1 /* $Id: ogl.c,v 1.18 2004-05-20 03:31:32 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++;
207 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
209 // 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));
212 int ogl_mem_target=-1;
213 void ogl_clean_texture_cache(void){
218 if (ogl_mem_target<0){
224 bytes=ogl_texture_stats();
225 while (bytes>ogl_mem_target){
226 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
227 t=&ogl_texture_list[i];
229 if (t->lastrend+f1_0*time<GameTime){
232 if (bytes<ogl_mem_target)
238 Error("not enough mem?");
243 void ogl_bindbmtex(grs_bitmap *bm){
244 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
245 ogl_loadbmtexture(bm);
246 OGL_BINDTEXTURE(bm->gltexture->handle);
247 bm->gltexture->lastrend=GameTime;
248 bm->gltexture->numrend++;
249 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
250 // if (bm->gltexture->numrend==100){
251 // bm->gltexture->prio+=0.1;
252 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
253 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
256 //gltexture MUST be bound first
257 void ogl_texwrap(ogl_texture *gltexture,int state)
259 if (gltexture->wrapstate[active_texture_unit] != state || gltexture->numrend < 1)
261 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
262 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
263 gltexture->wrapstate[active_texture_unit] = state;
267 //crude texture precaching
268 //handles: powerups, walls, weapons, polymodels, etc.
269 //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.
270 //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
273 void ogl_cache_polymodel_textures(int model_num){
274 polymodel *po=&Polygon_models[model_num];
276 for (i=0;i<po->n_textures;i++) {
277 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
278 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
281 void ogl_cache_vclip_textures(vclip *vc){
283 for (i=0;i<vc->num_frames;i++){
284 PIGGY_PAGE_IN(vc->frames[i]);
285 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
288 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
289 void ogl_cache_weapon_textures(weapon_info *w){
290 ogl_cache_vclipn_textures(w->flash_vclip);
291 ogl_cache_vclipn_textures(w->robot_hit_vclip);
292 ogl_cache_vclipn_textures(w->wall_hit_vclip);
293 if (w->render_type==WEAPON_RENDER_VCLIP)
294 ogl_cache_vclipn_textures(w->weapon_vclip);
295 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
296 ogl_cache_polymodel_textures(w->model_num);
298 void ogl_cache_level_textures(void){
306 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
308 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
309 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
311 if (ec->vc.num_frames>max_efx)
312 max_efx=ec->vc.num_frames;
314 glmprintf((0,"max_efx:%i\n",max_efx));
315 for (ef=0;ef<max_efx;ef++){
316 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
317 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
319 // if (ec->vc.num_frames>max_efx)
320 // max_efx=ec->vc.num_frames;
323 do_special_effects();
325 for (seg=0;seg<Num_segments;seg++){
326 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
327 sidep=&Segments[seg].sides[side];
328 tmap1=sidep->tmap_num;
329 tmap2=sidep->tmap_num2;
330 if (tmap1<0 || tmap1>=NumTextures){
331 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
335 PIGGY_PAGE_IN(Textures[tmap1]);
336 bm = &GameBitmaps[Textures[tmap1].index];
338 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
339 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
340 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
341 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
343 ogl_loadbmtexture(bm2);
345 // 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));
347 ogl_loadbmtexture(bm);
350 glmprintf((0,"finished ef:%i\n",ef));
352 reset_special_effects();
353 init_special_effects();
356 //always have lasers and concs
357 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
358 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
359 for (i=0;i<Highest_object_index;i++){
360 if(Objects[i].render_type==RT_POWERUP){
361 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
362 switch (Objects[i].id){
364 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
368 case POW_VULCAN_WEAPON:
369 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
371 case POW_SPREADFIRE_WEAPON:
372 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
374 case POW_PLASMA_WEAPON:
375 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
377 case POW_FUSION_WEAPON:
378 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
380 /* case POW_MISSILE_1:
382 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
384 case POW_PROXIMITY_WEAPON:
385 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
387 case POW_HOMING_AMMO_1:
388 case POW_HOMING_AMMO_4:
