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/GrOpenGL.cpp $
15 * Code that uses the OpenGL graphics library
18 * Revision 1.61 2003/02/02 21:13:27 relnev
19 * minor updates (made functions static, tried to improve texture sizes)
21 * Revision 1.60 2003/02/02 20:20:03 relnev
22 * add large texture support (Taylor Richards)
24 * Revision 1.59 2002/09/04 01:38:09 relnev
27 * Revision 1.57 2002/08/31 01:39:13 theoddone33
28 * Speed up the renderer a tad
30 * Revision 1.56 2002/08/01 05:03:11 relnev
33 * Revision 1.55 2002/08/01 04:55:45 relnev
34 * experimenting with texture state
36 * Revision 1.54 2002/07/30 15:00:15 relnev
37 * not use luminance alpha by default
39 * Revision 1.53 2002/06/22 17:08:16 relnev
40 * more fixes to unused alpha code
42 * Revision 1.52 2002/06/21 23:59:14 relnev
43 * moved a gr_opengl_set_state to after the gr_tcache_set
45 * Revision 1.51 2002/06/19 04:52:45 relnev
46 * MacOS X updates (Ryan)
48 * Revision 1.50 2002/06/18 23:20:44 relnev
51 * adjusted line offsets.
53 * Revision 1.49 2002/06/17 23:11:39 relnev
54 * enable sdl key repeating.
58 * Revision 1.48 2002/06/09 04:41:17 relnev
59 * added copyright header
61 * Revision 1.47 2002/06/09 03:16:04 relnev
64 * removed unneeded asm, old sdl 2d setup.
66 * fixed crash caused by opengl_get_region.
68 * Revision 1.46 2002/06/05 04:03:32 relnev
69 * finished cfilesystem.
71 * removed some old code.
73 * fixed mouse save off-by-one.
77 * Revision 1.45 2002/06/03 09:25:37 relnev
78 * implement mouse cursor and screen save/restore
80 * Revision 1.44 2002/06/02 18:46:59 relnev
83 * Revision 1.43 2002/06/02 11:34:00 relnev
86 * Revision 1.42 2002/06/02 10:28:17 relnev
87 * fix texture handle leak
89 * Revision 1.41 2002/06/01 09:00:34 relnev
90 * silly debug memmanager
92 * Revision 1.40 2002/06/01 07:12:33 relnev
93 * a few NDEBUG updates.
95 * removed a few warnings.
97 * Revision 1.39 2002/06/01 05:33:15 relnev
98 * copied more code over.
100 * added scissor clipping.
102 * Revision 1.38 2002/06/01 03:35:27 relnev
105 * Revision 1.37 2002/06/01 03:32:00 relnev
106 * fix texture loading mistake.
108 * enable some d3d stuff for opengl also
110 * Revision 1.36 2002/05/31 23:25:03 relnev
113 * Revision 1.34 2002/05/31 22:15:22 relnev
116 * Revision 1.33 2002/05/31 22:04:55 relnev
117 * use d3d rect_internal
119 * Revision 1.32 2002/05/31 06:28:23 relnev
122 * Revision 1.31 2002/05/31 06:04:39 relnev
125 * Revision 1.30 2002/05/31 03:56:11 theoddone33
126 * Change tmapper polygon winding and enable culling
128 * Revision 1.29 2002/05/31 03:34:02 theoddone33
132 * Revision 1.28 2002/05/31 00:06:59 relnev
135 * Revision 1.27 2002/05/30 23:46:29 theoddone33
136 * some minor key changes (not necessarily fixes)
138 * Revision 1.26 2002/05/30 23:33:12 relnev
139 * implemented a few more functions.
141 * Revision 1.25 2002/05/30 23:01:16 relnev
142 * implement gr_opengl_set_state.
144 * Revision 1.24 2002/05/30 22:12:57 relnev
145 * finish default texture case
147 * Revision 1.23 2002/05/30 22:02:30 theoddone33
150 * Revision 1.22 2002/05/30 21:44:48 relnev
151 * implemented some missing texture stuff.
