2 * $Source: /cvs/cvsroot/d2x/arch/ogl/ogl.c,v $
5 * $Date: 2001-10-31 07:35:47 $
7 * Graphics support functions for OpenGL.
9 * $Log: not supported by cvs2svn $
10 * Revision 1.1 2001/10/25 08:25:34 bradleyb
11 * Finished moving stuff to arch/blah. I know, it's ugly, but It'll be easier to sync with d1x.
13 * Revision 1.7 2001/10/12 00:18:40 bradleyb
14 * Switched from Cygwin to mingw32 on MS boxes. Vastly improved compilability.
16 * Revision 1.6 2001/10/09 03:00:08 bradleyb
17 * opengl improvments (following d1x changes)
19 * Revision 1.5 2001/10/09 02:38:52 bradleyb
20 * re-imported d1x version of this file
22 * Revision 1.4 2001/01/31 16:31:14 bradleyb
23 * OpenGL support under Cygwin/SDL
25 * Revision 1.3 2001/01/29 13:47:52 bradleyb
26 * Fixed build, some minor cleanups.
47 #include "../../3d/globvars.h"
63 //change to 1 for lots of spew.
65 #define glmprintf(a) mprintf(a)
74 #if defined(__WINDOWS__) || defined(__MINGW32__)
75 #define cosf(a) cos(a)
76 #define sinf(a) sin(a)
79 unsigned char *ogl_pal=gr_palette;
81 int GL_texmagfilt=GL_NEAREST;
82 int GL_texminfilt=GL_NEAREST;
85 int last_width=-1,last_height=-1;
86 int GL_TEXTURE_2D_enabled=-1;
87 int GL_texclamp_enabled=-1;
89 extern int gr_renderstats;
90 extern int gr_badtexture;
91 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
92 int ogl_rgba_format=4;
93 int ogl_intensity4_ok=1;
94 int ogl_luminance4_alpha4_ok=1;
96 int ogl_readpixels_ok=1;
97 int ogl_gettexlevelparam_ok=1;
98 #ifdef GL_ARB_multitexture
99 int ogl_arb_multitexture_ok=0;
101 #ifdef GL_SGIS_multitexture
102 int ogl_sgis_multitexture_ok=0;
108 int cross_lh[2]={0,0};
109 int primary_lh[3]={0,0,0};
110 int secondary_lh[5]={0,0,0,0,0};
113 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
114 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
115 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
116 else glBindTexture(GL_TEXTURE_2D, a);
119 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
120 int ogl_texture_list_cur;
122 void ogl_init_texture_stats(ogl_texture* t){
123 t->prio=0.3;//default prio
127 void ogl_init_texture(ogl_texture* t){
129 t->internalformat=ogl_rgba_format;
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){
153 memset(cross_lh,0,sizeof(cross_lh));
154 memset(primary_lh,0,sizeof(primary_lh));
155 memset(secondary_lh,0,sizeof(secondary_lh));
156 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
157 if (ogl_texture_list[i].handle>0){
158 glDeleteTextures( 1, &ogl_texture_list[i].handle );
159 ogl_texture_list[i].handle=0;
161 ogl_texture_list[i].wrapstate=-1;
164 void ogl_vivify_texture_list_internal(void){
168 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
169 t=&ogl_texture_list[i];
170 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
171 ogl_loadbmtexture(t);
176 ogl_texture* ogl_get_free_texture(void){
178 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
179 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
180 return &ogl_texture_list[ogl_texture_list_cur];
181 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
182 ogl_texture_list_cur=0;
184 Error("OGL: texture list full!\n");
187 int ogl_texture_stats(void){
188 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
189 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
192 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
193 t=&ogl_texture_list[i];
196 datatexel+=t->w*t->h;
197 truetexel+=t->tw*t->th;
198 databytes+=t->bytesu;
200 if (t->prio<0.299)prio0++;
201 else if (t->prio<0.399)prio1++;
202 else if (t->prio<0.499)prio2++;
203 else if (t->prio<0.599)prio3++;
210 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
212 // 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));
215 int ogl_mem_target=-1;
216 void ogl_clean_texture_cache(void){
221 if (ogl_mem_target<0){
227 bytes=ogl_texture_stats();
228 while (bytes>ogl_mem_target){
229 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
230 t=&ogl_texture_list[i];
232 if (t->lastrend+f1_0*time<GameTime){
235 if (bytes<ogl_mem_target)
241 Error("not enough mem?");
246 void ogl_bindbmtex(grs_bitmap *bm){
247 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
248 ogl_loadbmtexture(bm);
249 OGL_BINDTEXTURE(bm->gltexture->handle);
250 bm->gltexture->lastrend=GameTime;
251 bm->gltexture->numrend++;
252 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
253 // if (bm->gltexture->numrend==100){
254 // bm->gltexture->prio+=0.1;
255 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
256 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
259 //gltexture MUST be bound first
260 void ogl_texwrap(ogl_texture *gltexture,int state){
261 if (gltexture->wrapstate!=state || gltexture->numrend<1){
262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
264 gltexture->wrapstate=state;
268 //crude texture precaching
269 //handles: powerups, walls, weapons, polymodels, etc.