389 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
391 case POW_SMARTBOMB_WEAPON:
392 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
394 case POW_MEGA_WEAPON:
395 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
399 else if(Objects[i].render_type==RT_POLYOBJ){
400 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
404 glmprintf((0,"finished caching\n"));
407 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
409 #define f2glf(x) (f2fl(x))
411 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
414 c=grd_curcanv->cv_color;
415 OGL_DISABLE(TEXTURE_2D);
416 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
418 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
419 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
423 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
427 for (i=0; i<nsides; i++) {
428 ang = 2.0*M_PI*i/nsides;
429 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
433 void ogl_drawcircle(int nsides,int type){
437 for (i=0; i<nsides; i++) {
438 ang = 2.0*M_PI*i/nsides;
439 glVertex2f(cosf(ang),sinf(ang));
443 int circle_list_init(int nsides,int type,int mode) {
444 int hand=glGenLists(1);
445 glNewList(hand, mode);
446 /* draw a unit radius circle in xy plane centered on origin */
447 ogl_drawcircle(nsides,type);
451 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
452 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
453 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
454 void ogl_draw_reticle(int cross,int primary,int secondary){
455 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
457 // glTranslatef(0.5,0.5,0);
458 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);
459 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
461 OGL_DISABLE(TEXTURE_2D);
463 if (!cross_lh[cross]){
464 cross_lh[cross]=glGenLists(1);
465 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
468 glColor3fv(darker_g);
469 glVertex2f(-4.0,4.0);
471 glColor3fv(bright_g);
474 glVertex2f(-2.0,2.0);
478 glVertex2f(-3.0,-2.0);
480 glColor3fv(bright_g);
481 glVertex2f(-2.0,-1.0);
484 glColor3fv(darker_g);
487 glColor3fv(bright_g);
494 glVertex2f(3.0,-2.0);
496 glColor3fv(bright_g);
497 glVertex2f(2.0,-1.0);
502 glCallList(cross_lh[cross]);
504 // if (Canvas_height>200)
505 // glLineWidth(Canvas_height/(float)200);
506 if (!primary_lh[primary]){
507 primary_lh[primary]=glGenLists(1);
508 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
513 glVertex2f(-14.0,-8.0);
514 glVertex2f(-8.0,-5.0);
516 glVertex2f(14.0,-8.0);
517 glVertex2f(8.0,-5.0);
522 glColor3fv(bright_g);
524 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
526 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
530 glColor3fv(bright_g);
532 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
534 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
538 glCallList(primary_lh[primary]);
539 // if (Canvas_height>200)
542 if (!secondary_lh[secondary]){
543 secondary_lh[secondary]=glGenLists(1);
544 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
548 glColor3fv(darker_g);
550 glColor3fv(bright_g);
551 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
554 glColor3fv(darker_g);
556 glColor3fv(bright_g);
557 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
559 //bottom/middle secondary
561 glColor3fv(darker_g);
563 glColor3fv(bright_g);
564 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
568 glCallList(secondary_lh[secondary]);
572 int g3_draw_sphere(g3s_point *pnt,fix rad){
574 c=grd_curcanv->cv_color;
575 OGL_DISABLE(TEXTURE_2D);
576 // glPointSize(f2glf(rad));
577 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
578 // glBegin(GL_POINTS);
579 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
582 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
583 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
584 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
585 else glCallList(sphereh);
590 int gr_ucircle(fix xc1, fix yc1, fix r1)
593 c=grd_curcanv->cv_color;
594 OGL_DISABLE(TEXTURE_2D);
595 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
598 (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
599 1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
600 glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
601 ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
605 int gr_circle(fix xc1,fix yc1,fix r1){
606 return gr_ucircle(xc1,yc1,r1);
609 bool g3_draw_poly(int nv,g3s_point **pointlist)
613 c=grd_curcanv->cv_color;
614 // 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);
615 OGL_DISABLE(TEXTURE_2D);
616 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
617 glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
619 glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
620 glBegin(GL_TRIANGLE_FAN);
622 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
