1 /* $Id: ogl.c,v 1.9 2003-04-11 23:51:48 btb Exp $ */
4 * Graphics support functions for OpenGL.
18 #if defined(__APPLE__) && defined(__MACH__)
19 #include <OpenGL/gl.h>
20 #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(__WINDOWS__) || defined(__MINGW32__) || (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;
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};
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);
104 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
105 int ogl_texture_list_cur;
107 void ogl_init_texture_stats(ogl_texture* t){
108 t->prio=0.3;//default prio
112 void ogl_init_texture(ogl_texture* t){
114 t->internalformat=ogl_rgba_format;
118 ogl_init_texture_stats(t);
120 void ogl_reset_texture_stats_internal(void){
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]);
127 void ogl_init_texture_list_internal(void){
129 ogl_texture_list_cur=0;
130 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
131 ogl_init_texture(&ogl_texture_list[i]);
133 void ogl_smash_texture_list_internal(void){
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;
146 ogl_texture_list[i].wrapstate=-1;
149 void ogl_vivify_texture_list_internal(void){
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);
161 ogl_texture* ogl_get_free_texture(void){
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;
169 Error("OGL: texture list full!\n");
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;
177 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
178 t=&ogl_texture_list[i];
181 datatexel+=t->w*t->h;
182 truetexel+=t->tw*t->th;
183 databytes+=t->bytesu;
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++;
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);
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));
200 int ogl_mem_target=-1;
201 void ogl_clean_texture_cache(void){
206 if (ogl_mem_target<0){
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];
217 if (t->lastrend+f1_0*time<GameTime){
220 if (bytes<ogl_mem_target)
226 Error("not enough mem?");
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);
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;
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
259 void ogl_cache_polymodel_textures(int model_num){
260 polymodel *po=&Polygon_models[model_num];
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]);
267 void ogl_cache_vclip_textures(vclip *vc){
269 for (i=0;i<vc->num_frames;i++){
270 PIGGY_PAGE_IN(vc->frames[i]);
271 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
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);
284 void ogl_cache_level_textures(void){
292 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
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) )
297 if (ec->vc.num_frames>max_efx)
298 max_efx=ec->vc.num_frames;
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) )
305 // if (ec->vc.num_frames>max_efx)
306 // max_efx=ec->vc.num_frames;
309 do_special_effects();
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));
321 PIGGY_PAGE_IN(Textures[tmap1]);
322 bm = &GameBitmaps[Textures[tmap1].index];
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 );
329 ogl_loadbmtexture(bm2);
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));
333 ogl_loadbmtexture(bm);
336 glmprintf((0,"finished ef:%i\n",ef));
338 reset_special_effects();
339 init_special_effects();
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){
350 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
354 case POW_VULCAN_WEAPON:
355 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
357 case POW_SPREADFIRE_WEAPON:
358 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
360 case POW_PLASMA_WEAPON:
361 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
363 case POW_FUSION_WEAPON:
364 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
366 /* case POW_MISSILE_1:
368 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
370 case POW_PROXIMITY_WEAPON:
371 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
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]]);
377 case POW_SMARTBOMB_WEAPON:
378 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
380 case POW_MEGA_WEAPON:
381 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
385 else if(Objects[i].render_type==RT_POLYOBJ){
386 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
390 glmprintf((0,"finished caching\n"));
393 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
395 #define f2glf(x) (f2fl(x))
397 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
400 c=grd_curcanv->cv_color;
401 OGL_DISABLE(TEXTURE_2D);
402 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
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));
409 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
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);
419 void ogl_drawcircle(int nsides,int type){
423 for (i=0; i<nsides; i++) {
424 ang = 2.0*M_PI*i/nsides;
425 glVertex2f(cosf(ang),sinf(ang));
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);
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;
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.