153 * enable bitmap polys for opengl.
155 * work around greenness in bitmaps.
157 * Revision 1.21 2002/05/30 17:29:30 theoddone33
158 * Fix some more stubs, change at least one polygon winding since culling is now
161 * Revision 1.20 2002/05/30 16:50:24 theoddone33
162 * Keyboard partially fixed
164 * Revision 1.19 2002/05/30 08:13:14 relnev
167 * Revision 1.18 2002/05/29 23:37:36 relnev
170 * Revision 1.17 2002/05/29 23:17:49 theoddone33
171 * Non working text code and fixed keys
173 * Revision 1.16 2002/05/29 19:45:13 theoddone33
174 * More changes on texture loading
176 * Revision 1.15 2002/05/29 19:06:48 theoddone33
177 * Enable string printing. Enable texture mapping
179 * Revision 1.14 2002/05/29 08:54:40 relnev
180 * "fixed" bitmap drawing.
182 * copied more d3d code over.
184 * Revision 1.13 2002/05/29 06:25:13 theoddone33
185 * Keyboard input, mouse tracking now work
187 * Revision 1.12 2002/05/29 04:52:45 relnev
190 * Revision 1.11 2002/05/29 04:29:56 relnev
191 * removed some unncessary stubbing, implemented opengl rect
193 * Revision 1.10 2002/05/29 04:13:27 theoddone33
196 * Revision 1.9 2002/05/29 03:35:51 relnev
199 * Revision 1.8 2002/05/29 03:30:05 relnev
200 * update opengl stubs
202 * Revision 1.7 2002/05/29 02:52:32 theoddone33
203 * Enable OpenGL renderer
205 * Revision 1.6 2002/05/28 04:56:51 theoddone33
206 * runs a little bit now
208 * Revision 1.5 2002/05/28 04:07:28 theoddone33
209 * New graphics stubbing arrangement
211 * Revision 1.4 2002/05/27 23:39:34 relnev
214 * Revision 1.3 2002/05/27 22:35:01 theoddone33
217 * Revision 1.2 2002/05/27 22:32:02 theoddone33
218 * throw all d3d stuff at opengl
220 * Revision 1.1.1.1 2002/05/03 03:28:09 root
224 * 10 7/14/99 9:42a Dave
225 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
228 * 9 7/09/99 9:51a Dave
229 * Added thick polyline code.
231 * 8 6/29/99 10:35a Dave
232 * Interface polygon bitmaps! Whee!
234 * 7 2/03/99 11:44a Dave
235 * Fixed d3d transparent textures.
237 * 6 1/24/99 11:37p Dave
238 * First full rev of beam weapons. Very customizable. Removed some bogus
239 * Int3()'s in low level net code.
241 * 5 12/18/98 1:13a Dave
242 * Rough 1024x768 support for Direct3D. Proper detection and usage through
245 * 4 12/06/98 2:36p Dave
246 * Drastically improved nebula fogging.
248 * 3 11/11/98 5:37p Dave
249 * Checkin for multiplayer testing.
251 * 2 10/07/98 10:53a Dave
254 * 1 10/07/98 10:49a Dave
256 * 14 5/20/98 9:46p John
257 * added code so the places in code that change half the palette don't
258 * have to clear the screen.
260 * 13 5/06/98 5:30p John
261 * Removed unused cfilearchiver. Removed/replaced some unused/little used
262 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
263 * DirectX header files and libs that fixed the Direct3D alpha blending
266 * 12 4/14/98 12:15p John
267 * Made 16-bpp movies work.
269 * 11 3/12/98 5:36p John
270 * Took out any unused shaders. Made shader code take rgbc instead of
271 * matrix and vector since noone used it like a matrix and it would have
272 * been impossible to do in hardware. Made Glide implement a basic
273 * shader for online help.
275 * 10 3/10/98 4:18p John
276 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
277 * & Glide have popups and print screen. Took out all >8bpp software
278 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
279 * support Fred. Made zbuffering key off of functions rather than one
282 * 9 12/02/97 4:00p John
283 * Added first rev of thruster glow, along with variable levels of
284 * translucency, which retquired some restructing of palman.
