2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Graphics/2d.h $
15 * Header file for 2d primitives.
18 * Revision 1.4 2005/03/29 23:52:10 taylor
19 * have gr_set_bitmap() use default options again so we don't have to always specify them (copied from fs2_open)
21 * Revision 1.3 2004/09/20 01:31:44 theoddone33
24 * Revision 1.2 2002/06/09 04:41:12 relnev
25 * added copyright header
27 * Revision 1.1.1.1 2002/05/03 03:28:12 root
31 * 16 8/30/99 5:01p Dave
32 * Made d3d do less state changing in the nebula. Use new chat server for
35 * 15 8/16/99 9:45a Jefff
36 * changes to cursor management to allow a 2nd temporary cursor
38 * 14 7/15/99 3:07p Dave
39 * 32 bit detection support. Mouse coord commandline.
41 * 13 7/14/99 9:42a Dave
42 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
45 * 12 7/09/99 9:51a Dave
46 * Added thick polyline code.
48 * 11 6/29/99 10:35a Dave
49 * Interface polygon bitmaps! Whee!
51 * 10 2/03/99 11:44a Dave
52 * Fixed d3d transparent textures.
54 * 9 1/30/99 5:08p Dave
55 * More new hi-res stuff.Support for nice D3D textures.
57 * 8 1/24/99 11:36p Dave
58 * First full rev of beam weapons. Very customizable. Removed some bogus
59 * Int3()'s in low level net code.
61 * 7 12/21/98 5:02p Dave
62 * Modified all hud elements to be multi-resolution friendly.
64 * 6 12/18/98 1:49a Dave
65 * Fixed Fred initialization problem resulting from hi-res mode changes.
67 * 5 12/18/98 1:13a Dave
68 * Rough 1024x768 support for Direct3D. Proper detection and usage through
71 * 4 12/06/98 2:36p Dave
72 * Drastically improved nebula fogging.
74 * 3 11/11/98 5:37p Dave
75 * Checkin for multiplayer testing.
77 * 2 10/07/98 10:52a Dave
80 * 1 10/07/98 10:48a Dave
82 * 75 5/20/98 9:45p John
83 * added code so the places in code that change half the palette don't
84 * have to clear the screen.
86 * 74 5/06/98 5:30p John
87 * Removed unused cfilearchiver. Removed/replaced some unused/little used
88 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
89 * DirectX header files and libs that fixed the Direct3D alpha blending
92 * 73 4/14/98 12:15p John
93 * Made 16-bpp movies work.
95 * 72 4/10/98 5:20p John
96 * Changed RGB in lighting structure to be ubytes. Removed old
97 * not-necessary 24 bpp software stuff.
99 * 71 3/25/98 8:07p John
100 * Restructured software rendering into two modules; One for windowed
101 * debug mode and one for DirectX fullscreen.
103 * 70 3/24/98 8:31a John
104 * Added function to set gamma
106 * 69 3/17/98 5:55p John
107 * Added code to dump Glide frames. Moved Allender's "hack" code out of
108 * Freespace.cpp into the proper place, graphics lib.
110 * 68 3/12/98 5:36p John
111 * Took out any unused shaders. Made shader code take rgbc instead of
112 * matrix and vector since noone used it like a matrix and it would have
113 * been impossible to do in hardware. Made Glide implement a basic
114 * shader for online help.
116 * 67 3/10/98 4:18p John
117 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
118 * & Glide have popups and print screen. Took out all >8bpp software
119 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
120 * support Fred. Made zbuffering key off of functions rather than one
123 * 66 2/07/98 7:50p John
124 * Added code so that we can use the old blending type of alphacolors if
125 * we want to. Made the stars use them.
127 * 65 1/08/98 1:54p John
128 * Added code to fix palette problems when Alt+Tabbing
130 * 64 12/30/97 6:46p John
131 * Added first rev of palette fade in out functions
133 * 63 12/03/97 10:47a John
134 * added functions to save/restore entire screens.
136 * 62 12/02/97 3:59p John
137 * Added first rev of thruster glow, along with variable levels of
138 * translucency, which retquired some restructing of palman.
140 * 61 11/20/97 9:51a John
141 * added code to force screen to 16-bit even if rendering 8.
143 * 60 11/03/97 10:08p Hoffoss
144 * Changed gr_get_string_size to utilize an optional length specifier, if
145 * you want to use non-null terminated strings.