270 //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.
271 //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
274 void ogl_cache_polymodel_textures(int model_num){
275 polymodel *po=&Polygon_models[model_num];
277 for (i=0;i<po->n_textures;i++) {
278 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
279 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
282 void ogl_cache_vclip_textures(vclip *vc){
284 for (i=0;i<vc->num_frames;i++){
285 PIGGY_PAGE_IN(vc->frames[i]);
286 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
289 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
290 void ogl_cache_weapon_textures(weapon_info *w){
291 ogl_cache_vclipn_textures(w->flash_vclip);
292 ogl_cache_vclipn_textures(w->robot_hit_vclip);
293 ogl_cache_vclipn_textures(w->wall_hit_vclip);
294 if (w->render_type==WEAPON_RENDER_VCLIP)
295 ogl_cache_vclipn_textures(w->weapon_vclip);
296 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
297 ogl_cache_polymodel_textures(w->model_num);
299 void ogl_cache_level_textures(void){
307 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
309 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
310 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
312 if (ec->vc.num_frames>max_efx)
313 max_efx=ec->vc.num_frames;
315 glmprintf((0,"max_efx:%i\n",max_efx));
316 for (ef=0;ef<max_efx;ef++){
317 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
318 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
320 // if (ec->vc.num_frames>max_efx)
321 // max_efx=ec->vc.num_frames;
324 do_special_effects();
326 for (seg=0;seg<Num_segments;seg++){
327 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
328 sidep=&Segments[seg].sides[side];
329 tmap1=sidep->tmap_num;
330 tmap2=sidep->tmap_num2;
331 if (tmap1<0 || tmap1>=NumTextures){
332 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
336 PIGGY_PAGE_IN(Textures[tmap1]);
337 bm = &GameBitmaps[Textures[tmap1].index];
339 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
340 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
341 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
342 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
344 ogl_loadbmtexture(bm2);
346 // 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));
348 ogl_loadbmtexture(bm);
351 glmprintf((0,"finished ef:%i\n",ef));
353 reset_special_effects();
354 init_special_effects();
357 //always have lasers and concs
358 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
359 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
360 for (i=0;i<Highest_object_index;i++){
361 if(Objects[i].render_type==RT_POWERUP){
362 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
363 switch (Objects[i].id){
365 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
369 case POW_VULCAN_WEAPON:
370 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
372 case POW_SPREADFIRE_WEAPON:
373 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
375 case POW_PLASMA_WEAPON:
376 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
378 case POW_FUSION_WEAPON:
379 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
381 /* case POW_MISSILE_1:
383 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
385 case POW_PROXIMITY_WEAPON:
386 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
388 case POW_HOMING_AMMO_1:
389 case POW_HOMING_AMMO_4:
390 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
392 case POW_SMARTBOMB_WEAPON:
393 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
395 case POW_MEGA_WEAPON:
396 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
400 else if(Objects[i].render_type==RT_POLYOBJ){
401 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
405 glmprintf((0,"finished caching\n"));
408 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
410 #define f2glf(x) (f2fl(x))
412 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
415 c=grd_curcanv->cv_color;
416 OGL_DISABLE(TEXTURE_2D);
417 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
419 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
420 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
424 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
428 for (i=0; i<nsides; i++) {
429 ang = 2.0*M_PI*i/nsides;
430 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
434 void ogl_drawcircle(int nsides,int type){
438 for (i=0; i<nsides; i++) {
439 ang = 2.0*M_PI*i/nsides;
440 glVertex2f(cosf(ang),sinf(ang));
444 int circle_list_init(int nsides,int type,int mode) {
445 int hand=glGenLists(1);
446 glNewList(hand, mode);
447 /* draw a unit radius circle in xy plane centered on origin */
448 ogl_drawcircle(nsides,type);
452 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
453 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
454 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
455 void ogl_draw_reticle(int cross,int primary,int secondary){
