2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.22 2002/05/30 21:44:48 relnev
11 * implemented some missing texture stuff.
13 * enable bitmap polys for opengl.
15 * work around greenness in bitmaps.
17 * Revision 1.21 2002/05/30 17:29:30 theoddone33
18 * Fix some more stubs, change at least one polygon winding since culling is now
21 * Revision 1.20 2002/05/30 16:50:24 theoddone33
22 * Keyboard partially fixed
24 * Revision 1.19 2002/05/30 08:13:14 relnev
27 * Revision 1.18 2002/05/29 23:37:36 relnev
30 * Revision 1.17 2002/05/29 23:17:49 theoddone33
31 * Non working text code and fixed keys
33 * Revision 1.16 2002/05/29 19:45:13 theoddone33
34 * More changes on texture loading
36 * Revision 1.15 2002/05/29 19:06:48 theoddone33
37 * Enable string printing. Enable texture mapping
39 * Revision 1.14 2002/05/29 08:54:40 relnev
40 * "fixed" bitmap drawing.
42 * copied more d3d code over.
44 * Revision 1.13 2002/05/29 06:25:13 theoddone33
45 * Keyboard input, mouse tracking now work
47 * Revision 1.12 2002/05/29 04:52:45 relnev
50 * Revision 1.11 2002/05/29 04:29:56 relnev
51 * removed some unncessary stubbing, implemented opengl rect
53 * Revision 1.10 2002/05/29 04:13:27 theoddone33
56 * Revision 1.9 2002/05/29 03:35:51 relnev
59 * Revision 1.8 2002/05/29 03:30:05 relnev
62 * Revision 1.7 2002/05/29 02:52:32 theoddone33
63 * Enable OpenGL renderer
65 * Revision 1.6 2002/05/28 04:56:51 theoddone33
66 * runs a little bit now
68 * Revision 1.5 2002/05/28 04:07:28 theoddone33
69 * New graphics stubbing arrangement
71 * Revision 1.4 2002/05/27 23:39:34 relnev
74 * Revision 1.3 2002/05/27 22:35:01 theoddone33
77 * Revision 1.2 2002/05/27 22:32:02 theoddone33
78 * throw all d3d stuff at opengl
80 * Revision 1.1.1.1 2002/05/03 03:28:09 root
84 * 10 7/14/99 9:42a Dave
85 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
88 * 9 7/09/99 9:51a Dave
89 * Added thick polyline code.
91 * 8 6/29/99 10:35a Dave
92 * Interface polygon bitmaps! Whee!
94 * 7 2/03/99 11:44a Dave
95 * Fixed d3d transparent textures.
97 * 6 1/24/99 11:37p Dave
98 * First full rev of beam weapons. Very customizable. Removed some bogus
99 * Int3()'s in low level net code.
101 * 5 12/18/98 1:13a Dave
102 * Rough 1024x768 support for Direct3D. Proper detection and usage through
105 * 4 12/06/98 2:36p Dave
106 * Drastically improved nebula fogging.
108 * 3 11/11/98 5:37p Dave
109 * Checkin for multiplayer testing.
111 * 2 10/07/98 10:53a Dave
114 * 1 10/07/98 10:49a Dave
116 * 14 5/20/98 9:46p John
117 * added code so the places in code that change half the palette don't
118 * have to clear the screen.
120 * 13 5/06/98 5:30p John
121 * Removed unused cfilearchiver. Removed/replaced some unused/little used
122 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
123 * DirectX header files and libs that fixed the Direct3D alpha blending
126 * 12 4/14/98 12:15p John
127 * Made 16-bpp movies work.
129 * 11 3/12/98 5:36p John
130 * Took out any unused shaders. Made shader code take rgbc instead of
131 * matrix and vector since noone used it like a matrix and it would have
132 * been impossible to do in hardware. Made Glide implement a basic
133 * shader for online help.
135 * 10 3/10/98 4:18p John
136 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
137 * & Glide have popups and print screen. Took out all >8bpp software
138 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
139 * support Fred. Made zbuffering key off of functions rather than one
142 * 9 12/02/97 4:00p John
143 * Added first rev of thruster glow, along with variable levels of
144 * translucency, which retquired some restructing of palman.
146 * 8 10/03/97 9:10a John
147 * added better antialiased line drawer
149 * 7 9/23/97 10:45a John
150 * made so you can tell bitblt code to rle a bitmap by passing flag to
153 * 6 9/09/97 11:01a Sandeep
154 * fixed warning level 4 bugs
156 * 5 7/10/97 2:06p John
157 * added code to specify alphablending type for bitmaps.
159 * 4 6/17/97 7:04p John
160 * added d3d support for gradients.
161 * fixed some color bugs by adding screen signatures instead of watching
162 * flags and palette changes.
164 * 3 6/12/97 2:50a Lawrance
165 * bm_unlock() now passed bitmap number, not pointer
167 * 2 6/11/97 1:12p John
168 * Started fixing all the text colors in the game.