147 * 59 10/19/97 12:55p John
148 * new code to lock / unlock surfaces for smooth directx integration.
150 * 58 10/03/97 10:02a John
151 * added better comments for lines.
153 * 57 10/03/97 9:10a John
154 * added better antialiased line drawer
156 * 56 9/23/97 10:45a John
157 * made so you can tell bitblt code to rle a bitmap by passing flag to
160 * 55 9/07/97 10:01p Lawrance
161 * add in support for animating mouse pointer
163 * 54 8/04/97 4:47p John
166 * 53 7/16/97 3:07p John
168 * 52 7/10/97 2:06p John
169 * added code to specify alphablending type for bitmaps.
171 * 51 6/25/97 2:35p John
172 * added some functions to use the windows font for Fred.
174 * 50 6/17/97 7:04p John
175 * added d3d support for gradients.
176 * fixed some color bugs by adding screen signatures instead of watching
177 * flags and palette changes.
179 * 49 6/17/97 12:03p John
180 * Moved color/alphacolor functions into their own module. Made all color
181 * functions be part of the low-level graphics drivers, not just the
184 * 48 6/13/97 5:35p John
185 * added some antialiased bitmaps and lines
187 * 47 6/11/97 5:49p John
188 * Changed palette code to only recalculate alphacolors when needed, not
189 * when palette changes.
191 * 46 6/11/97 4:11p John
192 * addec function to get font height
194 * 45 6/11/97 1:12p John
195 * Started fixing all the text colors in the game.
197 * 44 6/09/97 9:24a John
198 * Changed the way fonts are set.
200 * 43 6/06/97 4:41p John
201 * Fixed alpha colors to be smoothly integrated into gr_set_color_fast
204 * 42 6/05/97 4:53p John
205 * First rev of new antialiased font stuff.
207 * 41 5/29/97 3:09p John
208 * Took out debug menu.
209 * Made software scaler draw larger bitmaps.
210 * Optimized Direct3D some.
212 * 40 5/14/97 10:53a John
213 * fixed some discrepencies between d3d and software palette setting.
215 * 39 5/12/97 3:09p John
216 * fixed a stupid macro bug.
218 * 38 5/12/97 12:27p John
219 * Restructured Graphics Library to add support for multiple renderers.
221 * 37 4/28/97 4:46p John
223 * 36 4/23/97 5:26p John
224 * First rev of new debug console stuff.
226 * 35 3/12/97 2:51p John
227 * Added some test code for tmapper.
229 * 34 3/12/97 9:25a John
230 * fixed a bug with zbuffering. Reenabled it by default.
232 * 33 3/04/97 3:36p John
233 * took out old debug "h' key. Made zbuffer flag bit bit field so you
234 * can turn on/off each value. Fixed a bug with turret rotation where
235 * different handedness turrets wouldn't work. Fixed a bug with two
236 * large ships within each other's radius not rendering correctly.
238 * 32 1/27/97 9:08a John
239 * Added code to turn zbuffering on/off in call to g3_start_frame
241 * 31 1/09/97 11:35a John
242 * Added some 2d functions to get/put screen images.
244 * 30 1/07/97 2:01p John
245 * Fairly fast zbuffering for object sorting.
247 * 29 1/06/97 2:44p John
248 * Added in slow (but correct) zbuffering
250 * 28 12/11/96 12:41p John
251 * Added new code to draw 3d laser using 2d ellipses.
253 * 27 12/10/96 10:37a John
254 * Restructured texture mapper to remove some overhead from each scanline
255 * setup. This gave about a 30% improvement drawing trans01.pof, which is
256 * a really complex model. In the process, I cleaned up the scanline
257 * functions and separated them into different modules for each pixel
260 * 26 11/21/96 11:21a John
261 * Made gr_get_string_size handle multi line text.
262 * Took out gr_get_multiline_string_size
264 * 25 11/20/96 10:01a Hoffoss
265 * A few minor improvements.
267 * 24 11/18/96 4:35p Allender
268 * new 16bpp gradient functions
270 * 23 11/18/96 12:36p John
271 * Added code to dump screen to a PCX file.
273 * 22 11/18/96 11:40a John
274 * Added faster gr_set_color method.