623 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
629 void gr_upoly_tmap(int nverts, int *vert ){
630 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
632 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
633 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
635 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
636 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
640 if (tmap_drawer_ptr==draw_tmap_flat){
641 /* fix average_light=0;
644 average_light += uvl_list[i].l;*/
645 OGL_DISABLE(TEXTURE_2D);
646 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
647 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
648 //glColor4f(0,0,0,f2fl(average_light/nv));
649 glBegin(GL_TRIANGLE_FAN);
651 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
652 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
653 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
656 }else if (tmap_drawer_ptr==draw_tmap){
658 /* if (bm->bm_w !=64||bm->bm_h!=64)
659 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
660 OGL_ENABLE(TEXTURE_2D);
662 ogl_texwrap(bm->gltexture,GL_REPEAT);
663 glBegin(GL_TRIANGLE_FAN);
665 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
668 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
669 l=f2fl(uvl_list[c].l);
672 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
673 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
674 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
678 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
683 int active_texture_unit = 0;
685 void ogl_setActiveTexture(int t)
687 if (ogl_arb_multitexture_ok)
689 #ifdef GL_ARB_multitexture
691 glActiveTextureARB(GL_TEXTURE0_ARB);
693 glActiveTextureARB(GL_TEXTURE1_ARB);
696 else if (ogl_sgis_multitexture_ok)
698 #ifdef GL_SGIS_multitexture
700 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
702 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
705 active_texture_unit = t;
708 void ogl_MultiTexCoord2f(int t, float u, float v)
710 if (ogl_arb_multitexture_ok)
712 #ifdef GL_ARB_multitexture
714 glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
716 glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
719 else if (ogl_sgis_multitexture_ok)
721 #ifdef GL_SGIS_multitexture
723 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
725 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
730 bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
732 #if (defined(GL_NV_texture_env_combine4) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
733 if (ogl_nv_texture_env_combine4_ok && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
738 if (tmap_drawer_ptr != draw_tmap)
743 //ogl_setActiveTexture(0);
744 OGL_ENABLE(TEXTURE_2D);
745 ogl_bindbmtex(bmbot);
746 ogl_texwrap(bmbot->gltexture, GL_REPEAT);
747 // GL_MODULATE is fine for texture 0
749 ogl_setActiveTexture(1);
750 glEnable(GL_TEXTURE_2D);
752 ogl_texwrap(bm->gltexture,GL_REPEAT);
754 // GL_DECAL works sorta ok but the top texture is fullbright.
755 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
757 // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
758 // only GL_NV_texture_env_combine4 lets us do what we need:
759 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
761 // multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
762 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
764 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
765 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
766 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
767 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
769 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
770 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
771 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
772 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
774 // add up alpha channels
775 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
777 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
778 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
779 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
780 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
782 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
783 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
784 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
785 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
787 // GL_ARB_texture_env_combine comes close, but doesn't quite make it.
788 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
790 //// this gives effect like GL_DECAL:
791 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
792 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
793 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
794 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
797 // this properly shades the top texture, but the bottom texture doesn't get through.