456 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
458 // glTranslatef(0.5,0.5,0);
459 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);
460 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
462 OGL_DISABLE(TEXTURE_2D);
464 if (!cross_lh[cross]){
465 cross_lh[cross]=glGenLists(1);
466 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
469 glColor3fv(darker_g);
470 glVertex2f(-4.0,4.0);
472 glColor3fv(bright_g);
475 glVertex2f(-2.0,2.0);
479 glVertex2f(-3.0,-2.0);
481 glColor3fv(bright_g);
482 glVertex2f(-2.0,-1.0);
485 glColor3fv(darker_g);
488 glColor3fv(bright_g);
495 glVertex2f(3.0,-2.0);
497 glColor3fv(bright_g);
498 glVertex2f(2.0,-1.0);
503 glCallList(cross_lh[cross]);
505 // if (Canvas_height>200)
506 // glLineWidth(Canvas_height/(float)200);
507 if (!primary_lh[primary]){
508 primary_lh[primary]=glGenLists(1);
509 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
514 glVertex2f(-14.0,-8.0);
515 glVertex2f(-8.0,-5.0);
517 glVertex2f(14.0,-8.0);
518 glVertex2f(8.0,-5.0);
523 glColor3fv(bright_g);
525 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
527 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
531 glColor3fv(bright_g);
533 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
535 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
539 glCallList(primary_lh[primary]);
540 // if (Canvas_height>200)
543 if (!secondary_lh[secondary]){
544 secondary_lh[secondary]=glGenLists(1);
545 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
549 glColor3fv(darker_g);
551 glColor3fv(bright_g);
552 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
555 glColor3fv(darker_g);
557 glColor3fv(bright_g);
558 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
560 //bottom/middle secondary
562 glColor3fv(darker_g);
564 glColor3fv(bright_g);
565 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
569 glCallList(secondary_lh[secondary]);
573 int g3_draw_sphere(g3s_point *pnt,fix rad){
575 c=grd_curcanv->cv_color;
576 OGL_DISABLE(TEXTURE_2D);
577 // glPointSize(f2glf(rad));
578 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
579 // glBegin(GL_POINTS);
580 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
583 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
584 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
585 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
586 else glCallList(sphereh);
591 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
593 c=grd_curcanv->cv_color;
594 OGL_DISABLE(TEXTURE_2D);
595 // glPointSize(f2glf(rad));
596 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
597 // glBegin(GL_POINTS);
598 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
601 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)));
603 (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
604 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
605 glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
607 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
608 else glCallList(circleh5);
610 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
611 else glCallList(circleh10);
616 int gr_circle(fix xc1,fix yc1,fix r1){
617 return gr_ucircle(xc1,yc1,r1);
620 bool g3_draw_poly(int nv,g3s_point **pointlist)
624 c=grd_curcanv->cv_color;
625 // 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);
626 OGL_DISABLE(TEXTURE_2D);
627 glBegin(GL_TRIANGLE_FAN);
628 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
630 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
631 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
637 void gr_upoly_tmap(int nverts, int *vert ){
638 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
640 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
641 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
643 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
644 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
648 if (tmap_drawer_ptr==draw_tmap_flat){
649 /* fix average_light=0;
652 average_light += uvl_list[i].l;*/
653 OGL_DISABLE(TEXTURE_2D);
654 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
655 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
656 //glColor4f(0,0,0,f2fl(average_light/nv));
657 glBegin(GL_TRIANGLE_FAN);
659 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
660 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
661 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
664 }else if (tmap_drawer_ptr==draw_tmap){
666 /* if (bm->bm_w !=64||bm->bm_h!=64)
667 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
668 OGL_ENABLE(TEXTURE_2D);
670 ogl_texwrap(bm->gltexture,GL_REPEAT);
671 glBegin(GL_TRIANGLE_FAN);
673 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
676 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
677 l=f2fl(uvl_list[c].l);
680 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
681 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
682 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