276 * 21 11/15/96 3:34p Allender
277 * added bpp variable to the shader structure
279 * 20 11/13/96 6:47p John
280 * Added gr_flip function.
282 * 19 11/13/96 10:10a John
283 * Increases MAX_WIDTH & HEIGHT for Jasen's massive 1600x1200 display.
285 * 18 10/30/96 10:36a Lawrance
286 * added gr_diamond function
288 * 17 10/26/96 2:56p John
289 * Got gradient code working.
291 * 16 10/26/96 1:40p John
292 * Added some now primitives to the 2d library and
293 * cleaned up some old ones.
301 /* ========================= pixel plotters =========================
302 In the 2d/texture mapper, bitmaps to be drawn will be passed by number.
303 The 2d function will call a bmpman function to get the bitmap into whatever
304 format it needs. Then it will render. The only pixels that will ever
305 get drawn go thru the 2d/texture mapper libraries only. This will make
306 supporting accelerators and psx easier. Colors will always be set with
307 the color set functions.
309 gr_surface_flip() switch onscreen, offscreen
311 gr_set_clip(x,y,w,h) // sets the clipping region
312 gr_reset_clip(x,y,w,h) // sets the clipping region
313 gr_set_color --? 8bpp, 15bpp?
314 gr_set_font(int fontnum)
315 // see GR_ALPHABLEND defines for values for alphablend_mode
316 // see GR_BITBLT_MODE defines for bitblt_mode.
317 // Alpha = scaler for intensity
318 gr_set_bitmap( int bitmap_num, int alphblend_mode, int bitblt_mode, float alpha )
319 gr_set_shader( int value ) 0=normal -256=darken, 256=brighten
320 gr_set_palette( ubyte * palette )
322 gr_clear() // clears entire clipping region
324 gr_bitmap_ex(x,y,w,h,sx,sy)
327 gr_string(x,y,char * text)
336 // This is a structure used by the shader to keep track
337 // of the values you want to use in the shade primitive.
338 typedef struct shader {
339 uint screen_sig; // current mode this is in
340 float r,g,b,c; // factors and constant
344 #define AC_TYPE_NONE 0 // Not an alphacolor
345 #define AC_TYPE_HUD 1 // Doesn't change hue depending on background. Used for HUD stuff.
346 #define AC_TYPE_BLEND 2 // Changes hue depending on background. Used for stars, etc.
348 // NEVER REFERENCE THESE VALUES OUTSIDE OF THE GRAPHICS LIBRARY!!!
349 // If you need to get the rgb values of a "color" struct call
350 // gr_get_colors after calling gr_set_colors_fast.
351 typedef struct color {
357 ubyte ac_type; // The type of alphacolor. See AC_TYPE_??? defines
364 #define GR_ALPHABLEND_NONE 0 // no blending
365 #define GR_ALPHABLEND_FILTER 1 // 50/50 mix of foreground, background, using intensity as alpha
367 #define GR_BITBLT_MODE_NORMAL 0 // Normal bitblting
368 #define GR_BITBLT_MODE_RLE 1 // RLE would be faster
371 #define GR_FOGMODE_NONE 0 // set this to turn off fog
372 #define GR_FOGMODE_FOG 1 // linear fog
374 typedef struct screen {
375 uint signature; // changes when mode or palette or width or height changes
376 int max_w, max_h; // Width and height
377 int res; // GR_640 or GR_1024
378 int mode; // What mode gr_init was called with.
379 int use_sections; // whether to use bitmap sections or not
380 float aspect; // Aspect ratio
381 int bits_per_pixel; // How many bits per pixel it is. (7,8,15,16,24,32)
382 int bytes_per_pixel; // How many bytes per pixel (1,2,3,4)
383 int offset_x, offset_y; // The offsets into the screen
384 int clip_width, clip_height;
387 float fog_near, fog_far;
389 // the clip_l,r,t,b are used internally. left and top are
390 // actually always 0, but it's nice to have the code work with
391 // arbitrary clipping regions.