798 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
799 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
800 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
804 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
805 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
806 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
809 glBegin(GL_TRIANGLE_FAN);
813 u1=1.0-f2glf(uvl_list[c].v);
814 v1=f2glf(uvl_list[c].u);
817 u1=1.0-f2glf(uvl_list[c].u);
818 v1=1.0-f2glf(uvl_list[c].v);
821 u1=f2glf(uvl_list[c].v);
822 v1=1.0-f2glf(uvl_list[c].u);
825 u1=f2glf(uvl_list[c].u);
826 v1=f2glf(uvl_list[c].v);
829 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
832 l=f2fl(uvl_list[c].l);
835 ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
836 ogl_MultiTexCoord2f(1, u1, v1);
837 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
838 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
839 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
842 //ogl_setActiveTexture(1); // still the active texture
843 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
844 glDisable(GL_TEXTURE_2D);
845 ogl_setActiveTexture(0);
853 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
856 /* if (bm->bm_w !=64||bm->bm_h!=64)
857 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
858 OGL_ENABLE(TEXTURE_2D);
860 ogl_texwrap(bm->gltexture,GL_REPEAT);
861 glBegin(GL_TRIANGLE_FAN);
865 u1=1.0-f2glf(uvl_list[c].v);
866 v1=f2glf(uvl_list[c].u);
869 u1=1.0-f2glf(uvl_list[c].u);
870 v1=1.0-f2glf(uvl_list[c].v);
873 u1=f2glf(uvl_list[c].v);
874 v1=1.0-f2glf(uvl_list[c].u);
877 u1=f2glf(uvl_list[c].u);
878 v1=f2glf(uvl_list[c].v);
881 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
884 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
885 l=f2fl(uvl_list[c].l);
889 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
890 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
891 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
898 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
901 vms_vector pv,v1;//,v2;
905 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
906 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
908 OGL_ENABLE(TEXTURE_2D);
910 ogl_texwrap(bm->gltexture,GL_CLAMP);
913 glColor3f(1.0,1.0,1.0);
914 width = fixmul(width,Matrix_scale.x);
915 height = fixmul(height,Matrix_scale.y);
917 // g3_rotate_point(&p[i],pos);
918 vm_vec_sub(&v1,pos,&View_position);
919 vm_vec_rotate(&pv,&v1,&View_matrix);
920 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
923 glTexCoord2f(0.0, 0.0);
928 glTexCoord2f(bm->gltexture->u, 0.0);
933 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
938 glTexCoord2f(0.0, bm->gltexture->v);
943 // vm_vec_rotate(&v2,&v1,&View_matrix);
944 // vm_vec_sub(&v1,&v2,&pv);
945 //vm_vec_sub(&v1,&pv,&v2);
946 // vm_vec_sub(&v2,&pv,&v1);
947 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
948 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
956 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
961 x+=grd_curcanv->cv_bitmap.bm_x;
962 y+=grd_curcanv->cv_bitmap.bm_y;
963 xo=x/(float)last_width;
964 xf=(bm->bm_w+x)/(float)last_width;
965 yo=1.0-y/(float)last_height;
966 yf=1.0-(bm->bm_h+y)/(float)last_height;
968 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
969 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
971 /* glEnABLE(ALPHA_TEST);
972 glAlphaFunc(GL_GREATER,0.0);*/
974 OGL_ENABLE(TEXTURE_2D);
976 ogl_texwrap(bm->gltexture,GL_CLAMP);
980 if (bm->bm_w==bm->gltexture->w)
983 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
985 u1=bm->bm_x/(float)bm->gltexture->tw;
986 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
990 if (bm->bm_h==bm->gltexture->h)
993 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
995 v1=bm->bm_y/(float)bm->gltexture->th;
996 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1001 glColor3f(1.0,1.0,1.0);
1003 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
1004 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1005 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
1006 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
1007 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
1009 // glDisABLE(ALPHA_TEST);
1013 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
1014 return ogl_ubitmapm_c(x,y,bm,-1);
1015 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
1018 //also upsidedown, currently.