686 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
690 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
692 #if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture))
693 if (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok){
698 /* if (bm->bm_w !=64||bm->bm_h!=64)
699 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
700 if (ogl_arb_multitexture_ok){
701 #ifdef GL_ARB_multitexture
702 glActiveTextureARB(GL_TEXTURE0_ARB);
704 }else if (ogl_sgis_multitexture_ok){
705 #ifdef GL_SGIS_multitexture
706 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
709 ogl_bindbmtex(bmbot);
710 OGL_ENABLE(TEXTURE_2D);
711 glEnable(GL_TEXTURE_2D);
712 ogl_texwrap(bmbot->gltexture,GL_REPEAT);
713 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
715 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
717 if (ogl_arb_multitexture_ok){
718 #ifdef GL_ARB_multitexture
719 glActiveTextureARB(GL_TEXTURE1_ARB);
721 }else if (ogl_sgis_multitexture_ok){
722 #ifdef GL_SGIS_multitexture
723 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
727 // OGL_ENABLE(TEXTURE_2D);
728 glEnable(GL_TEXTURE_2D);
729 ogl_texwrap(bm->gltexture,GL_REPEAT);
730 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
733 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
735 glBegin(GL_TRIANGLE_FAN);
739 u1=1.0-f2glf(uvl_list[c].v);
740 v1=f2glf(uvl_list[c].u);
743 u1=1.0-f2glf(uvl_list[c].u);
744 v1=1.0-f2glf(uvl_list[c].v);
747 u1=f2glf(uvl_list[c].v);
748 v1=1.0-f2glf(uvl_list[c].u);
751 u1=f2glf(uvl_list[c].u);
752 v1=f2glf(uvl_list[c].v);
755 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
758 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
759 l=f2fl(uvl_list[c].l);
762 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
763 if (ogl_arb_multitexture_ok){
764 #ifdef GL_ARB_multitexture
765 glMultiTexCoord2fARB(GL_TEXTURE0_ARB,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
767 }else if (ogl_sgis_multitexture_ok){
768 #ifdef GL_SGIS_multitexture
769 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
772 if (ogl_arb_multitexture_ok){
773 #ifdef GL_ARB_multitexture
774 glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u1,v1);
776 }else if (ogl_sgis_multitexture_ok){
777 #ifdef GL_SGIS_multitexture
778 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS,u1,v1);
781 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
782 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
783 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
786 /* if (ogl_arb_multitexture_ok){
787 #ifdef GL_ARB_multitexture
788 glActiveTextureARB(GL_TEXTURE1_ARB);
790 }else if (ogl_sgis_multitexture_ok){
791 #ifdef GL_SGIS_multitexture
792 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
795 // OGL_ENABLE(TEXTURE_2D);*/
796 glDisable(GL_TEXTURE_2D);
797 if (ogl_arb_multitexture_ok){
798 #ifdef GL_ARB_multitexture
799 glActiveTextureARB(GL_TEXTURE0_ARB);
801 }else if (ogl_sgis_multitexture_ok){
802 #ifdef GL_SGIS_multitexture
803 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
812 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
815 /* if (bm->bm_w !=64||bm->bm_h!=64)
816 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
817 OGL_ENABLE(TEXTURE_2D);
819 ogl_texwrap(bm->gltexture,GL_REPEAT);
820 glBegin(GL_TRIANGLE_FAN);
824 u1=1.0-f2glf(uvl_list[c].v);
825 v1=f2glf(uvl_list[c].u);
828 u1=1.0-f2glf(uvl_list[c].u);
829 v1=1.0-f2glf(uvl_list[c].v);
832 u1=f2glf(uvl_list[c].v);
833 v1=1.0-f2glf(uvl_list[c].u);
836 u1=f2glf(uvl_list[c].u);
837 v1=f2glf(uvl_list[c].v);
840 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
843 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
844 l=f2fl(uvl_list[c].l);
848 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
849 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
850 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
857 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
860 vms_vector pv,v1;//,v2;
864 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
865 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
867 OGL_ENABLE(TEXTURE_2D);
869 ogl_texwrap(bm->gltexture,GL_CLAMP);
872 glColor3f(1.0,1.0,1.0);
873 width = fixmul(width,Matrix_scale.x);
874 height = fixmul(height,Matrix_scale.y);
876 // g3_rotate_point(&p[i],pos);
877 vm_vec_sub(&v1,pos,&View_position);
878 vm_vec_rotate(&pv,&v1,&View_matrix);
879 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
882 glTexCoord2f(0.0, 0.0);
887 glTexCoord2f(bm->gltexture->u, 0.0);
892 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
897 glTexCoord2f(0.0, bm->gltexture->v);
902 // vm_vec_rotate(&v2,&v1,&View_matrix);
903 // vm_vec_sub(&v1,&v2,&pv);
904 //vm_vec_sub(&v1,&pv,&v2);
905 // vm_vec_sub(&v2,&pv,&v1);
906 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
907 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
914 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