392 int clip_left, clip_right, clip_top, clip_bottom;
394 int current_alphablend_mode; // See GR_ALPHABLEND defines above
395 int current_bitblt_mode; // See GR_BITBLT_MODE defines above
396 int current_fog_mode; // See GR_FOGMODE_* defines above
398 int current_bitmap_sx; // bitmap x section
399 int current_bitmap_sy; // bitmap y section
401 color current_fog_color; // current fog color
402 color current_clear_color; // current clear color
403 shader current_shader;
406 //switch onscreen, offscreen
409 // Fade the screen in/out
410 void (*gf_fade_in)(int instantaneous);
411 void (*gf_fade_out)(int instantaneous);
414 void (*gf_flash)( int r, int g, int b );
416 // sets the clipping region
417 void (*gf_set_clip)(int x, int y, int w, int h);
419 // resets the clipping region to entire screen
420 void (*gf_reset_clip)();
422 // clears entire clipping region to current color
425 void (*gf_aabitmap)(int x, int y);
426 void (*gf_aabitmap_ex)(int x, int y, int w, int h, int sx, int sy);
428 void (*gf_rect)(int x, int y, int w, int h);
429 void (*gf_shade)(int x, int y, int w, int h);
430 void (*gf_string)(int x, int y, const char * text);
432 // Draw a gradient line... x1,y1 is bright, x2,y2 is transparent.
433 void (*gf_gradient)(int x1, int y1, int x2, int y2);
435 void (*gf_circle)(int x, int y, int r);
437 // Integer line. Used to draw a fast but pixely line.
438 void (*gf_line)(int x1, int y1, int x2, int y2);
440 // Draws an antialiased line is the current color is an
441 // alphacolor, otherwise just draws a fast line. This
442 // gets called internally by g3_draw_line. This assumes
443 // the vertex's are already clipped, so call g3_draw_line
444 // not this if you have two 3d points.
445 void (*gf_aaline)(vertex *v1, vertex *v2);
447 void (*gf_pixel)( int x, int y );
449 // Scales current bitmap between va and vb with clipping
450 void (*gf_scaler)(vertex *va, vertex *vb );
452 // Scales current bitmap between va and vb with clipping, draws an aabitmap
453 void (*gf_aascaler)(vertex *va, vertex *vb );
455 // Texture maps the current bitmap. See TMAP_FLAG_?? defines for flag values
456 void (*gf_tmapper)(int nv, vertex *verts[], uint flags );
458 // dumps the current screen to a file
459 void (*gf_print_screen)(const char * filename);
461 // Call once before rendering anything.
462 void (*gf_start_frame)();
464 // Call after rendering is over.
465 void (*gf_stop_frame)();
467 // Clears the zbuffer. If use_zbuffer is FALSE, then zbuffering mode is ignored and zbuffer is always off.
468 void (*gf_zbuffer_clear)(int use_zbuffer);
470 // Saves screen. Returns an id you pass to restore and free.
471 int (*gf_save_screen)();
473 // Resets clip region and copies entire saved screen to the screen.
474 void (*gf_restore_screen)(int id);
476 // Frees up a saved screen.
477 void (*gf_free_screen)(int id);
479 // CODE FOR DUMPING FRAMES TO A FILE
480 // Begin frame dumping
481 void (*gf_dump_frame_start)( int first_frame_number, int nframes_between_dumps );
483 // Dump the current frame to file
484 void (*gf_dump_frame)();
486 // Dump the current frame to file
487 void (*gf_dump_frame_stop)();
489 // Begin video stream
490 void (*gf_stream_start)(int x, int y, int w, int h);
492 // Process frame of video stream
493 void (*gf_stream_frame)(ubyte *frame);
496 void (*gf_stream_stop)();
499 void (*gf_set_gamma)(float gamma);
501 // Lock/unlock the screen
502 // Returns non-zero if sucessful (memory pointer)
506 // grab a region of the screen. assumes data is large enough
507 void (*gf_get_region)(int front, int w, int h, ubyte *data);
509 // set fog attributes
510 void (*gf_fog_set)(int fog_mode, int r, int g, int b, float fog_near, float fog_far);
513 void (*gf_set_cull)(int cull);
516 void (*gf_cross_fade)(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct);
518 void (*gf_preload_init)();
519 int (*gf_preload)(int bitmap_num, int is_aabitmap);
521 void (*gf_zbias)(int bias);
523 void (*gf_set_viewport)(int width, int height);
525 void (*gf_activate)(int active);
527 void (*gf_release_texture)(int handle);
531 #define GR_MAYBE_CLEAR_RES(bmap) do { int bmw = -1; int bmh = -1; if(bmap != -1){ bm_get_info( bmap, &bmw, &bmh); if((bmw != gr_screen.max_w) || (bmh != gr_screen.max_h)){gr_clear();} } else {gr_clear();} } while(0);
533 //Window's interface to set up graphics:
534 //--------------------------------------
535 // Call this at application startup
537 #define GR_OPENGL (100) // OpenGL (generic)
538 #define GR_WXGL (101) // OpenGL for use with wxWidgets toolkit
539 #define GR_STUB (102) // Stubbed out for standalone server
541 // resolution constants - always keep resolutions in ascending order and starting from 0
542 #define GR_NUM_RESOLUTIONS 2
543 #define GR_640 0 // 640 x 480
544 #define GR_1024 1 // 1024 x 768
546 extern int gr_init();
548 // Call this when your app ends.