447 OGL_DISABLE(TEXTURE_2D);
449 if (!cross_lh[cross]){
450 cross_lh[cross]=glGenLists(1);
451 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
454 glColor3fv(darker_g);
455 glVertex2f(-4.0,4.0);
457 glColor3fv(bright_g);
460 glVertex2f(-2.0,2.0);
464 glVertex2f(-3.0,-2.0);
466 glColor3fv(bright_g);
467 glVertex2f(-2.0,-1.0);
470 glColor3fv(darker_g);
473 glColor3fv(bright_g);
480 glVertex2f(3.0,-2.0);
482 glColor3fv(bright_g);
483 glVertex2f(2.0,-1.0);
488 glCallList(cross_lh[cross]);
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);
499 glVertex2f(-14.0,-8.0);
500 glVertex2f(-8.0,-5.0);
502 glVertex2f(14.0,-8.0);
503 glVertex2f(8.0,-5.0);
508 glColor3fv(bright_g);
510 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
512 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
516 glColor3fv(bright_g);
518 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
520 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
524 glCallList(primary_lh[primary]);
525 // if (Canvas_height>200)
528 if (!secondary_lh[secondary]){
529 secondary_lh[secondary]=glGenLists(1);
530 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
534 glColor3fv(darker_g);
536 glColor3fv(bright_g);
537 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
540 glColor3fv(darker_g);
542 glColor3fv(bright_g);
543 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
545 //bottom/middle secondary
547 glColor3fv(darker_g);
549 glColor3fv(bright_g);
550 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
554 glCallList(secondary_lh[secondary]);
558 int g3_draw_sphere(g3s_point *pnt,fix rad){
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));
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);
576 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
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));
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)));
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));
592 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
593 else glCallList(circleh5);
595 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
596 else glCallList(circleh10);
601 int gr_circle(fix xc1,fix yc1,fix r1){
602 return gr_ucircle(xc1,yc1,r1);
605 bool g3_draw_poly(int nv,g3s_point **pointlist)
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));
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));
622 void gr_upoly_tmap(int nverts, int *vert ){
623 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
625 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
626 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
628 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
629 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
633 if (tmap_drawer_ptr==draw_tmap_flat){
634 /* fix average_light=0;
637 average_light += uvl_list[i].l;*/
638 OGL_DISABLE(TEXTURE_2D);
639 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
640 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
641 //glColor4f(0,0,0,f2fl(average_light/nv));
642 glBegin(GL_TRIANGLE_FAN);
644 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
645 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
646 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
649 }else if (tmap_drawer_ptr==draw_tmap){
651 /* if (bm->bm_w !=64||bm->bm_h!=64)
652 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
653 OGL_ENABLE(TEXTURE_2D);
655 ogl_texwrap(bm->gltexture,GL_REPEAT);
656 glBegin(GL_TRIANGLE_FAN);
658 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
661 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
662 l=f2fl(uvl_list[c].l);
665 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
666 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
667 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
671 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
675 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
677 #if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture))
678 if (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok){
683 /* if (bm->bm_w !=64||bm->bm_h!=64)
684 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
685 if (ogl_arb_multitexture_ok){
686 #ifdef GL_ARB_multitexture
687 glActiveTextureARB(GL_TEXTURE0_ARB);
689 }else if (ogl_sgis_multitexture_ok){
690 #ifdef GL_SGIS_multitexture
691 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
694 ogl_bindbmtex(bmbot);
695 OGL_ENABLE(TEXTURE_2D);
696 glEnable(GL_TEXTURE_2D);
697 ogl_texwrap(bmbot->gltexture,GL_REPEAT);
698 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
700 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
702 if (ogl_arb_multitexture_ok){
703 #ifdef GL_ARB_multitexture
704 glActiveTextureARB(GL_TEXTURE1_ARB);
706 }else if (ogl_sgis_multitexture_ok){
707 #ifdef GL_SGIS_multitexture
708 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
712 // OGL_ENABLE(TEXTURE_2D);
713 glEnable(GL_TEXTURE_2D);
714 ogl_texwrap(bm->gltexture,GL_REPEAT);
715 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
718 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