170 * 1 5/12/97 12:14p John
177 #include <windowsx.h>
184 #include "floating.h"
186 #include "grinternal.h"
187 #include "gropengl.h"
190 static int Inited = 0;
192 static GLuint bitmapTex;
193 static GLubyte *bitmapMem;
195 typedef enum gr_texture_source {
197 TEXTURE_SOURCE_DECAL,
198 TEXTURE_SOURCE_NO_FILTERING,
201 typedef enum gr_alpha_blend {
202 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
203 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
204 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
205 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
208 typedef enum gr_zbuffer_type {
215 float z_mult = 30000.0f;
216 #define NEBULA_COLORS 20
219 // Throw in some dummy functions - DDOI
221 int D3D_32bit = 0; // grd3d.cpp
222 int D3D_fog_mode = -1; // grd3d.cpp
223 int D3D_inited = 0; // grd3d.cpp
224 int D3D_zbias = 1; // grd3d.cpp
225 int D3d_rendition_uvs = 0; // grd3d.cpp
227 void gr_dd_activate(int active) // grdirectdraw.cpp
232 void gr_directdraw_cleanup() // grdirectdraw.cpp
237 void gr_directdraw_force_windowed() // grdirectdraw.cpp
242 void gr_directdraw_init()
248 void gr_d3d_preload(int x, int y)
253 void d3d_start_frame()
258 void d3d_stop_frame()
268 void d3d_zbias (int a)
274 void gr_opengl_activate(int b)
279 void gr_opengl_preload_init()
284 void gr_opengl_pixel(int x, int y)
286 if ( x < gr_screen.clip_left ) return;
287 if ( x > gr_screen.clip_right ) return;
288 if ( y < gr_screen.clip_top ) return;
289 if ( y > gr_screen.clip_bottom ) return;
292 void gr_opengl_clear()
294 glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
297 void opengl_tcache_frame ();
298 void gr_opengl_flip()
302 SDL_GL_SwapBuffers ();
304 opengl_tcache_frame ();
307 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
312 void gr_opengl_set_clip(int x,int y,int w,int h)
314 // check for sanity of parameters
320 if (x >= gr_screen.max_w)
321 x = gr_screen.max_w - 1;
322 if (y >= gr_screen.max_h)
323 y = gr_screen.max_h - 1;
325 if (x + w > gr_screen.max_w)
326 w = gr_screen.max_w - x;
327 if (y + h > gr_screen.max_h)
328 h = gr_screen.max_h - y;
330 if (w > gr_screen.max_w)
332 if (h > gr_screen.max_h)
335 gr_screen.offset_x = x;
336 gr_screen.offset_y = y;
337 gr_screen.clip_left = 0;
338 gr_screen.clip_right = w-1;
339 gr_screen.clip_top = 0;
340 gr_screen.clip_bottom = h-1;
341 gr_screen.clip_width = w;
342 gr_screen.clip_height = h;
345 void gr_opengl_reset_clip()
347 gr_screen.offset_x = 0;
348 gr_screen.offset_y = 0;
349 gr_screen.clip_left = 0;
350 gr_screen.clip_top = 0;
351 gr_screen.clip_right = gr_screen.max_w - 1;
352 gr_screen.clip_bottom = gr_screen.max_h - 1;
353 gr_screen.clip_width = gr_screen.max_w;
354 gr_screen.clip_height = gr_screen.max_h;
357 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
359 gr_screen.current_alpha = alpha;
360 gr_screen.current_alphablend_mode = alphablend_mode;
361 gr_screen.current_bitblt_mode = bitblt_mode;
362 gr_screen.current_bitmap = bitmap_num;
364 gr_screen.current_bitmap_sx = sx;
365 gr_screen.current_bitmap_sy = sy;
368 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
370 shade->screen_sig = gr_screen.signature;
377 void gr_opengl_set_shader( shader * shade )
380 if (shade->screen_sig != gr_screen.signature) {
381 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
383 gr_screen.current_shader = *shade;
385 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
390 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
393 extern int GL_last_bitmap_id;
394 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
398 GLubyte *sptr, *dptr;
402 int cw = min(bmp->w, w);
403 int ch = min(bmp->h, h);
405 GL_last_bitmap_id = -1; /* HACK! */
407 glColor4f(1.0, 1.0, 1.0, 1.0);
408 glBindTexture(GL_TEXTURE_2D, bitmapTex);
411 for (iy = sy; iy < ch; iy += 256) {
413 ih = min(256, (ch-iy));
415 for (ix = sx; ix < cw; ix += 256) {
417 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
419 iw = min(256, (cw-ix));
425 memcpy(dptr, sptr, iw*2);
433 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
443 t = (float)ih / 256.0;
448 s = (float)iw / 256.0;
449 t = (float)ih / 256.0;
454 s = (float)iw / 256.0;
466 bm_unlock(gr_screen.current_bitmap);
470 void gr_d3d_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
477 int dx1=x, dx2=x+w-1;
478 int dy1=y, dy2=y+h-1;
481 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
486 if ( count > 1 ) Int3();
490 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
491 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
492 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
493 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
494 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
495 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
522 if ( w < 1 ) return; // clipped away!
523 if ( h < 1 ) return; // clipped away!