1019 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1021 GLfloat xo,yo;//,xs,ys;
1022 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));
1027 xo=dx/(float)last_width;
1028 // xo=dx/(float)grd_curscreen->sc_w;
1029 // xs=w/(float)last_width;
1030 //yo=1.0-dy/(float)last_height;
1031 yo=1.0-(dy+h)/(float)last_height;
1032 // ys=h/(float)last_height;
1034 // OGL_ENABLE(TEXTURE_2D);
1036 OGL_DISABLE(TEXTURE_2D);
1037 glRasterPos2f(xo,yo);
1038 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
1039 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1045 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)
1047 GLfloat xo,yo,xs,ys;
1048 GLfloat u1,v1;//,u2,v2;
1050 // unsigned char *oldpal;
1053 ogl_init_texture(&tex);
1055 tex.prio=0.0;tex.wantmip=0;
1056 tex.lw=src->bm_rowsize;
1058 /* if (w==src->bm_w && sx==0){
1061 u1=sx/(float)src->bm_w*src->glu;
1062 u2=w/(float)src->bm_w*src->glu+u1;
1064 if (h==src->bm_h && sy==0){
1067 v1=sy/(float)src->bm_h*src->glv;
1068 v2=h/(float)src->bm_h*src->glv+v1;
1074 xo=dx/(float)last_width;
1075 xs=dw/(float)last_width;
1076 yo=1.0-dy/(float)last_height;
1077 ys=dh/(float)last_height;
1079 OGL_ENABLE(TEXTURE_2D);
1082 ogl_pal=gr_current_pal;
1083 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1086 OGL_BINDTEXTURE(tex.handle);
1088 ogl_texwrap(&tex,GL_CLAMP);
1091 glColor3f(1.0,1.0,1.0);
1092 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1093 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1094 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1095 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1097 ogl_freetexture(&tex);
1100 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1101 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1104 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1106 unsigned char *d,*s;
1110 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1111 if (w1*h1*3>OGLTEXBUFSIZE)
1112 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1114 if (ogl_readpixels_ok>0){
1115 OGL_DISABLE(TEXTURE_2D);
1116 glReadBuffer(GL_FRONT);
1117 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1118 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1119 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1121 memset(texbuf,0,w1*h1*3);
1125 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1126 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1128 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1135 unsigned char *d,*s,*e;
1136 if (w*h*3>OGLTEXBUFSIZE)
1137 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1140 #if 1//also seems to cause a mess. need to look into it a bit more..
1141 if (ogl_readpixels_ok>0){
1142 OGL_DISABLE(TEXTURE_2D);
1143 glReadBuffer(GL_FRONT);
1144 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1145 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1148 memset(texbuf,0,w*h*3);
1149 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1150 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1152 s=texbuf+w*(h-(i+1))*3;
1154 if (s<texbuf){Error("blah1\n");}
1155 if (d<dest->bm_data){Error("blah3\n");}
1156 // d=dest->bm_data+(i*dest->bm_rowsize);
1160 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1161 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1162 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1168 d+=dest->bm_rowsize;
1170 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1175 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1176 #if 0 //just seems to cause a mess.
1177 GLfloat xo,yo;//,xs,ys;
1182 // xo=dx/(float)last_width;
1183 xo=dx/(float)grd_curscreen->sc_w;
1184 // yo=1.0-(dy+h)/(float)last_height;
1185 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1188 OGL_DISABLE(TEXTURE_2D);
1189 glReadBuffer(GL_FRONT);
1190 glRasterPos2f(xo,yo);
1191 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1192 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1198 grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
1200 void ogl_start_offscreen_render(int x, int y, int w, int h)
1203 Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
1204 offscreen_save_canv = grd_curcanv;
1205 offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
1206 gr_set_current_canvas(offscreen_canv);
1207 glDrawBuffer(GL_BACK);
1209 void ogl_end_offscreen_render(void)
1213 if (!offscreen_canv)
1214 Error("ogl_end_offscreen_render: no offscreen_canv");
1216 glDrawBuffer(GL_FRONT);
1217 glReadBuffer(GL_BACK);
1218 OGL_DISABLE(TEXTURE_2D);
1220 y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
1221 glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
1222 glCopyPixels(offscreen_canv->cv_bitmap.bm_x, y,
1223 offscreen_canv->cv_bitmap.bm_w,
1224 offscreen_canv->cv_bitmap.bm_h, GL_COLOR);
1226 gr_free_sub_canvas(offscreen_canv);
1227 gr_set_current_canvas(offscreen_save_canv);
1228 offscreen_canv=NULL;
1231 void ogl_start_frame(void){
1232 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1233 // gl_badtexture=500;
1235 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1236 glClearColor(0.0, 0.0, 0.0, 0.0);
1237 // glEnable(GL_ALPHA_TEST);
1238 // glAlphaFunc(GL_GREATER,0.01);
1239 glShadeModel(GL_SMOOTH);
1240 glMatrixMode(GL_PROJECTION);
1241 glLoadIdentity();//clear matrix
1242 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1243 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1244 gluPerspective(90.0,1.0,0.01,1000000.0);