720 glBegin(GL_TRIANGLE_FAN);
724 u1=1.0-f2glf(uvl_list[c].v);
725 v1=f2glf(uvl_list[c].u);
728 u1=1.0-f2glf(uvl_list[c].u);
729 v1=1.0-f2glf(uvl_list[c].v);
732 u1=f2glf(uvl_list[c].v);
733 v1=1.0-f2glf(uvl_list[c].u);
736 u1=f2glf(uvl_list[c].u);
737 v1=f2glf(uvl_list[c].v);
740 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
743 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
744 l=f2fl(uvl_list[c].l);
747 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
748 if (ogl_arb_multitexture_ok){
749 #ifdef GL_ARB_multitexture
750 glMultiTexCoord2fARB(GL_TEXTURE0_ARB,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
752 }else if (ogl_sgis_multitexture_ok){
753 #ifdef GL_SGIS_multitexture
754 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
757 if (ogl_arb_multitexture_ok){
758 #ifdef GL_ARB_multitexture
759 glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u1,v1);
761 }else if (ogl_sgis_multitexture_ok){
762 #ifdef GL_SGIS_multitexture
763 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS,u1,v1);
766 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
767 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
768 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
771 /* if (ogl_arb_multitexture_ok){
772 #ifdef GL_ARB_multitexture
773 glActiveTextureARB(GL_TEXTURE1_ARB);
775 }else if (ogl_sgis_multitexture_ok){
776 #ifdef GL_SGIS_multitexture
777 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
780 // OGL_ENABLE(TEXTURE_2D);*/
781 glDisable(GL_TEXTURE_2D);
782 if (ogl_arb_multitexture_ok){
783 #ifdef GL_ARB_multitexture
784 glActiveTextureARB(GL_TEXTURE0_ARB);
786 }else if (ogl_sgis_multitexture_ok){
787 #ifdef GL_SGIS_multitexture
788 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
797 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
800 /* if (bm->bm_w !=64||bm->bm_h!=64)
801 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
802 OGL_ENABLE(TEXTURE_2D);
804 ogl_texwrap(bm->gltexture,GL_REPEAT);
805 glBegin(GL_TRIANGLE_FAN);
809 u1=1.0-f2glf(uvl_list[c].v);
810 v1=f2glf(uvl_list[c].u);
813 u1=1.0-f2glf(uvl_list[c].u);
814 v1=1.0-f2glf(uvl_list[c].v);
817 u1=f2glf(uvl_list[c].v);
818 v1=1.0-f2glf(uvl_list[c].u);
821 u1=f2glf(uvl_list[c].u);
822 v1=f2glf(uvl_list[c].v);
825 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
828 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
829 l=f2fl(uvl_list[c].l);
833 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
834 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
835 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
842 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
845 vms_vector pv,v1;//,v2;
849 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
850 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
852 OGL_ENABLE(TEXTURE_2D);
854 ogl_texwrap(bm->gltexture,GL_CLAMP);
857 glColor3f(1.0,1.0,1.0);
858 width = fixmul(width,Matrix_scale.x);
859 height = fixmul(height,Matrix_scale.y);
861 // g3_rotate_point(&p[i],pos);
862 vm_vec_sub(&v1,pos,&View_position);
863 vm_vec_rotate(&pv,&v1,&View_matrix);
864 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
867 glTexCoord2f(0.0, 0.0);
872 glTexCoord2f(bm->gltexture->u, 0.0);
877 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
882 glTexCoord2f(0.0, bm->gltexture->v);
887 // vm_vec_rotate(&v2,&v1,&View_matrix);
888 // vm_vec_sub(&v1,&v2,&pv);
889 //vm_vec_sub(&v1,&pv,&v2);
890 // vm_vec_sub(&v2,&pv,&v1);
891 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
892 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
900 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
905 x+=grd_curcanv->cv_bitmap.bm_x;
906 y+=grd_curcanv->cv_bitmap.bm_y;
907 xo=x/(float)last_width;
908 xf=(bm->bm_w+x)/(float)last_width;
909 yo=1.0-y/(float)last_height;
910 yf=1.0-(bm->bm_h+y)/(float)last_height;
912 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
913 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
915 /* glEnABLE(ALPHA_TEST);
916 glAlphaFunc(GL_GREATER,0.0);*/
918 OGL_ENABLE(TEXTURE_2D);
920 ogl_texwrap(bm->gltexture,GL_CLAMP);
924 if (bm->bm_w==bm->gltexture->w)
927 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
929 u1=bm->bm_x/(float)bm->gltexture->tw;
930 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
934 if (bm->bm_h==bm->gltexture->h)
937 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
939 v1=bm->bm_y/(float)bm->gltexture->th;
940 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
945 glColor3f(1.0,1.0,1.0);
947 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
948 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
949 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
950 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
951 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
953 // glDisABLE(ALPHA_TEST);
957 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
958 return ogl_ubitmapm_c(x,y,bm,-1);
959 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
962 //also upsidedown, currently.