527 // Make sure clipping algorithm works
531 Assert( w == (dx2-dx1+1) );
532 Assert( h == (dy2-dy1+1) );
535 Assert( sx+w <= bw );
536 Assert( sy+h <= bh );
537 Assert( dx2 >= dx1 );
538 Assert( dy2 >= dy1 );
539 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
540 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
541 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
542 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
545 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
546 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
548 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
551 void gr_opengl_bitmap(int x, int y)
555 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
556 int dx1=x, dx2=x+w-1;
557 int dy1=y, dy2=y+h-1;
560 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
561 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
562 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
563 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
564 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
565 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
567 if ( sx < 0 ) return;
568 if ( sy < 0 ) return;
569 if ( sx >= w ) return;
570 if ( sy >= h ) return;
572 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
574 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
577 static void opengl_scanline(int x1,int x2,int y)
582 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
586 saved_zbuf = gr_zbuffer_get();
587 gr_zbuffer_set(GR_ZBUFF_NONE);
590 glColor4ub(r, g, b, a);
599 glVertex2f(x+w, y+h);
605 gr_zbuffer_set(saved_zbuf);
609 void gr_opengl_rect(int x,int y,int w,int h)
611 gr_opengl_rect_internal(x, y, w, h, gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
614 void gr_opengl_shade(int x,int y,int w,int h)
621 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
622 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
623 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
624 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
625 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
626 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
627 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
628 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
630 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
633 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
638 if ( !gr_screen.current_color.is_alphacolor ) return;
640 float u_scale, v_scale;
642 // gr_d3d_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
644 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
645 // Couldn't set texture
646 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
650 // LPD3DTLVERTEX src_v;
651 // D3DTLVERTEX d3d_verts[4];
653 float u0, u1, v0, v1;
654 float x1, x2, y1, y2;
657 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
660 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
662 u0 = u_scale*i2fl(sx)/i2fl(bw);
663 v0 = v_scale*i2fl(sy)/i2fl(bh);
665 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
666 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
668 x1 = i2fl(x+gr_screen.offset_x);
669 y1 = i2fl(y+gr_screen.offset_y);
670 x2 = i2fl(x+w+gr_screen.offset_x);
671 y2 = i2fl(y+h+gr_screen.offset_y);
673 if ( gr_screen.current_color.is_alphacolor ) {
674 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
676 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
680 glTexCoord2f (u0, v1);
681 glVertex3f (x1, y2, 0.99);
683 glTexCoord2f (u1, v1);
684 glVertex3f (x2, y2, 0.99);
686 glTexCoord2f (u1, v0);
687 glVertex3f (x2, y1, 0.99);
689 glTexCoord2f (u0, v0);
690 glVertex3f (x1, y1, 0.99);
694 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
701 int dx1=x, dx2=x+w-1;
702 int dy1=y, dy2=y+h-1;
705 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
710 if ( count > 1 ) Int3();
714 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
715 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
716 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
717 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
718 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
719 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
746 if ( w < 1 ) return; // clipped away!
747 if ( h < 1 ) return; // clipped away!
751 // Make sure clipping algorithm works
755 Assert( w == (dx2-dx1+1) );
756 Assert( h == (dy2-dy1+1) );
759 Assert( sx+w <= bw );
760 Assert( sy+h <= bh );
761 Assert( dx2 >= dx1 );
762 Assert( dy2 >= dy1 );
763 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
764 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
765 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
766 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
769 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
770 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
773 void gr_opengl_aabitmap(int x, int y)
777 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
778 int dx1=x, dx2=x+w-1;
779 int dy1=y, dy2=y+h-1;
782 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
783 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
784 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
785 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
786 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
787 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
789 if ( sx < 0 ) return;
790 if ( sy < 0 ) return;
791 if ( sx >= w ) return;
792 if ( sy >= h ) return;
794 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
795 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
799 void gr_opengl_string( int sx, int sy, char *s )
801 int width, spacing, letter;
804 if ( !Current_font ) {
808 gr_set_bitmap(Current_font->bitmap_id);
813 if (sx==0x8000) { //centered
814 x = get_centered_x(s);
826 y += Current_font->h;
827 if (sx==0x8000) { //centered
828 x = get_centered_x(s);
835 letter = get_char_width(s[0],s[1],&width,&spacing);
838 //not in font, draw as space
846 // Check if this character is totally clipped
847 if ( x + width < gr_screen.clip_left ) continue;
848 if ( y + Current_font->h < gr_screen.clip_top ) continue;
849 if ( x > gr_screen.clip_right ) continue;
850 if ( y > gr_screen.clip_bottom ) continue;
853 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
854 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
858 wc = width - xd; hc = Current_font->h - yd;
859 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
860 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
862 if ( wc < 1 ) continue;
863 if ( hc < 1 ) continue;
865 int u = Current_font->bm_u[letter];
866 int v = Current_font->bm_v[letter];
868 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
872 void gr_opengl_circle( int xc, int yc, int d )
882 if ( (xc+r) < gr_screen.clip_left ) return;
883 if ( (xc-r) > gr_screen.clip_right ) return;
884 if ( (yc+r) < gr_screen.clip_top ) return;
885 if ( (yc-r) > gr_screen.clip_bottom ) return;
888 // Draw the first octant
889 opengl_scanline( xc-y, xc+y, yc-x );
890 opengl_scanline( xc-y, xc+y, yc+x );
895 // Draw the second octant
896 opengl_scanline( xc-x, xc+x, yc-y );
897 opengl_scanline( xc-x, xc+x, yc+y );
904 opengl_scanline( xc-x, xc+x, yc-y );
905 opengl_scanline( xc-x, xc+x, yc+y );
911 void gr_opengl_line(int x1,int y1,int x2,int y2)
913 int clipped = 0, swapped=0;
915 glDisable ( GL_DEPTH_TEST );
916 glEnable ( GL_BLEND );
917 glBlendFunc ( GL_SRC_ALPHA, GL_DST_ALPHA );
919 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
922 glColor4f (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
923 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), 0.99f);
924 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), 0.99f);
928 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
930 void gr_opengl_scaler(vertex *va, vertex *vb )
932 float x0, y0, x1, y1;
933 float u0, v0, u1, v1;
934 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
935 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
936 float xmin, xmax, ymin, ymax;
937 int dx0, dy0, dx1, dy1;
939 //============= CLIP IT =====================
941 x0 = va->sx; y0 = va->sy;
942 x1 = vb->sx; y1 = vb->sy;
944 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
945 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
947 u0 = va->u; v0 = va->v;
948 u1 = vb->u; v1 = vb->v;
950 // Check for obviously offscreen bitmaps...