919 x+=grd_curcanv->cv_bitmap.bm_x;
920 y+=grd_curcanv->cv_bitmap.bm_y;
921 xo=x/(float)last_width;
922 xf=(bm->bm_w+x)/(float)last_width;
923 yo=1.0-y/(float)last_height;
924 yf=1.0-(bm->bm_h+y)/(float)last_height;
926 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
927 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
929 /* glEnABLE(ALPHA_TEST);
930 glAlphaFunc(GL_GREATER,0.0);*/
932 OGL_ENABLE(TEXTURE_2D);
934 ogl_texwrap(bm->gltexture,GL_CLAMP);
938 if (bm->bm_w==bm->gltexture->w)
941 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
943 u1=bm->bm_x/(float)bm->gltexture->tw;
944 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
948 if (bm->bm_h==bm->gltexture->h)
951 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
953 v1=bm->bm_y/(float)bm->gltexture->th;
954 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
959 glColor3f(1.0,1.0,1.0);
961 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
962 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
963 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
964 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
965 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
967 // glDisABLE(ALPHA_TEST);
971 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
972 return ogl_ubitmapm_c(x,y,bm,-1);
973 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
976 //also upsidedown, currently.
977 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
979 GLfloat xo,yo;//,xs,ys;
980 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));
985 xo=dx/(float)last_width;
986 // xo=dx/(float)grd_curscreen->sc_w;
987 // xs=w/(float)last_width;
988 //yo=1.0-dy/(float)last_height;
989 yo=1.0-(dy+h)/(float)last_height;
990 // ys=h/(float)last_height;
992 // OGL_ENABLE(TEXTURE_2D);
994 OGL_DISABLE(TEXTURE_2D);
995 glRasterPos2f(xo,yo);
996 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
997 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1003 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)
1005 GLfloat xo,yo,xs,ys;
1006 GLfloat u1,v1;//,u2,v2;
1008 // unsigned char *oldpal;
1011 ogl_init_texture(&tex);
1013 tex.prio=0.0;tex.wantmip=0;
1014 tex.lw=src->bm_rowsize;
1016 /* if (w==src->bm_w && sx==0){
1019 u1=sx/(float)src->bm_w*src->glu;
1020 u2=w/(float)src->bm_w*src->glu+u1;
1022 if (h==src->bm_h && sy==0){
1025 v1=sy/(float)src->bm_h*src->glv;
1026 v2=h/(float)src->bm_h*src->glv+v1;
1032 xo=dx/(float)last_width;
1033 xs=dw/(float)last_width;
1034 yo=1.0-dy/(float)last_height;
1035 ys=dh/(float)last_height;
1037 OGL_ENABLE(TEXTURE_2D);
1040 ogl_pal=gr_current_pal;
1041 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1044 OGL_BINDTEXTURE(tex.handle);
1046 ogl_texwrap(&tex,GL_CLAMP);
1049 glColor3f(1.0,1.0,1.0);
1050 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1051 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1052 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1053 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1055 ogl_freetexture(&tex);
1058 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1059 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1062 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1064 unsigned char *d,*s;
1068 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1069 if (w1*h1*3>OGLTEXBUFSIZE)
1070 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1072 if (ogl_readpixels_ok>0){
1073 OGL_DISABLE(TEXTURE_2D);
1074 glReadBuffer(GL_FRONT);
1075 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1076 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1077 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1079 memset(texbuf,0,w1*h1*3);
1083 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1084 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1086 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1093 unsigned char *d,*s,*e;
1094 if (w*h*3>OGLTEXBUFSIZE)
1095 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1098 #if 1//also seems to cause a mess. need to look into it a bit more..
1099 if (ogl_readpixels_ok>0){
1100 OGL_DISABLE(TEXTURE_2D);
1101 glReadBuffer(GL_FRONT);
1102 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1103 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1106 memset(texbuf,0,w*h*3);
1107 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1108 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1110 s=texbuf+w*(h-(i+1))*3;
1112 if (s<texbuf){Error("blah1\n");}
1113 if (d<dest->bm_data){Error("blah3\n");}
1114 // d=dest->bm_data+(i*dest->bm_rowsize);
1118 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1119 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1120 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1126 d+=dest->bm_rowsize;
1128 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1133 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1134 #if 0 //just seems to cause a mess.