549 extern void gr_close();
551 extern screen gr_screen;
553 #define GR_ZBUFF_NONE 0
554 #define GR_ZBUFF_WRITE (1<<0)
555 #define GR_ZBUFF_READ (1<<1)
556 #define GR_ZBUFF_FULL (GR_ZBUFF_WRITE|GR_ZBUFF_READ)
558 // Returns -1 if couldn't init font, otherwise returns the
559 // font id number. If you call this twice with the same typeface,
560 // it will return the same font number both times. This font is
561 // then set to be the current font, and default font if none is
563 int gr_init_font( const char * typeface );
565 // Does formatted printing. This calls gr_string after formatting,
566 // so if you don't need to format the string, then call gr_string
568 extern void __cdecl gr_printf( int x, int y, const char * format, ... );
570 // Returns the size of the string in pixels in w and h
571 extern void gr_get_string_size( int *w, int *h, const char * text, int len = 9999 );
573 // Returns the height of the current font
574 extern int gr_get_font_height();
576 extern void gr_set_palette(const char *name, ubyte *palette, int restrict_to_128 = 0);
578 // These two functions use a Windows mono font. Only for use
579 // in the editor, please.
580 void gr_get_string_size_win(int *w, int *h, const char *text);
581 void gr_string_win(int x, int y, const char *s );
583 // set the mouse pointer to a specific bitmap, used for animating cursors
584 #define GR_CURSOR_LOCK 1
585 #define GR_CURSOR_UNLOCK 2
586 void gr_set_cursor_bitmap(int n, int lock = 0);
587 int gr_get_cursor_bitmap();
588 extern int Web_cursor_bitmap;
590 // Called by OS when application gets/looses focus
591 extern void gr_activate(int active);
593 #define GR_CALL(x) (*x)
595 // These macros make the function indirection look like the
596 // old Descent-style gr_xxx calls.
598 #define gr_print_screen GR_CALL(gr_screen.gf_print_screen)
600 #define gr_flip GR_CALL(gr_screen.gf_flip)
602 #define gr_set_clip GR_CALL(gr_screen.gf_set_clip)
603 #define gr_reset_clip GR_CALL(gr_screen.gf_reset_clip)
605 void gr_set_color_fast(color *dst);
606 void gr_get_color(int *r, int *g, int *b);
607 void gr_get_colorf(float *r, float *g, float *b, float *a);
608 void gr_init_color(color *c, int r, int g, int b);
609 void gr_init_alphacolor(color *clr, int r, int g, int b, int alpha, int type);
610 void gr_set_color(int r, int g, int b);
612 // Sets the current bitmap
613 void gr_set_bitmap(int bitmap_num, int alphablend = GR_ALPHABLEND_NONE, int bitbltmode = GR_BITBLT_MODE_NORMAL, float alpha = 1.0f, int sx = -1, int sy = -1);
615 __inline bool gr_is_32bit()
617 return (gr_screen.bytes_per_pixel == 4);
620 #define gr_clear GR_CALL(gr_screen.gf_clear)
622 // Call this to create a shader.
623 // This function takes a while, so don't call it once a frame!
624 // r,g,b, and c should be between -1.0 and 1.0f
626 // The matrix is used as follows:
627 // Dest(r) = Src(r)*r + Src(g)*r + Src(b)*r + c;
628 // Dest(g) = Src(r)*g + Src(g)*g + Src(b)*g + c;
629 // Dest(b) = Src(r)*b + Src(g)*b + Src(b)*b + c;
630 // For instance, to convert to greyscale, use
632 // To turn everything green, use:
634 void gr_create_shader(shader *shade, float r, float g, float b, float c);
636 // Initialize the "shader" by calling gr_create_shader()
637 // Passing a NULL makes a shader that turns everything black.