286 * 8 10/03/97 9:10a John
287 * added better antialiased line drawer
289 * 7 9/23/97 10:45a John
290 * made so you can tell bitblt code to rle a bitmap by passing flag to
293 * 6 9/09/97 11:01a Sandeep
294 * fixed warning level 4 bugs
296 * 5 7/10/97 2:06p John
297 * added code to specify alphablending type for bitmaps.
299 * 4 6/17/97 7:04p John
300 * added d3d support for gradients.
301 * fixed some color bugs by adding screen signatures instead of watching
302 * flags and palette changes.
304 * 3 6/12/97 2:50a Lawrance
305 * bm_unlock() now passed bitmap number, not pointer
307 * 2 6/11/97 1:12p John
308 * Started fixing all the text colors in the game.
310 * 1 5/12/97 12:14p John
317 #include <windowsx.h>
331 #include "floating.h"
333 #include "systemvars.h"
334 #include "grinternal.h"
335 #include "gropengl.h"
339 #include "osregistry.h"
341 static int Inited = 0;
343 typedef enum gr_texture_source {
345 TEXTURE_SOURCE_DECAL,
346 TEXTURE_SOURCE_NO_FILTERING,
349 typedef enum gr_alpha_blend {
350 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
351 ALPHA_BLEND_ADDITIVE, // 1*SrcPixel + 1*DestPixel
352 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
353 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
354 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
357 typedef enum gr_zbuffer_type {
364 #define NEBULA_COLORS 20
366 volatile int GL_activate = 0;
367 volatile int GL_deactivate = 0;
369 static int GL_use_luminance_alpha;
371 static char *Gr_saved_screen = NULL;
372 static int Gr_saved_screen_bitmap;
375 // Throw in some dummy functions - DDOI
377 int D3D_32bit = 0; // grd3d.cpp
378 int D3D_fog_mode = -1; // grd3d.cpp
379 int D3D_inited = 0; // grd3d.cpp
380 int D3D_zbias = 1; // grd3d.cpp
381 int D3d_rendition_uvs = 0; // grd3d.cpp
388 void d3d_zbias (int a)
394 static void gr_opengl_set_texture_state(gr_texture_source ts);
396 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
397 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
399 static void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
401 gr_opengl_set_texture_state(ts);
403 if (ab != GL_current_alpha_blend) {
405 case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
406 glBlendFunc(GL_ONE, GL_ZERO);
408 case ALPHA_BLEND_ADDITIVE: // 1*SrcPixel + 1*DestPixel
409 glBlendFunc(GL_ONE, GL_ONE);
411 case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
412 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
414 case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
415 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
417 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
418 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
424 GL_current_alpha_blend = ab;
427 if (zt != GL_current_zbuffer_type) {
429 case ZBUFFER_TYPE_NONE:
430 glDepthFunc(GL_ALWAYS);
431 glDepthMask(GL_FALSE);
433 case ZBUFFER_TYPE_READ:
434 glDepthFunc(GL_LESS);
435 glDepthMask(GL_FALSE);
437 case ZBUFFER_TYPE_WRITE:
438 glDepthFunc(GL_ALWAYS);
439 glDepthMask(GL_TRUE);
441 case ZBUFFER_TYPE_FULL:
442 glDepthFunc(GL_LESS);
443 glDepthMask(GL_TRUE);
449 GL_current_zbuffer_type = zt;
453 void gr_opengl_activate(int active)
459 make sure window is active and mouse grabbed
465 make sure mouse is not grabbed and window minimized
473 static void opengl_tcache_flush ();
475 void gr_opengl_preload_init()
477 if (gr_screen.mode != GR_OPENGL) {
481 opengl_tcache_flush ();
484 int GL_should_preload = 0;
485 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
487 if ( gr_screen.mode != GR_OPENGL) {
491 if ( !GL_should_preload ) {
495 float u_scale, v_scale;
499 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
501 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
505 mprintf(("Texture upload failed!\n" ));
511 void gr_opengl_pixel(int x, int y)
516 void gr_opengl_clear()
518 glClearColor(gr_screen.current_clear_color.red / 255.0,
519 gr_screen.current_clear_color.green / 255.0,
520 gr_screen.current_clear_color.blue / 255.0, 1.0);
522 glClear ( GL_COLOR_BUFFER_BIT );
525 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
526 static void opengl_tcache_frame ();
528 void gr_opengl_flip()
536 extern int Gr_opengl_mouse_saved;
537 Gr_opengl_mouse_saved = 0;
539 if ( mouse_is_visible() ) {
543 mouse_get_pos( &mx, &my );
545 gr_opengl_save_mouse_area(mx,my,32,32);
547 if ( Gr_cursor == -1 ) {
550 gr_set_bitmap(Gr_cursor);
556 GLenum error = glGetError();
559 error = glGetError();
561 if (error != GL_NO_ERROR) {
562 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
565 } while (error != GL_NO_ERROR);
568 SDL_GL_SwapBuffers ();
570 opengl_tcache_frame ();
