 for (x=0;x<twidth;x++){
1354 if (x<width && y<height)
1357 c=255;//fill the pad space with transparancy
1363 case GL_LUMINANCE_ALPHA:
1371 (*(texp++))=0;//transparent pixel
1377 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. :)
1380 case GL_LUMINANCE_ALPHA:
1385 //(*(texp++))=gr_palette[c*3]*4;
1386 //(*(texp++))=gr_palette[c*3+1]*4;
1387 //(*(texp++))=gr_palette[c*3+2]*4;
1388 (*(texp++))=ogl_pal[c*3]*4;
1389 (*(texp++))=ogl_pal[c*3+1]*4;
1390 (*(texp++))=ogl_pal[c*3+2]*4;
1391 (*(texp++))=255;//not transparent
1392 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1399 int tex_format_verify(ogl_texture *tex){
1400 while (!tex_format_supported(tex->internalformat,tex->format)){
1401 glmprintf((0,"tex format %x not supported",tex->internalformat));
1402 switch (tex->internalformat){
1404 if (ogl_luminance4_alpha4_ok){
1405 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1406 tex->format=GL_LUMINANCE_ALPHA;
1408 }//note how it will fall through here if the statement is false
1409 case GL_LUMINANCE4_ALPHA4:
1411 tex->internalformat=GL_RGBA2;
1412 tex->format=GL_RGBA;
1414 }//note how it will fall through here if the statement is false
1416 tex->internalformat=ogl_rgba_format;
1417 tex->format=GL_RGBA;
1420 mprintf((0,"...no tex format to fall back on\n"));
1423 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1427 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1429 if (tex->tw!=w || tex->th!=h){
1430 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1431 glmprintf((0,"shrunken texture?\n"));
1434 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1435 tex->bytes=((float)w*h*dbits)/8.0;
1436 tex->bytesu=((float)u*dbits)/8.0;
1438 tex->bytes=((float)w*h*bits)/8.0;
1439 tex->bytesu=((float)u*bits)/8.0;
1441 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1443 void tex_set_size(ogl_texture *tex){
1446 if (ogl_gettexlevelparam_ok){
1448 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1449 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1450 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1451 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1452 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1453 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1454 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1455 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1460 switch (tex->format){
1464 case GL_LUMINANCE_ALPHA:
1471 Error("tex_set_size unknown texformat\n");
1474 tex_set_size1(tex,bi,a,w,h);
1476 //loads a palettized bitmap into a ogl RGBA texture.
1477 //Sizes and pads dimensions to multiples of 2 if necessary.
1478 //In theory this could be a problem for repeating textures, but all real
1479 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1480 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1481 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1483 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1484 // int internalformat=GL_RGBA;
1485 // int format=GL_RGBA;
1487 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1488 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1490 if(gr_badtexture>0) return;
1492 #if !(defined(__APPLE__) && defined(__MACH__))
1493 // always fails on OS X, but textures work fine!
1494 if (tex_format_verify(tex))
1498 //calculate u/v values that would make the resulting texture correctly sized
1499 tex->u=(float)tex->w/(float)tex->tw;
1500 tex->v=(float)tex->h/(float)tex->th;
1502 // if (width!=twidth || height!=theight)
1503 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1504 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1506 // Generate OpenGL texture IDs.
1507 glGenTextures(1, &tex->handle);
1510 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1512 // Give our data to OpenGL.
1514 OGL_BINDTEXTURE(tex->handle);
1516 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1518 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1521 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1524 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1525 //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.
1527 if (tex->wantmip && GL_needmipmaps)
1528 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1529 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1531 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1532 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1533 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1539 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));
1543 unsigned char decodebuf[512*512];
1545 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1548 while (bm->bm_parent)
1551 if (bm->gltexture==NULL){
1552 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1553 bm->gltexture->lw=bm->bm_w;
1554 bm->gltexture->w=bm->bm_w;
1555 bm->gltexture->h=bm->bm_h;
1556 bm->gltexture->wantmip=domipmap;
1559 if (bm->gltexture->handle>0)
1561 if (bm->gltexture->w==0){
1562 bm->gltexture->lw=bm->bm_w;
1563 bm->gltexture->w=bm->bm_w;
1564 bm->gltexture->h=bm->bm_h;
1567 if (bm->bm_flags & BM_FLAG_RLE){
1568 unsigned char * dbits;
1569 unsigned char * sbits;
1573 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1576 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1579 for (i=0; i < bm->bm_h; i++ ) {
1580 gr_rle_decode(sbits,dbits);
1581 if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1582 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1584 sbits += (int)bm->bm_data[4+i];
1589 ogl_loadtexture(buf,0,0,bm->gltexture);
1592 void ogl_loadbmtexture(grs_bitmap *bm)
1594 ogl_loadbmtexture_m(bm,1);
1597 void ogl_freetexture(ogl_texture *gltexture)
1599 if (gltexture->handle>0) {
1601 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1602 glDeleteTextures( 1, &gltexture->handle );
1603 // gltexture->handle=0;
1604 ogl_init_texture(gltexture);
1607 void ogl_freebmtexture(grs_bitmap *bm){
1609 ogl_freetexture(bm->gltexture);
1612 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1613 // glDeleteTextures( 1, &bm->gltexture );
1614 // bm->gltexture=-1;