1135 GLfloat xo,yo;//,xs,ys;
1140 // xo=dx/(float)last_width;
1141 xo=dx/(float)grd_curscreen->sc_w;
1142 // yo=1.0-(dy+h)/(float)last_height;
1143 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1146 OGL_DISABLE(TEXTURE_2D);
1147 glReadBuffer(GL_FRONT);
1148 glRasterPos2f(xo,yo);
1149 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1150 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1156 void ogl_start_frame(void){
1157 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1158 // gl_badtexture=500;
1160 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1161 glClearColor(0.0, 0.0, 0.0, 0.0);
1162 // glEnable(GL_ALPHA_TEST);
1163 // glAlphaFunc(GL_GREATER,0.01);
1164 glShadeModel(GL_SMOOTH);
1165 glMatrixMode(GL_PROJECTION);
1166 glLoadIdentity();//clear matrix
1167 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1168 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1169 gluPerspective(90.0,1.0,0.01,1000000.0);
1170 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1171 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1172 glMatrixMode(GL_MODELVIEW);
1173 glLoadIdentity();//clear matrix
1175 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1176 // glDisABLE(DITHER);
1177 // glScalef(1.0,1.0,-1.0);
1178 // glScalef(1.0,1.0,-1.0);
1181 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1182 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1183 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1184 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1185 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1186 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1187 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1188 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1191 void merge_textures_stats(void);
1193 void ogl_end_frame(void){
1194 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1195 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1197 // merge_textures_stats();
1198 // ogl_texture_stats();
1200 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1201 glMatrixMode(GL_PROJECTION);
1202 glLoadIdentity();//clear matrix
1203 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1204 glMatrixMode(GL_MODELVIEW);
1205 glLoadIdentity();//clear matrix
1206 // glDisABLE(BLEND);
1207 //glDisABLE(ALPHA_TEST);
1208 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1209 // ogl_swap_buffers();//platform specific code
1210 // glClear(GL_COLOR_BUFFER_BIT);
1213 void ogl_swap_buffers(void){
1214 ogl_clean_texture_cache();
1215 if (gr_renderstats){
1216 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);
1217 // glmprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
1220 ogl_swap_buffers_internal();
1221 glClear(GL_COLOR_BUFFER_BIT);
1224 int tex_format_supported(int iformat,int format){
1227 if (!ogl_intensity4_ok) return 0; break;
1228 case GL_LUMINANCE4_ALPHA4:
1229 if (!ogl_luminance4_alpha4_ok) return 0; break;
1231 if (!ogl_rgba2_ok) return 0; break;
1233 if (ogl_gettexlevelparam_ok){
1235 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1236 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1237 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1238 GL_TEXTURE_INTERNAL_FORMAT,
1240 return (internalFormat==iformat);
1245 //little hack to find the largest or equal multiple of 2 for a given number
1248 for (i=2;i<=4096;i*=2)
1253 //GLubyte texbuf[512*512*4];
1254 GLubyte texbuf[OGLTEXBUFSIZE];
1255 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1257 // GLushort *tex=(GLushort *)texp;
1259 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1260 Error("texture toobig %i %i",twidth,theight);
1263 for (y=0;y<theight;y++){
1264 i=dxo+truewidth*(y+dyo);
1265 for (x=0;x<twidth;x++){
1266 if (x<width && y<height)
1269 c=255;//fill the pad space with transparancy
1275 case GL_LUMINANCE_ALPHA:
1283 (*(texp++))=0;//transparent pixel
1289 case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
1292 case GL_LUMINANCE_ALPHA:
1297 //(*(texp++))=gr_palette[c*3]*4;
1298 //(*(texp++))=gr_palette[c*3+1]*4;
1299 //(*(texp++))=gr_palette[c*3+2]*4;
1300 (*(texp++))=ogl_pal[c*3]*4;
1301 (*(texp++))=ogl_pal[c*3+1]*4;
1302 (*(texp++))=ogl_pal[c*3+2]*4;
1303 (*(texp++))=255;//not transparent
1304 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1311 int tex_format_verify(ogl_texture *tex){
1312 while (!tex_format_supported(tex->internalformat,tex->format)){
1313 glmprintf((0,"tex format %x not supported",tex->internalformat));
1314 switch (tex->internalformat){
1316 if (ogl_luminance4_alpha4_ok){
1317 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1318 tex->format=GL_LUMINANCE_ALPHA;
1320 }//note how it will fall through here if the statement is false
1321 case GL_LUMINANCE4_ALPHA4:
1323 tex->internalformat=GL_RGBA2;