572 int cnt = GL_activate;
575 opengl_tcache_flush();
576 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
582 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
586 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
591 void gr_opengl_set_clip(int x,int y,int w,int h)
593 // check for sanity of parameters
599 if (x >= gr_screen.max_w)
600 x = gr_screen.max_w - 1;
601 if (y >= gr_screen.max_h)
602 y = gr_screen.max_h - 1;
604 if (x + w > gr_screen.max_w)
605 w = gr_screen.max_w - x;
606 if (y + h > gr_screen.max_h)
607 h = gr_screen.max_h - y;
609 if (w > gr_screen.max_w)
611 if (h > gr_screen.max_h)
614 gr_screen.offset_x = x;
615 gr_screen.offset_y = y;
616 gr_screen.clip_left = 0;
617 gr_screen.clip_right = w-1;
618 gr_screen.clip_top = 0;
619 gr_screen.clip_bottom = h-1;
620 gr_screen.clip_width = w;
621 gr_screen.clip_height = h;
623 glEnable(GL_SCISSOR_TEST);
624 glScissor(x, gr_screen.max_h-y-h, w, h);
627 void gr_opengl_reset_clip()
629 gr_screen.offset_x = 0;
630 gr_screen.offset_y = 0;
631 gr_screen.clip_left = 0;
632 gr_screen.clip_top = 0;
633 gr_screen.clip_right = gr_screen.max_w - 1;
634 gr_screen.clip_bottom = gr_screen.max_h - 1;
635 gr_screen.clip_width = gr_screen.max_w;
636 gr_screen.clip_height = gr_screen.max_h;
638 glDisable(GL_SCISSOR_TEST);
639 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
642 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
644 gr_screen.current_alpha = alpha;
645 gr_screen.current_alphablend_mode = alphablend_mode;
646 gr_screen.current_bitblt_mode = bitblt_mode;
647 gr_screen.current_bitmap = bitmap_num;
649 gr_screen.current_bitmap_sx = sx;
650 gr_screen.current_bitmap_sy = sy;
653 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
655 shade->screen_sig = gr_screen.signature;
662 void gr_opengl_set_shader( shader * shade )
665 if (shade->screen_sig != gr_screen.signature) {
666 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
668 gr_screen.current_shader = *shade;
670 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
675 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
677 STUB_FUNCTION; /* who called me? */
680 void gr_opengl_bitmap(int x, int y)
682 STUB_FUNCTION; /* who called me? */
685 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
689 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
691 saved_zbuf = gr_zbuffer_get();
693 // start the frame, no zbuffering, no culling
695 gr_zbuffer_set(GR_ZBUFF_NONE);
704 v[0].flags = PF_PROJECTED;
711 v[1].sx = i2fl(x + w);
716 v[1].flags = PF_PROJECTED;
723 v[2].sx = i2fl(x + w);
724 v[2].sy = i2fl(y + h);
728 v[2].flags = PF_PROJECTED;
736 v[3].sy = i2fl(y + h);
740 v[3].flags = PF_PROJECTED;
748 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
752 // restore zbuffer and culling
753 gr_zbuffer_set(saved_zbuf);
757 void gr_opengl_rect(int x,int y,int w,int h)
759 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);
762 void gr_opengl_shade(int x,int y,int w,int h)
769 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
770 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
771 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
772 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
773 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
774 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
775 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
776 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
778 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
781 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
786 if ( !gr_screen.current_color.is_alphacolor ) return;
788 float u_scale, v_scale;
790 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
791 // Couldn't set texture
792 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
796 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
798 float u0, u1, v0, v1;
799 float x1, x2, y1, y2;
802 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
804 u0 = u_scale*i2fl(sx)/i2fl(bw);
805 v0 = v_scale*i2fl(sy)/i2fl(bh);
807 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
808 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
810 x1 = i2fl(x+gr_screen.offset_x);
811 y1 = i2fl(y+gr_screen.offset_y);
812 x2 = i2fl(x+w+gr_screen.offset_x);
813 y2 = i2fl(y+h+gr_screen.offset_y);
815 if ( gr_screen.current_color.is_alphacolor ) {
816 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
818 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
822 glTexCoord2f (u0, v1);
823 glVertex3f (x1, y2, -0.99);
825 glTexCoord2f (u1, v1);
826 glVertex3f (x2, y2, -0.99);
828 glTexCoord2f (u1, v0);