963 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
965 GLfloat xo,yo;//,xs,ys;
966 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));
971 xo=dx/(float)last_width;
972 // xo=dx/(float)grd_curscreen->sc_w;
973 // xs=w/(float)last_width;
974 //yo=1.0-dy/(float)last_height;
975 yo=1.0-(dy+h)/(float)last_height;
976 // ys=h/(float)last_height;
978 // OGL_ENABLE(TEXTURE_2D);
980 OGL_DISABLE(TEXTURE_2D);
981 glRasterPos2f(xo,yo);
982 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
983 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
989 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)
992 GLfloat u1,v1;//,u2,v2;
994 // unsigned char *oldpal;
997 ogl_init_texture(&tex);
999 tex.prio=0.0;tex.wantmip=0;
1000 tex.lw=src->bm_rowsize;
1002 /* if (w==src->bm_w && sx==0){
1005 u1=sx/(float)src->bm_w*src->glu;
1006 u2=w/(float)src->bm_w*src->glu+u1;
1008 if (h==src->bm_h && sy==0){
1011 v1=sy/(float)src->bm_h*src->glv;
1012 v2=h/(float)src->bm_h*src->glv+v1;
1018 xo=dx/(float)last_width;
1019 xs=dw/(float)last_width;
1020 yo=1.0-dy/(float)last_height;
1021 ys=dh/(float)last_height;
1023 OGL_ENABLE(TEXTURE_2D);
1026 ogl_pal=gr_current_pal;
1027 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1030 OGL_BINDTEXTURE(tex.handle);
1032 ogl_texwrap(&tex,GL_CLAMP);
1035 glColor3f(1.0,1.0,1.0);
1036 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1037 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1038 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1039 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1041 ogl_freetexture(&tex);
1044 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1045 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1048 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1050 unsigned char *d,*s;
1054 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1055 if (w1*h1*3>OGLTEXBUFSIZE)
1056 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1058 if (ogl_readpixels_ok>0){
1059 OGL_DISABLE(TEXTURE_2D);
1060 glReadBuffer(GL_FRONT);
1061 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1062 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1063 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1065 memset(texbuf,0,w1*h1*3);
1069 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1070 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1072 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1079 unsigned char *d,*s,*e;
1080 if (w*h*3>OGLTEXBUFSIZE)
1081 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1084 #if 1//also seems to cause a mess. need to look into it a bit more..
1085 if (ogl_readpixels_ok>0){
1086 OGL_DISABLE(TEXTURE_2D);
1087 glReadBuffer(GL_FRONT);
1088 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1089 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1092 memset(texbuf,0,w*h*3);
1093 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1094 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1096 s=texbuf+w*(h-(i+1))*3;
1098 if (s<texbuf){Error("blah1\n");}
1099 if (d<dest->bm_data){Error("blah3\n");}
1100 // d=dest->bm_data+(i*dest->bm_rowsize);
1104 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1105 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1106 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1112 d+=dest->bm_rowsize;
1114 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1119 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1120 #if 0 //just seems to cause a mess.