951 if ( (y1<=y0) || (x1<=x0) ) return;
952 if ( (x1<xmin ) || (x0>xmax) ) return;
953 if ( (y1<ymin ) || (y0>ymax) ) return;
955 clipped_u0 = u0; clipped_v0 = v0;
956 clipped_u1 = u1; clipped_v1 = v1;
958 clipped_x0 = x0; clipped_y0 = y0;
959 clipped_x1 = x1; clipped_y1 = y1;
961 // Clip the left, moving u0 right as necessary
963 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
967 // Clip the right, moving u1 left as necessary
969 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
973 // Clip the top, moving v0 down as necessary
975 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
979 // Clip the bottom, moving v1 up as necessary
981 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
985 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
986 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
988 if (dx1<=dx0) return;
989 if (dy1<=dy0) return;
991 //============= DRAW IT =====================
999 tmpu = (clipped_u1-clipped_u0) / (dx1-dx0);
1000 if ( fl_abs(tmpu) < 0.001f ) {
1001 return; // scaled up way too far!
1003 tmpv = (clipped_v1-clipped_v0) / (dy1-dy0);
1004 if ( fl_abs(tmpv) < 0.001f ) {
1005 return; // scaled up way too far!
1008 bp = bm_lock( gr_screen.current_bitmap, 8, 0 );
1010 du = fl2f(tmpu*(bp->w-1));
1011 dv = fl2f(tmpv*(bp->h-1));
1013 v = fl2f(clipped_v0*(bp->h-1));
1014 u = fl2f(clipped_u0*(bp->w-1));
1017 spixels = (ubyte *)bp->data;
1019 for (y=dy0; y<=dy1; y++ ) {
1020 sbits = &spixels[bp->rowsize*(v>>16)];
1024 for (x=0; x<w; x++ ) {
1025 ubyte c = sbits[ tmp_u >> 16 ];
1027 gr_set_color( gr_palette[c*3+0], gr_palette[c*3+1], gr_palette[c*3+2] );
1028 gr_pixel( x+dx0, y );
1035 bm_unlock(gr_screen.current_bitmap);
1040 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1043 float u_scale = 1.0f, v_scale = 1.0f;
1045 // Make nebula use the texture mapper... this blends the colors better.
1046 if ( flags & TMAP_FLAG_NEBULA ){
1050 gr_texture_source texture_source = (gr_texture_source)-1;
1051 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1052 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1054 if ( gr_zbuffering ) {
1055 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1056 zbuffer_type = ZBUFFER_TYPE_READ;
1058 zbuffer_type = ZBUFFER_TYPE_FULL;
1061 zbuffer_type = ZBUFFER_TYPE_NONE;
1066 int tmap_type = TCACHE_TYPE_NORMAL;
1070 if ( flags & TMAP_FLAG_TEXTURED ) {
1073 r = gr_screen.current_color.red;
1074 g = gr_screen.current_color.green;
1075 b = gr_screen.current_color.blue;
1078 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1081 tmap_type = TCACHE_TYPE_NORMAL;
1082 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1084 // Blend with screen pixel using src*alpha+dst
1085 float factor = gr_screen.current_alpha;
1089 if ( factor <= 1.0f ) {
1090 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1091 r = (r*tmp_alpha)/255;
1092 g = (g*tmp_alpha)/255;
1093 b = (b*tmp_alpha)/255;
1096 tmap_type = TCACHE_TYPE_XPARENT;
1098 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1100 // Blend with screen pixel using src*alpha+dst
1101 float factor = gr_screen.current_alpha;
1103 if ( factor > 1.0f ) {
1106 alpha = fl2i(gr_screen.current_alpha*255.0f);
1110 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1111 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1113 alpha_blend = ALPHA_BLEND_NONE;
1118 if(flags & TMAP_FLAG_BITMAP_SECTION){
1119 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1122 texture_source = TEXTURE_SOURCE_NONE;
1124 if ( flags & TMAP_FLAG_TEXTURED ) {
1125 if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy ))
1127 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1131 // use nonfiltered textures for bitmap sections
1132 if(flags & TMAP_FLAG_BITMAP_SECTION){
1133 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1135 texture_source = TEXTURE_SOURCE_DECAL;
1139 // gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
1141 if ( flags & TMAP_FLAG_TEXTURED )
1147 glBegin (GL_TRIANGLE_FAN);
1150 vertex * va = verts[i];
1151 float sx, sy, sz, sw;
1156 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1157 sz = va->z / z_mult;
1165 if ( flags & TMAP_FLAG_CORRECT ) {
1171 if (flags & TMAP_FLAG_ALPHA) {
1177 if (flags & TMAP_FLAG_NEBULA ) {
1178 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1179 r = gr_palette[pal*3+0];
1180 g = gr_palette[pal*3+1];
1181 b = gr_palette[pal*3+2];
1182 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1183 r = Gr_gamma_lookup[verts[i]->b];
1184 g = Gr_gamma_lookup[verts[i]->b];
1185 b = Gr_gamma_lookup[verts[i]->b];
1186 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1187 // Make 0.75 be 256.0f
1188 r = Gr_gamma_lookup[verts[i]->r];
1189 g = Gr_gamma_lookup[verts[i]->g];
1190 b = Gr_gamma_lookup[verts[i]->b];
1192 // use constant RGB values...