829 glVertex3f (x2, y1, -0.99);
831 glTexCoord2f (u0, v0);
832 glVertex3f (x1, y1, -0.99);
836 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
843 int dx1=x, dx2=x+w-1;
844 int dy1=y, dy2=y+h-1;
847 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
852 if ( count > 1 ) Int3();
856 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
857 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
858 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
859 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
860 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
861 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
888 if ( w < 1 ) return; // clipped away!
889 if ( h < 1 ) return; // clipped away!
893 // Make sure clipping algorithm works
897 Assert( w == (dx2-dx1+1) );
898 Assert( h == (dy2-dy1+1) );
901 Assert( sx+w <= bw );
902 Assert( sy+h <= bh );
903 Assert( dx2 >= dx1 );
904 Assert( dy2 >= dy1 );
905 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
906 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
907 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
908 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
911 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
912 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
915 void gr_opengl_aabitmap(int x, int y)
919 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
920 int dx1=x, dx2=x+w-1;
921 int dy1=y, dy2=y+h-1;
924 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
925 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
926 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
927 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
928 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
929 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
931 if ( sx < 0 ) return;
932 if ( sy < 0 ) return;
933 if ( sx >= w ) return;
934 if ( sy >= h ) return;
936 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
937 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
940 void gr_opengl_string( int sx, int sy, char *s )
942 int width, spacing, letter;
945 if ( !Current_font ) {
949 gr_set_bitmap(Current_font->bitmap_id);
954 if (sx==0x8000) { //centered
955 x = get_centered_x(s);
967 y += Current_font->h;
968 if (sx==0x8000) { //centered
969 x = get_centered_x(s);
976 letter = get_char_width(s[0],s[1],&width,&spacing);
979 //not in font, draw as space
987 // Check if this character is totally clipped
988 if ( x + width < gr_screen.clip_left ) continue;
989 if ( y + Current_font->h < gr_screen.clip_top ) continue;
990 if ( x > gr_screen.clip_right ) continue;
991 if ( y > gr_screen.clip_bottom ) continue;
994 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
995 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
999 wc = width - xd; hc = Current_font->h - yd;
1000 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1001 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1003 if ( wc < 1 ) continue;
1004 if ( hc < 1 ) continue;
1006 int u = Current_font->bm_u[letter];
1007 int v = Current_font->bm_v[letter];
1009 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1013 void gr_opengl_line(int x1,int y1,int x2,int y2)
1015 int clipped = 0, swapped=0;
1017 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1019 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);
1024 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1025 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1026 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1027 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1029 if ( x1 == x2 && y1 == y2 ) {
1030 glBegin (GL_POINTS);
1031 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1032 glVertex3f (sx1, sy1, -0.99f);
1044 } else if ( y1 == y2 ) {
1053 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1054 glVertex3f (sx2, sy2, -0.99f);
1055 glVertex3f (sx1, sy1, -0.99f);
1059 void gr_opengl_aaline(vertex *v1, vertex *v2)
1061 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1064 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1066 int clipped = 0, swapped=0;
1068 if ( !gr_screen.current_color.is_alphacolor ) {
1069 gr_line( x1, y1, x2, y2 );
1073 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);
1075 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1077 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1078 int ba = swapped ? gr_screen.current_color.alpha : 0;
1083 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1084 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1085 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1086 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1094 } else if ( y1 == y2 ) {