1121 GLfloat xo,yo;//,xs,ys;
1126 // xo=dx/(float)last_width;
1127 xo=dx/(float)grd_curscreen->sc_w;
1128 // yo=1.0-(dy+h)/(float)last_height;
1129 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1132 OGL_DISABLE(TEXTURE_2D);
1133 glReadBuffer(GL_FRONT);
1134 glRasterPos2f(xo,yo);
1135 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1136 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1142 void ogl_start_frame(void){
1143 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1144 // gl_badtexture=500;
1146 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1147 glClearColor(0.0, 0.0, 0.0, 0.0);
1148 // glEnable(GL_ALPHA_TEST);
1149 // glAlphaFunc(GL_GREATER,0.01);
1150 glShadeModel(GL_SMOOTH);
1151 glMatrixMode(GL_PROJECTION);
1152 glLoadIdentity();//clear matrix
1153 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1154 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1155 gluPerspective(90.0,1.0,0.01,1000000.0);
1156 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1157 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1158 glMatrixMode(GL_MODELVIEW);
1159 glLoadIdentity();//clear matrix
1161 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1162 // glDisABLE(DITHER);
1163 // glScalef(1.0,1.0,-1.0);
1164 // glScalef(1.0,1.0,-1.0);
1167 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1168 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1169 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1170 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1171 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1172 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1173 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1174 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1177 void merge_textures_stats(void);
1179 void ogl_end_frame(void){
1180 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1181 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1183 // merge_textures_stats();
1184 // ogl_texture_stats();
1186 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1187 glMatrixMode(GL_PROJECTION);
1188 glLoadIdentity();//clear matrix
1189 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1190 glMatrixMode(GL_MODELVIEW);
1191 glLoadIdentity();//clear matrix
1192 // glDisABLE(BLEND);
1193 //glDisABLE(ALPHA_TEST);
1194 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1195 // ogl_swap_buffers();//platform specific code
1196 // glClear(GL_COLOR_BUFFER_BIT);
1199 void ogl_swap_buffers(void){
1200 ogl_clean_texture_cache();
1201 if (gr_renderstats){
1202 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);
1203 // 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
1206 ogl_swap_buffers_internal();
1207 glClear(GL_COLOR_BUFFER_BIT);
1210 int tex_format_supported(int iformat,int format){
1213 if (!ogl_intensity4_ok) return 0; break;
1214 case GL_LUMINANCE4_ALPHA4:
1215 if (!ogl_luminance4_alpha4_ok) return 0; break;
1217 if (!ogl_rgba2_ok) return 0; break;
1219 if (ogl_gettexlevelparam_ok){
1220 GLint internalFormat;
1221 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1222 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1223 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1224 GL_TEXTURE_INTERNAL_FORMAT,
1226 return (internalFormat==iformat);
1231 //little hack to find the largest or equal multiple of 2 for a given number
1234 for (i=2;i<=4096;i*=2)
1239 //GLubyte texbuf[512*512*4];
1240 GLubyte texbuf[OGLTEXBUFSIZE];
1241 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1243 // GLushort *tex=(GLushort *)texp;
1245 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1246 Error("texture toobig %i %i",twidth,theight);
1249 for (y=0;y<theight;y++){
1250 i=dxo+truewidth*(y+dyo);
1251 for (x=0;x<twidth;x++){
1252 if (x<width && y<height)
1255 c=255;//fill the pad space with transparancy
1261 case GL_LUMINANCE_ALPHA:
1269 (*(texp++))=0;//transparent pixel
1275 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. :)
1278 case GL_LUMINANCE_ALPHA:
1283 //(*(texp++))=gr_palette[c*3]*4;
1284 //(*(texp++))=gr_palette[c*3+1]*4;
1285 //(*(texp++))=gr_palette[c*3+2]*4;
1286 (*(texp++))=ogl_pal[c*3]*4;
1287 (*(texp++))=ogl_pal[c*3+1]*4;
1288 (*(texp++))=ogl_pal[c*3+2]*4;
1289 (*(texp++))=255;//not transparent
1290 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1297 int tex_format_verify(ogl_texture *tex){
1298 while (!tex_format_supported(tex->internalformat,tex->format)){
1299 glmprintf((0,"tex format %x not supported",tex->internalformat));
1300 switch (tex->internalformat){
1302 if (ogl_luminance4_alpha4_ok){
1303 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1304 tex->format=GL_LUMINANCE_ALPHA;
1306 }//note how it will fall through here if the statement is false
1307 case GL_LUMINANCE4_ALPHA4:
1309 tex->internalformat=GL_RGBA2;
1310 tex->format=GL_RGBA;
1312 }//note how it will fall through here if the statement is false
1314 tex->internalformat=ogl_rgba_format;
1315 tex->format=GL_RGBA;
1318 mprintf((0,"...no tex format to fall back on\n"));
1321 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1325 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1327 if (tex->tw!=w || tex->th!=h){
1328 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1329 glmprintf((0,"shrunken texture?\n"));
1332 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1333 tex->bytes=((float)w*h*dbits)/8.0;
1334 tex->bytesu=((float)u*dbits)/8.0;
1336 tex->bytes=((float)w*h*bits)/8.0;
1337 tex->bytesu=((float)u*bits)/8.0;
1339 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1341 void tex_set_size(ogl_texture *tex){
1344 if (ogl_gettexlevelparam_ok){
1346 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1347 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1348 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1349 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1350 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1351 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1352 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1353 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1358 switch (tex->format){
1362 case GL_LUMINANCE_ALPHA:
1369 Error("tex_set_size unknown texformat\n");
1372 tex_set_size1(tex,bi,a,w,h);
1374 //loads a palettized bitmap into a ogl RGBA texture.