1195 glColor4ub (r,g,b,a);
1197 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1198 // gr_d3d_stuff_fog_value(va->z, &src_v->specular);
1200 // i hate you, specular color
1204 x = fl2i(va->sx*16.0f);
1205 y = fl2i(va->sy*16.0f);
1207 x += gr_screen.offset_x*16;
1208 y += gr_screen.offset_y*16;
1210 sx = i2fl(x) / 16.0f;
1211 sy = i2fl(y) / 16.0f;
1213 if ( flags & TMAP_FLAG_TEXTURED ) {
1217 glTexCoord2d(tu, tv);
1225 if(flags & TMAP_FLAG_PIXEL_FOG){
1228 glVertex4f(sx, sy, sz, sw);
1233 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1235 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1238 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1240 // DDOI - needs opengl_make_rect
1242 int clipped = 0, swapped=0;
1244 if ( !gr_screen.current_color.is_alphacolor ) {
1245 gr_line( x1, y1, x2, y2 );
1249 INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
1251 uint color1, color2;
1253 glShadeModel (GL_FLAT);
1254 glEnable (GL_BLEND);
1255 glBlendFunc (GL_SRC_ALPHA, GL_DST_ALPHA);
1257 // DDOI - may not be right
1258 color1 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha );
1259 color2 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0 );
1265 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1269 void gr_opengl_get_color( int * r, int * g, int * b )
1271 if (r) *r = gr_screen.current_color.red;
1272 if (g) *g = gr_screen.current_color.green;
1273 if (b) *b = gr_screen.current_color.blue;
1276 void gr_opengl_init_color(color *c, int r, int g, int b)
1278 c->screen_sig = gr_screen.signature;
1279 c->red = (unsigned char)r;
1280 c->green = (unsigned char)g;
1281 c->blue = (unsigned char)b;
1283 c->ac_type = AC_TYPE_NONE;
1285 c->is_alphacolor = 0;
1289 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1291 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1292 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1293 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1294 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1296 gr_opengl_init_color( clr, r, g, b );
1298 clr->alpha = (unsigned char)alpha;
1299 clr->ac_type = (ubyte)type;
1300 clr->alphacolor = -1;
1301 clr->is_alphacolor = 1;
1304 void gr_opengl_set_color( int r, int g, int b )
1306 Assert((r >= 0) && (r < 256));
1307 Assert((g >= 0) && (g < 256));
1308 Assert((b >= 0) && (b < 256));
1310 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1313 void gr_opengl_set_color_fast(color *dst)
1315 if ( dst->screen_sig != gr_screen.signature ) {
1316 if ( dst->is_alphacolor ) {
1317 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1319 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1322 gr_screen.current_color = *dst;
1325 void gr_opengl_print_screen(char *filename)
1330 int gr_opengl_supports_res_ingame(int res)
1337 int gr_opengl_supports_res_interface(int res)
1344 void opengl_tcache_cleanup ();
1345 void gr_opengl_cleanup()
1347 if ( !Inited ) return;
1354 opengl_tcache_cleanup ();
1359 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float near, float far)
1364 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1369 void gr_opengl_get_region(int front, int w, int g, ubyte *data)
1374 void gr_opengl_set_cull(int cull)
1377 glEnable (GL_CULL_FACE);
1378 glFrontFace (GL_CCW);
1380 glDisable (GL_CULL_FACE);
1384 void gr_opengl_filter_set(int filter)
1390 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1396 typedef struct tcache_slot_opengl {
1397 GLuint texture_handle;
1398 float u_scale, v_scale;
1401 char used_this_frame;
1406 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1407 tcache_slot_opengl *parent;
1408 } tcache_slot_opengl;
1410 static void *Texture_sections = NULL;
1411 tcache_slot_opengl *Textures = NULL;
1413 int GL_texture_sections = 0;
1414 int GL_texture_ram = 0;
1415 int GL_frame_count = 0;
1416 int GL_min_texture_width = 0;
1417 int GL_max_texture_width = 0;
1418 int GL_min_texture_height = 0;
1419 int GL_max_texture_height = 0;
1420 int GL_square_textures = 0;
1421 int GL_textures_in = 0;
1422 int GL_textures_in_frame = 0;
1423 int GL_last_bitmap_id = -1;
1424 int GL_last_detail = -1;
1425 int GL_last_bitmap_type = -1;
1426 int GL_last_section_x = -1;
1427 int GL_last_section_y = -1;
1431 void opengl_tcache_init (int use_sections)
1435 // DDOI - FIXME skipped a lot of stuff here
1438 GL_min_texture_width = 16;
1439 GL_min_texture_height = 16;
1440 GL_max_texture_width = 256;
1441 GL_max_texture_height = 256;
1443 GL_square_textures = 1;
1445 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1451 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1452 if(!Texture_sections){
1455 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1458 // Init the texture structures
1459 int section_count = 0;
1460 for( i=0; i<MAX_BITMAPS; i++ ) {
1462 Textures[i].vram_texture = NULL;
1463 Textures[i].vram_texture_surface = NULL;
1465 Textures[i].texture_handle = 0;
1467 Textures[i].bitmap_id = -1;
1468 Textures[i].size = 0;
1469 Textures[i].used_this_frame = 0;
1471 Textures[i].parent = NULL;
1473 // allocate sections
1475 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1476 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1477 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1478 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1480 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1481 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1483 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1484 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1485 Textures[i].data_sections[idx][s_idx]->size = 0;
1486 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1490 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1491 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1492 Textures[i].data_sections[idx][s_idx] = NULL;
1498 GL_texture_sections = use_sections;
1500 //GL_last_detail = Detail.hardware_textures;
1501 GL_last_bitmap_id = -1;
1502 GL_last_bitmap_type = -1;
1504 GL_last_section_x = -1;
1505 GL_last_section_y = -1;
1508 GL_textures_in_frame = 0;
1511 int opengl_free_texture (tcache_slot_opengl *t);
1513 void opengl_tcache_flush ()
1517 for( i=0; i<MAX_BITMAPS; i++ ) {
1518 opengl_free_texture ( &Textures[i] );