1103 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1104 glVertex3f (sx2, sy2, -0.99f);
1105 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1106 glVertex3f (sx1, sy1, -0.99f);
1110 void gr_opengl_circle( int xc, int yc, int d )
1120 if ( (xc+r) < gr_screen.clip_left ) return;
1121 if ( (xc-r) > gr_screen.clip_right ) return;
1122 if ( (yc+r) < gr_screen.clip_top ) return;
1123 if ( (yc-r) > gr_screen.clip_bottom ) return;
1126 // Draw the first octant
1127 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1128 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1133 // Draw the second octant
1134 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1135 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1143 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1144 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1149 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1153 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1154 if (f_float < 0.0f) {
1162 *a = (int)(f_float * 255.0);
1165 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1168 float u_scale = 1.0f, v_scale = 1.0f;
1170 // Make nebula use the texture mapper... this blends the colors better.
1171 if ( flags & TMAP_FLAG_NEBULA ){
1175 gr_texture_source texture_source = (gr_texture_source)-1;
1176 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1177 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1179 if ( gr_zbuffering ) {
1180 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1181 zbuffer_type = ZBUFFER_TYPE_READ;
1183 zbuffer_type = ZBUFFER_TYPE_FULL;
1186 zbuffer_type = ZBUFFER_TYPE_NONE;
1191 int tmap_type = TCACHE_TYPE_NORMAL;
1195 if ( flags & TMAP_FLAG_TEXTURED ) {
1198 r = gr_screen.current_color.red;
1199 g = gr_screen.current_color.green;
1200 b = gr_screen.current_color.blue;
1203 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1206 tmap_type = TCACHE_TYPE_NORMAL;
1207 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1209 // Blend with screen pixel using src*alpha+dst
1210 float factor = gr_screen.current_alpha;
1214 if ( factor <= 1.0f ) {
1215 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1216 r = (r*tmp_alpha)/255;
1217 g = (g*tmp_alpha)/255;
1218 b = (b*tmp_alpha)/255;
1221 tmap_type = TCACHE_TYPE_XPARENT;
1223 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1225 // Blend with screen pixel using src*alpha+dst
1226 float factor = gr_screen.current_alpha;
1228 if ( factor > 1.0f ) {
1231 alpha = fl2i(gr_screen.current_alpha*255.0f);
1235 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1236 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1238 alpha_blend = ALPHA_BLEND_NONE;
1243 if(flags & TMAP_FLAG_BITMAP_SECTION){
1244 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1247 texture_source = TEXTURE_SOURCE_NONE;
1249 if ( flags & TMAP_FLAG_TEXTURED ) {
1250 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 ))
1252 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1256 // use nonfiltered textures for bitmap sections
1257 if(flags & TMAP_FLAG_BITMAP_SECTION){
1258 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1260 texture_source = TEXTURE_SOURCE_DECAL;
1265 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1267 if ( flags & TMAP_FLAG_TEXTURED )
1273 if (flags & TMAP_FLAG_PIXEL_FOG) {
1279 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1281 vertex * va = verts[i];
1285 x = fl2i(va->sx*16.0f);
1286 y = fl2i(va->sy*16.0f);
1288 x += gr_screen.offset_x*16;
1289 y += gr_screen.offset_y*16;
1291 sx = i2fl(x) / 16.0f;
1292 sy = i2fl(y) / 16.0f;
1294 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1305 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1308 glBegin(GL_TRIANGLE_FAN);
1309 for (i = nv-1; i >= 0; i--) {
1310 vertex * va = verts[i];
1316 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1317 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1326 if ( flags & TMAP_FLAG_CORRECT ) {
1332 if (flags & TMAP_FLAG_ALPHA) {
1338 if (flags & TMAP_FLAG_NEBULA ) {
1339 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1340 r = gr_palette[pal*3+0];
1341 g = gr_palette[pal*3+1];
1342 b = gr_palette[pal*3+2];
1343 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1344 r = Gr_gamma_lookup[verts[i]->b];
1345 g = Gr_gamma_lookup[verts[i]->b];
1346 b = Gr_gamma_lookup[verts[i]->b];
1347 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1348 // Make 0.75 be 256.0f
1349 r = Gr_gamma_lookup[verts[i]->r];
1350 g = Gr_gamma_lookup[verts[i]->g];
1351 b = Gr_gamma_lookup[verts[i]->b];
1353 // use constant RGB values...