1245 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1246 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1247 glMatrixMode(GL_MODELVIEW);
1248 glLoadIdentity();//clear matrix
1250 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1251 // glDisABLE(DITHER);
1252 // glScalef(1.0,1.0,-1.0);
1253 // glScalef(1.0,1.0,-1.0);
1256 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1257 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1258 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1259 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1260 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1261 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1262 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1263 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1266 void merge_textures_stats(void);
1268 void ogl_end_frame(void){
1269 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1270 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1272 // merge_textures_stats();
1273 // ogl_texture_stats();
1275 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1276 glMatrixMode(GL_PROJECTION);
1277 glLoadIdentity();//clear matrix
1278 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1279 glMatrixMode(GL_MODELVIEW);
1280 glLoadIdentity();//clear matrix
1281 // glDisABLE(BLEND);
1282 //glDisABLE(ALPHA_TEST);
1283 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1284 // ogl_swap_buffers();//platform specific code
1285 // glClear(GL_COLOR_BUFFER_BIT);
1287 void ogl_swap_buffers(void){
1288 ogl_clean_texture_cache();
1289 if (gr_renderstats){
1290 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);
1291 // 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
1294 ogl_swap_buffers_internal();
1295 glClear(GL_COLOR_BUFFER_BIT);
1298 int tex_format_supported(int iformat,int format){
1301 if (!ogl_intensity4_ok) return 0; break;
1302 case GL_LUMINANCE4_ALPHA4:
1303 if (!ogl_luminance4_alpha4_ok) return 0; break;
1305 if (!ogl_rgba2_ok) return 0; break;
1307 if (ogl_gettexlevelparam_ok){
1308 GLint internalFormat;
1309 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1310 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1311 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1312 GL_TEXTURE_INTERNAL_FORMAT,
1314 return (internalFormat==iformat);
1319 //little hack to find the largest or equal multiple of 2 for a given number
1322 for (i=2;i<=4096;i*=2)
1327 //GLubyte texbuf[512*512*4];
1328 GLubyte texbuf[OGLTEXBUFSIZE];
1329 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1331 // GLushort *tex=(GLushort *)texp;
1333 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1334 Error("texture toobig %i %i",twidth,theight);
1337 for (y=0;y<theight;y++){
1338 i=dxo+truewidth*(y+dyo);
1339 for (x=0;x<twidth;x++){
1340 if (x<width && y<height)
1343 c=255;//fill the pad space with transparancy
1349 case GL_LUMINANCE_ALPHA:
1357 (*(texp++))=0;//transparent pixel
1363 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. :)
1366 case GL_LUMINANCE_ALPHA:
1371 //(*(texp++))=gr_palette[c*3]*4;
1372 //(*(texp++))=gr_palette[c*3+1]*4;
1373 //(*(texp++))=gr_palette[c*3+2]*4;
1374 (*(texp++))=ogl_pal[c*3]*4;
1375 (*(texp++))=ogl_pal[c*3+1]*4;
1376 (*(texp++))=ogl_pal[c*3+2]*4;
1377 (*(texp++))=255;//not transparent
1378 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1385 int tex_format_verify(ogl_texture *tex){
1386 while (!tex_format_supported(tex->internalformat,tex->format)){
1387 glmprintf((0,"tex format %x not supported",tex->internalformat));
1388 switch (tex->internalformat){
1390 if (ogl_luminance4_alpha4_ok){
1391 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1392 tex->format=GL_LUMINANCE_ALPHA;
1394 }//note how it will fall through here if the statement is false
1395 case GL_LUMINANCE4_ALPHA4:
1397 tex->internalformat=GL_RGBA2;
1398 tex->format=GL_RGBA;
1400 }//note how it will fall through here if the statement is false
1402 tex->internalformat=ogl_rgba_format;
1403 tex->format=GL_RGBA;
1406 mprintf((0,"...no tex format to fall back on\n"));
1409 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1413 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1415 if (tex->tw!=w || tex->th!=h){
1416 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1417 glmprintf((0,"shrunken texture?\n"));
1420 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1421 tex->bytes=((float)w*h*dbits)/8.0;
1422 tex->bytesu=((float)u*dbits)/8.0;
1424 tex->bytes=((float)w*h*bits)/8.0;
1425 tex->bytesu=((float)u*bits)/8.0;
1427 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1429 void tex_set_size(ogl_texture *tex){
1432 if (ogl_gettexlevelparam_ok){
1434 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1435 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1436 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1437 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1438 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1439 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1440 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1441 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1446 switch (tex->format){
1450 case GL_LUMINANCE_ALPHA:
1457 Error("tex_set_size unknown texformat\n");
1460 tex_set_size1(tex,bi,a,w,h);
1462 //loads a palettized bitmap into a ogl RGBA texture.