1520 if (GL_textures_in != 0) {
1521 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1525 GL_last_bitmap_id = -1;
1526 GL_last_section_x = -1;
1527 GL_last_section_y = -1;
1530 void opengl_tcache_cleanup ()
1532 opengl_tcache_flush ();
1535 GL_textures_in_frame = 0;
1542 if( Texture_sections != NULL ){
1543 free(Texture_sections);
1544 Texture_sections = NULL;
1548 void opengl_tcache_frame ()
1552 GL_last_bitmap_id = -1;
1553 GL_textures_in_frame = 0;
1558 for( i=0; i<MAX_BITMAPS; i++ ) {
1559 Textures[i].used_this_frame = 0;
1562 if(Textures[i].data_sections[0][0] != NULL){
1563 Assert(GL_texture_sections);
1564 if(GL_texture_sections){
1565 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1566 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1567 if(Textures[i].data_sections[idx][s_idx] != NULL){
1568 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1577 opengl_tcache_flush();
1582 int opengl_free_texture ( tcache_slot_opengl *t )
1588 if ( t->bitmap_id > -1 ) {
1589 // if I, or any of my children have been used this frame, bail
1590 if(t->used_this_frame){
1593 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1594 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1595 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1601 // ok, now we know its legal to free everything safely
1602 glDeleteTextures (1, &t->texture_handle);
1603 t->texture_handle = 0;
1605 if ( GL_last_bitmap_id == t->bitmap_id ) {
1606 GL_last_bitmap_id = -1;
1609 // if this guy has children, free them too, since the children
1610 // actually make up his size
1611 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1612 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1613 if(t->data_sections[idx][s_idx] != NULL){
1614 opengl_free_texture(t->data_sections[idx][s_idx]);
1620 t->used_this_frame = 0;
1621 GL_textures_in -= t->size;
1627 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1632 if((w_out == NULL) || (h_out == NULL)){
1642 for (i=0; i<16; i++ ) {
1643 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1649 for (i=0; i<16; i++ ) {
1650 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1657 if ( tex_w < GL_min_texture_width ) {
1658 tex_w = GL_min_texture_width;
1659 } else if ( tex_w > GL_max_texture_width ) {
1660 tex_w = GL_max_texture_width;
1663 if ( tex_h < GL_min_texture_height ) {
1664 tex_h = GL_min_texture_height;
1665 } else if ( tex_h > GL_max_texture_height ) {
1666 tex_h = GL_max_texture_height;
1669 if ( GL_square_textures ) {
1671 // Make the both be equal to larger of the two
1672 new_size = max(tex_w, tex_h);
1677 // store the outgoing size
1682 // data == start of bitmap data
1683 // sx == x offset into bitmap
1684 // sy == y offset into bitmap
1685 // src_w == absolute width of section on source bitmap
1686 // src_h == absolute height of section on source bitmap
1687 // bmap_w == width of source bitmap
1688 // bmap_h == height of source bitmap
1689 // tex_w == width of final texture
1690 // tex_h == height of final texture
1691 int opengl_create_texture_sub(int bitmap_type, int texture_handle, ushort *data, int sx, int sy, int src_w, int src_h, int bmap_w, int bmap_h, int tex_w, int tex_h, tcache_slot_opengl *t, int reload, int fail_on_full)
1700 if ( t->used_this_frame ) {
1701 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1706 if(!opengl_free_texture(t)){
1711 // get final texture size
1712 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1714 if ( (tex_w < 1) || (tex_h < 1) ) {
1715 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1719 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1720 t->u_scale = (float)bmap_w / (float)tex_w;
1721 t->v_scale = (float)bmap_h / (float)tex_h;
1722 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1723 t->u_scale = (float)src_w / (float)tex_w;
1724 t->v_scale = (float)src_h / (float)tex_h;
1730 glGenTextures (1, &t->texture_handle);
1731 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1733 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1734 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1735 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1736 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1738 switch (bitmap_type) {
1740 case TCACHE_TYPE_AABITMAP:
1743 ubyte *bmp_data = ((ubyte*)data);
1744 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1745 ubyte *texmemp = texmem;
1747 for (i=0;i<tex_h;i++)
1749 for (j=0;j<tex_w;j++)
1751 if (i < bmap_h && j < bmap_w) {
1753 *texmemp++ = bmp_data[i*bmap_w+j]<<4;
1761 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
1766 case TCACHE_TYPE_BITMAP_SECTION:
1769 ubyte *bmp_data = ((ubyte*)data);
1770 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1771 ubyte *texmemp = texmem;
1773 for (i=0;i<tex_h;i++)
1775 for (j=0;j<tex_w;j++)
1777 if (i < src_h && j < src_w) {
1778 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
1779 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
1786 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1787 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1793 // glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, tex_w, tex_h, 0, GL_RGBA,
1794 // GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
1798 t->bitmap_id = texture_handle;
1799 t->time_created = GL_frame_count;
1800 t->used_this_frame = 0;
1801 t->size = tex_w * tex_h * 2;
1802 t->w = (ushort)tex_w;
1803 t->h = (ushort)tex_h;
1804 GL_textures_in_frame += t->size;
1806 GL_textures_in += t->size;
1812 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
1816 int final_w, final_h;
1820 // setup texture/bitmap flags
1822 switch(bitmap_type){
1823 case TCACHE_TYPE_AABITMAP:
1824 flags |= BMP_AABITMAP;
1827 case TCACHE_TYPE_NORMAL:
1828 flags |= BMP_TEX_OTHER;
1829 case TCACHE_TYPE_XPARENT:
1830 flags |= BMP_TEX_XPARENT;
1832 case TCACHE_TYPE_NONDARKENING:
1834 flags |= BMP_TEX_NONDARK;
1838 // lock the bitmap into the proper format
1839 bmp = bm_lock(bitmap_handle, bpp, flags);
1840 if ( bmp == NULL ) {
1841 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
1850 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
1851 max_w /= D3D_texture_divider;
1852 max_h /= D3D_texture_divider;
1854 // Detail.debris_culling goes from 0 to 4.