1375 //Sizes and pads dimensions to multiples of 2 if necessary.
1376 //In theory this could be a problem for repeating textures, but all real
1377 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1378 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1379 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1381 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1382 // int internalformat=GL_RGBA;
1383 // int format=GL_RGBA;
1385 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1386 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1388 if(gr_badtexture>0) return;
1390 if (tex_format_verify(tex))
1393 //calculate u/v values that would make the resulting texture correctly sized
1394 tex->u=(float)tex->w/(float)tex->tw;
1395 tex->v=(float)tex->h/(float)tex->th;
1397 // if (width!=twidth || height!=theight)
1398 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1399 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1401 // Generate OpenGL texture IDs.
1402 glGenTextures(1, &tex->handle);
1405 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1407 // Give our data to OpenGL.
1409 OGL_BINDTEXTURE(tex->handle);
1411 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1413 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1414 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1416 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1417 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1419 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1420 //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg.
1422 if (tex->wantmip && GL_needmipmaps)
1423 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1424 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1426 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1427 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1428 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1434 glmprintf((0,"ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i)\n",data,tex->tw,tex->th,dxo,dyo,tex,tex->handle,tex->u,tex->v,tex->bytes,tex->bytesu,r_texcount));
1438 unsigned char decodebuf[512*512];
1440 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1443 while (bm->bm_parent)
1446 if (bm->gltexture==NULL){
1447 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1448 bm->gltexture->lw=bm->bm_w;
1449 bm->gltexture->w=bm->bm_w;
1450 bm->gltexture->h=bm->bm_h;
1451 bm->gltexture->wantmip=domipmap;
1454 if (bm->gltexture->handle>0)
1456 if (bm->gltexture->w==0){
1457 bm->gltexture->lw=bm->bm_w;
1458 bm->gltexture->w=bm->bm_w;
1459 bm->gltexture->h=bm->bm_h;
1462 if (bm->bm_flags & BM_FLAG_RLE){
1463 unsigned char * dbits;
1464 unsigned char * sbits;
1468 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1471 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1474 for (i=0; i < bm->bm_h; i++ ) {
1475 gr_rle_decode(sbits,dbits);
1476 if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1477 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1479 sbits += (int)bm->bm_data[4+i];
1484 ogl_loadtexture(buf,0,0,bm->gltexture);
1487 void ogl_loadbmtexture(grs_bitmap *bm)
1489 ogl_loadbmtexture_m(bm,1);
1492 void ogl_freetexture(ogl_texture *gltexture)
1494 if (gltexture->handle>0) {
1496 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1497 glDeleteTextures( 1, &gltexture->handle );
1498 // gltexture->handle=0;
1499 ogl_init_texture(gltexture);
1502 void ogl_freebmtexture(grs_bitmap *bm){
1504 ogl_freetexture(bm->gltexture);
1507 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1508 // glDeleteTextures( 1, &bm->gltexture );
1509 // bm->gltexture=-1;