1463 //Sizes and pads dimensions to multiples of 2 if necessary.
1464 //In theory this could be a problem for repeating textures, but all real
1465 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1466 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1467 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1469 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1470 // int internalformat=GL_RGBA;
1471 // int format=GL_RGBA;
1473 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1474 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1476 if(gr_badtexture>0) return;
1478 #if !(defined(__APPLE__) && defined(__MACH__))
1479 // always fails on OS X, but textures work fine!
1480 if (tex_format_verify(tex))
1484 //calculate u/v values that would make the resulting texture correctly sized
1485 tex->u=(float)tex->w/(float)tex->tw;
1486 tex->v=(float)tex->h/(float)tex->th;
1488 // if (width!=twidth || height!=theight)
1489 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1490 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1492 // Generate OpenGL texture IDs.
1493 glGenTextures(1, &tex->handle);
1496 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1498 // Give our data to OpenGL.
1500 OGL_BINDTEXTURE(tex->handle);
1502 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1504 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1505 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1507 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1508 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1510 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1511 //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.
1513 if (tex->wantmip && GL_needmipmaps)
1514 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1515 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1517 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1518 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1519 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1525 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));
1529 unsigned char decodebuf[512*512];
1531 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1534 while (bm->bm_parent)
1537 if (bm->gltexture==NULL){
1538 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1539 bm->gltexture->lw=bm->bm_w;
1540 bm->gltexture->w=bm->bm_w;
1541 bm->gltexture->h=bm->bm_h;
1542 bm->gltexture->wantmip=domipmap;
1545 if (bm->gltexture->handle>0)
1547 if (bm->gltexture->w==0){
1548 bm->gltexture->lw=bm->bm_w;
1549 bm->gltexture->w=bm->bm_w;
1550 bm->gltexture->h=bm->bm_h;
1553 if (bm->bm_flags & BM_FLAG_RLE){
1554 unsigned char * dbits;
1555 unsigned char * sbits;
1559 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1562 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1565 for (i=0; i < bm->bm_h; i++ ) {
1566 gr_rle_decode(sbits,dbits);
1567 if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1568 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1570 sbits += (int)bm->bm_data[4+i];
1575 ogl_loadtexture(buf,0,0,bm->gltexture);
1578 void ogl_loadbmtexture(grs_bitmap *bm)
1580 ogl_loadbmtexture_m(bm,1);
1583 void ogl_freetexture(ogl_texture *gltexture)
1585 if (gltexture->handle>0) {
1587 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1588 glDeleteTextures( 1, &gltexture->handle );
1589 // gltexture->handle=0;
1590 ogl_init_texture(gltexture);
1593 void ogl_freebmtexture(grs_bitmap *bm){
1595 ogl_freetexture(bm->gltexture);
1598 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1599 // glDeleteTextures( 1, &bm->gltexture );
1600 // bm->gltexture=-1;