1855 max_w /= 16 >> Detail.hardware_textures;
1856 max_h /= 16 >> Detail.hardware_textures;
1860 // get final texture size as it will be allocated as a DD surface
1861 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
1863 // if this tcache slot has no bitmap
1864 if ( tslot->bitmap_id < 0) {
1867 // different bitmap altogether - determine if the new one can use the old one's slot
1868 else if (tslot->bitmap_id != bitmap_handle) {
1869 if((final_w == tslot->w) && (final_h == tslot->h)){
1871 //ml_printf("Reloading texture %d\n", bitmap_handle);
1878 int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, 0, 0, bmp->w, bmp->h, bmp->w, bmp->h, max_w, max_h, tslot, reload, fail_on_full);
1880 // unlock the bitmap
1881 bm_unlock(bitmap_handle);
1886 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
1890 int final_w, final_h;
1891 int section_x, section_y;
1894 // setup texture/bitmap flags
1895 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
1896 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
1897 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
1899 flags = BMP_TEX_XPARENT;
1901 // lock the bitmap in the proper format
1902 bmp = bm_lock(bitmap_handle, 16, flags);
1903 if ( bmp == NULL ) {
1904 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
1907 // determine the width and height of this section
1908 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
1910 // get final texture size as it will be allocated as an opengl texture
1911 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
1913 // if this tcache slot has no bitmap
1914 if ( tslot->bitmap_id < 0) {
1917 // different bitmap altogether - determine if the new one can use the old one's slot
1918 else if (tslot->bitmap_id != bitmap_handle) {
1919 if((final_w == tslot->w) && (final_h == tslot->h)){
1927 int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, bmp->sections.sx[sx], bmp->sections.sy[sy], section_x, section_y, bmp->w, bmp->h, section_x, section_y, tslot, reload, fail_on_full);
1929 // unlock the bitmap
1930 bm_unlock(bitmap_handle);
1936 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
1937 int gr_opengl_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int sx = -1, int sy = -1, int force = 0)
1946 GL_last_bitmap_id = -1;
1951 if ( GL_last_detail != Detail.hardware_textures ) {
1952 GL_last_detail = Detail.hardware_textures;
1953 opengl_tcache_flush();
1961 int n = bm_get_cache_slot (bitmap_id, 1);
1962 tcache_slot_opengl *t = &Textures[n];
1964 if ( (GL_last_bitmap_id == bitmap_id) && (GL_last_bitmap_type==bitmap_type) && (t->bitmap_id == bitmap_id) && (GL_last_section_x == sx) && (GL_last_section_y == sy)) {
1965 t->used_this_frame++;
1967 // mark all children as used
1968 if(GL_texture_sections){
1969 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1970 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1971 if(t->data_sections[idx][s_idx] != NULL){
1972 t->data_sections[idx][s_idx]->used_this_frame++;
1978 *u_scale = t->u_scale;
1979 *v_scale = t->v_scale;
1983 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1984 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
1985 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
1991 // if the texture sections haven't been created yet
1992 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
1994 // lock the bitmap in the proper format
1995 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
1996 bm_unlock(bitmap_id);
1998 // now lets do something for each texture
2000 for(idx=0; idx<bmp->sections.num_x; idx++){
2001 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2002 // hmm. i'd rather we didn't have to do it this way...
2003 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2007 // not used this frame
2008 t->data_sections[idx][s_idx]->used_this_frame = 0;
2012 // zero out pretty much everything in the parent struct since he's just the root
2013 t->bitmap_id = bitmap_id;
2014 t->texture_handle = 0;
2015 t->time_created = t->data_sections[sx][sy]->time_created;
2016 t->used_this_frame = 0;
2018 t->vram_texture = NULL;
2019 t->vram_texture_surface = NULL
2023 // argh. we failed to upload. free anything we can
2025 opengl_free_texture(t);
2027 // swap in the texture we want
2029 t = t->data_sections[sx][sy];
2032 // all other "normal" textures
2033 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2034 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2037 // everything went ok
2038 if(ret_val && (t->texture_handle) && !vram_full){
2039 *u_scale = t->u_scale;
2040 *v_scale = t->v_scale;
2042 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2044 GL_last_bitmap_id = t->bitmap_id;
2045 GL_last_bitmap_type = bitmap_type;
2046 GL_last_section_x = sx;
2047 GL_last_section_y = sy;
2049 t->used_this_frame++;
2053 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2060 void gr_opengl_set_clear_color(int r, int g, int b)
2062 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2065 void gr_opengl_aaline(vertex *v1, vertex *v2)
2070 void gr_opengl_flash(int r, int g, int b)
2075 int gr_opengl_zbuffer_get()
2077 if ( !gr_global_zbuffering ) {
2078 return GR_ZBUFF_NONE;
2080 return gr_zbuffering_mode;
2083 int gr_opengl_zbuffer_set(int mode)
2085 int tmp = gr_zbuffering_mode;
2087 gr_zbuffering_mode = mode;
2089 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2097 void gr_opengl_zbuffer_clear(int mode)
2101 gr_zbuffering_mode = GR_ZBUFF_FULL;
2102 gr_global_zbuffering = 1;
2104 // gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2105 glClear(GL_DEPTH_BUFFER_BIT);
2108 gr_zbuffering_mode = GR_ZBUFF_NONE;
2109 gr_global_zbuffering = 0;
2113 void gr_opengl_set_gamma(float gamma)
2116 Gr_gamma_int = int (Gr_gamma*10);
2118 // Create the Gamma lookup table
2120 for (i=0;i<256; i++) {
2121 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2124 } else if ( v < 0 ) {