1324 tex->format=GL_RGBA;
1326 }//note how it will fall through here if the statement is false
1328 tex->internalformat=ogl_rgba_format;
1329 tex->format=GL_RGBA;
1332 mprintf((0,"...no tex format to fall back on\n"));
1335 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1339 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1341 if (tex->tw!=w || tex->th!=h){
1342 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1343 glmprintf((0,"shrunken texture?\n"));
1346 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1347 tex->bytes=((float)w*h*dbits)/8.0;
1348 tex->bytesu=((float)u*dbits)/8.0;
1350 tex->bytes=((float)w*h*bits)/8.0;
1351 tex->bytesu=((float)u*bits)/8.0;
1353 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1355 void tex_set_size(ogl_texture *tex){
1357 if (ogl_gettexlevelparam_ok){
1359 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1360 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1361 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1362 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1363 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1364 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1365 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1366 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1371 switch (tex->format){
1375 case GL_LUMINANCE_ALPHA:
1382 Error("tex_set_size unknown texformat\n");
1385 tex_set_size1(tex,bi,a,w,h);
1387 //loads a palettized bitmap into a ogl RGBA texture.
1388 //Sizes and pads dimensions to multiples of 2 if necessary.
1389 //In theory this could be a problem for repeating textures, but all real
1390 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1391 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1392 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
1393 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1394 // int internalformat=GL_RGBA;
1395 // int format=GL_RGBA;
1397 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1398 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1400 if(gr_badtexture>0) return;
1402 if (tex_format_verify(tex))
1405 //calculate u/v values that would make the resulting texture correctly sized
1406 tex->u=(float)tex->w/(float)tex->tw;
1407 tex->v=(float)tex->h/(float)tex->th;
1409 // if (width!=twidth || height!=theight)
1410 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1411 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1413 // Generate OpenGL texture IDs.
1414 glGenTextures(1, &tex->handle);
1417 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1419 // Give our data to OpenGL.
1421 OGL_BINDTEXTURE(tex->handle);
1423 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1425 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1426 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1428 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1429 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1431 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1432 //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.
1434 if (tex->wantmip && GL_needmipmaps)
1435 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1436 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1438 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1439 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1440 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1446 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));
1449 unsigned char decodebuf[512*512];
1450 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
1452 while (bm->bm_parent)
1455 if (bm->gltexture==NULL){
1456 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1457 bm->gltexture->lw=bm->bm_w;
1458 bm->gltexture->w=bm->bm_w;
1459 bm->gltexture->h=bm->bm_h;
1460 bm->gltexture->wantmip=domipmap;
1463 if (bm->gltexture->handle>0)
1465 if (bm->gltexture->w==0){
1466 bm->gltexture->lw=bm->bm_w;
1467 bm->gltexture->w=bm->bm_w;
1468 bm->gltexture->h=bm->bm_h;
1471 if (bm->bm_flags & BM_FLAG_RLE){
1472 unsigned char * dbits;
1473 unsigned char * sbits;
1475 sbits = &bm->bm_data[4 + bm->bm_h];
1478 for (i=0; i < bm->bm_h; i++ ) {
1479 gr_rle_decode(sbits,dbits);
1480 sbits += (int)bm->bm_data[4+i];
1485 ogl_loadtexture(buf,0,0,bm->gltexture);
1487 void ogl_loadbmtexture(grs_bitmap *bm){
1488 ogl_loadbmtexture_m(bm,1);
1490 void ogl_freetexture(ogl_texture *gltexture){
1491 if (gltexture->handle>0){
1493 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1494 glDeleteTextures( 1, &gltexture->handle );
1495 // gltexture->handle=0;
1496 ogl_init_texture(gltexture);
1499 void ogl_freebmtexture(grs_bitmap *bm){
1501 ogl_freetexture(bm->gltexture);
1504 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1505 // glDeleteTextures( 1, &bm->gltexture );
1506 // bm->gltexture=-1;