638 void gr_set_shader(shader *shade);
640 #define gr_aabitmap GR_CALL(gr_screen.gf_aabitmap)
641 #define gr_aabitmap_ex GR_CALL(gr_screen.gf_aabitmap_ex)
642 #define gr_rect GR_CALL(gr_screen.gf_rect)
643 #define gr_shade GR_CALL(gr_screen.gf_shade)
644 #define gr_string GR_CALL(gr_screen.gf_string)
646 #define gr_circle GR_CALL(gr_screen.gf_circle)
648 #define gr_line GR_CALL(gr_screen.gf_line)
649 #define gr_aaline GR_CALL(gr_screen.gf_aaline)
650 #define gr_pixel GR_CALL(gr_screen.gf_pixel)
651 #define gr_scaler GR_CALL(gr_screen.gf_scaler)
652 #define gr_aascaler GR_CALL(gr_screen.gf_aascaler)
653 #define gr_tmapper GR_CALL(gr_screen.gf_tmapper)
655 #define gr_gradient GR_CALL(gr_screen.gf_gradient)
658 #define gr_fade_in GR_CALL(gr_screen.gf_fade_in)
659 #define gr_fade_out GR_CALL(gr_screen.gf_fade_out)
660 #define gr_flash GR_CALL(gr_screen.gf_flash)
663 // Retrieves the zbuffer mode.
664 int gr_zbuffer_get();
666 // Sets mode. Returns previous mode.
667 int gr_zbuffer_set(int mode);
669 #define gr_zbuffer_clear GR_CALL(gr_screen.gf_zbuffer_clear)
672 #define gr_save_screen GR_CALL(gr_screen.gf_save_screen)
673 #define gr_restore_screen GR_CALL(gr_screen.gf_restore_screen)
674 #define gr_free_screen GR_CALL(gr_screen.gf_free_screen)
676 #define gr_dump_frame_start GR_CALL(gr_screen.gf_dump_frame_start)
677 #define gr_dump_frame_stop GR_CALL(gr_screen.gf_dump_frame_stop)
678 #define gr_dump_frame GR_CALL(gr_screen.gf_dump_frame)
680 #define gr_stream_start GR_CALL(gr_screen.gf_stream_start)
681 #define gr_stream_frame GR_CALL(gr_screen.gf_stream_frame)
682 #define gr_stream_stop GR_CALL(gr_screen.gf_stream_stop)
684 void gr_set_gamma(float gamma);
686 #define gr_lock GR_CALL(gr_screen.gf_lock)
687 #define gr_unlock GR_CALL(gr_screen.gf_unlock)
689 #define gr_get_region GR_CALL(gr_screen.gf_get_region)
691 #define gr_fog_set GR_CALL(gr_screen.gf_fog_set)
693 #define gr_set_cull GR_CALL(gr_screen.gf_set_cull)
695 #define gr_cross_fade GR_CALL(gr_screen.gf_cross_fade)
697 // set the color to be used when clearing the background
698 void gr_set_clear_color(int r, int g, int b);
700 #define gr_preload_init GR_CALL(gr_screen.gf_preload_init)
701 #define gr_preload GR_CALL(gr_screen.gf_preload)
703 #define gr_zbias GR_CALL(gr_screen.gf_zbias)
705 #define gr_set_viewport GR_CALL(gr_screen.gf_set_viewport)
707 #define gr_release_texture GR_CALL(gr_screen.gf_release_texture)
709 void gr_force_fullscreen();
710 void gr_force_windowed();
711 void gr_toggle_fullscreen();
713 // new bitmap functions
714 void gr_bitmap(int x, int y);
716 // special function for drawing polylines. this function is specifically intended for
717 // polylines where each section is no more than 90 degrees away from a previous section.
718 // Moreover, it is _really_ intended for use with 45 degree angles.
719 void gr_pline_special(vector **pts, int num_pts, int thickness);
721 // return next power-of-2
722 inline int next_pow2(int p)
737 inline int is_pow2(int p)
739 return (p && !(p & (p-1)));