2127 Gr_gamma_lookup[i] = v;
2130 // Flush any existing textures
2131 opengl_tcache_flush();
2134 void gr_opengl_fade_in(int instantaneous)
2139 void gr_opengl_fade_out(int instantaneous)
2144 int gr_opengl_save_screen()
2149 if ( Gr_saved_screen ) {
2150 mprintf(( "Screen alread saved!\n" ));
2154 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2155 if (!Gr_saved_screen) {
2156 mprintf(( "Couldn't get memory for saved screen!\n" ));
2165 void gr_opengl_restore_screen(int id)
2170 void gr_opengl_free_screen(int id)
2175 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2180 void gr_opengl_dump_frame_stop()
2185 void gr_opengl_dump_frame()
2190 uint gr_opengl_lock()
2197 void gr_opengl_unlock()
2201 void gr_opengl_init()
2204 gr_opengl_cleanup();
2208 mprintf(( "Initializing opengl graphics device...\n" ));
2212 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2214 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2220 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2221 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2222 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2223 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2224 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2226 if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL)
2228 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2232 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2234 glMatrixMode(GL_PROJECTION);
2236 glMatrixMode(GL_MODELVIEW);
2239 glEnable(GL_TEXTURE_2D);
2241 glGenTextures(1, &bitmapTex);
2242 glBindTexture(GL_TEXTURE_2D, bitmapTex);
2243 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2244 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2245 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2247 glMatrixMode(GL_PROJECTION);
2251 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 1.0, -1.0);
2253 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2255 bitmapMem = (GLubyte *)malloc(256*256*4);
2256 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2257 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_CHAR, bitmapMem);
2261 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2271 Gr_red.mask = 0xff0000;
2276 Gr_green.mask = 0xff00;
2281 Gr_blue.mask = 0xff;
2289 Gr_red.mask = 0x7C00;
2294 Gr_green.mask = 0x3E0;
2299 Gr_blue.mask = 0x1F;
2307 Gr_red.mask = 0xF800;
2312 Gr_green.mask = 0x7E0;
2317 Gr_blue.mask = 0x1F;
2326 Gr_red.mask = 0xff0000;
2331 Gr_green.mask = 0xff00;
2336 Gr_blue.mask = 0xff;
2341 Int3(); // Illegal bpp
2344 // DDOI - set these so no one else does!
2345 Gr_ta_red.mask = 0x0f00;
2346 Gr_ta_red.shift = 8;
2347 Gr_ta_red.scale = 16;
2349 Gr_ta_green.mask = 0x00f0;
2350 Gr_ta_green.shift = 4;
2351 Gr_ta_green.scale = 16;
2353 Gr_ta_blue.mask = 0x000f;
2354 Gr_ta_blue.shift = 0;
2355 Gr_ta_blue.scale = 16;
2357 Gr_ta_alpha.mask = 0xf000;
2358 Gr_ta_alpha.shift = 12;
2359 Gr_ta_alpha.scale = 16;
2362 opengl_tcache_init (1);
2365 Gr_current_red = &Gr_red;
2366 Gr_current_blue = &Gr_blue;
2367 Gr_current_green = &Gr_green;
2368 Gr_current_alpha = &Gr_alpha;
2370 gr_screen.gf_flip = gr_opengl_flip;
2371 gr_screen.gf_flip_window = gr_opengl_flip_window;
2372 gr_screen.gf_set_clip = gr_opengl_set_clip;
2373 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2374 gr_screen.gf_set_font = grx_set_font;
2376 gr_screen.gf_set_color = gr_opengl_set_color;
2377 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2378 gr_screen.gf_create_shader = gr_opengl_create_shader;
2379 gr_screen.gf_set_shader = gr_opengl_set_shader;
2380 gr_screen.gf_clear = gr_opengl_clear;
2381 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2382 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2383 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2384 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2386 gr_screen.gf_rect = gr_opengl_rect;
2387 gr_screen.gf_shade = gr_opengl_shade;
2388 gr_screen.gf_string = gr_opengl_string;
2389 gr_screen.gf_circle = gr_opengl_circle;
2391 gr_screen.gf_line = gr_opengl_line;
2392 gr_screen.gf_aaline = gr_opengl_aaline;
2393 gr_screen.gf_pixel = gr_opengl_pixel;
2394 gr_screen.gf_scaler = gr_opengl_scaler;
2395 gr_screen.gf_tmapper = gr_opengl_tmapper;
2397 gr_screen.gf_gradient = gr_opengl_gradient;
2399 gr_screen.gf_set_palette = gr_opengl_set_palette;
2400 gr_screen.gf_get_color = gr_opengl_get_color;
2401 gr_screen.gf_init_color = gr_opengl_init_color;
2402 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2403 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2404 gr_screen.gf_print_screen = gr_opengl_print_screen;
2406 gr_screen.gf_fade_in = gr_opengl_fade_in;
2407 gr_screen.gf_fade_out = gr_opengl_fade_out;
2408 gr_screen.gf_flash = gr_opengl_flash;
2410 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2411 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2412 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2414 gr_screen.gf_save_screen = gr_opengl_save_screen;
2415 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2416 gr_screen.gf_free_screen = gr_opengl_free_screen;
2418 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2419 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2420 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2422 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2424 gr_screen.gf_lock = gr_opengl_lock;
2425 gr_screen.gf_unlock = gr_opengl_unlock;
2427 gr_screen.gf_fog_set = gr_opengl_fog_set;
2429 gr_screen.gf_get_region = gr_opengl_get_region;
2431 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2433 gr_screen.gf_set_cull = gr_opengl_set_cull;
2435 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2437 gr_screen.gf_filter_set = gr_opengl_filter_set;
2439 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2441 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;