1355 glColor4ub (r,g,b,a);
1357 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1360 /* this is for GL_EXT_SECONDARY_COLOR */
1361 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1362 /* do separate color call here */
1368 x = fl2i(va->sx*16.0f);
1369 y = fl2i(va->sy*16.0f);
1371 x += gr_screen.offset_x*16;
1372 y += gr_screen.offset_y*16;
1374 sx = i2fl(x) / 16.0f;
1375 sy = i2fl(y) / 16.0f;
1377 if ( flags & TMAP_FLAG_TEXTURED ) {
1380 glTexCoord2f(tu, tv);
1383 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1388 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1390 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1393 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1395 void gr_opengl_scaler(vertex *va, vertex *vb )
1397 float x0, y0, x1, y1;
1398 float u0, v0, u1, v1;
1399 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1400 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1401 float xmin, xmax, ymin, ymax;
1402 int dx0, dy0, dx1, dy1;
1404 //============= CLIP IT =====================
1406 x0 = va->sx; y0 = va->sy;
1407 x1 = vb->sx; y1 = vb->sy;
1409 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1410 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1412 u0 = va->u; v0 = va->v;
1413 u1 = vb->u; v1 = vb->v;
1415 // Check for obviously offscreen bitmaps...
1416 if ( (y1<=y0) || (x1<=x0) ) return;
1417 if ( (x1<xmin ) || (x0>xmax) ) return;
1418 if ( (y1<ymin ) || (y0>ymax) ) return;
1420 clipped_u0 = u0; clipped_v0 = v0;
1421 clipped_u1 = u1; clipped_v1 = v1;
1423 clipped_x0 = x0; clipped_y0 = y0;
1424 clipped_x1 = x1; clipped_y1 = y1;
1426 // Clip the left, moving u0 right as necessary
1428 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1432 // Clip the right, moving u1 left as necessary
1434 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1438 // Clip the top, moving v0 down as necessary
1440 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1444 // Clip the bottom, moving v1 up as necessary
1446 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1450 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1451 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1453 if (dx1<=dx0) return;
1454 if (dy1<=dy0) return;
1456 //============= DRAW IT =====================
1470 v[1].sx = clipped_x1;
1471 v[1].sy = clipped_y0;
1474 v[1].u = clipped_u1;
1475 v[1].v = clipped_v0;
1478 v[2].sx = clipped_x1;
1479 v[2].sy = clipped_y1;
1482 v[2].u = clipped_u1;
1483 v[2].v = clipped_v1;
1486 v[3].sx = clipped_x0;
1487 v[3].sy = clipped_y1;
1490 v[3].u = clipped_u0;
1491 v[3].v = clipped_v1;
1493 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1496 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1500 void gr_opengl_get_color( int * r, int * g, int * b )
1502 if (r) *r = gr_screen.current_color.red;
1503 if (g) *g = gr_screen.current_color.green;
1504 if (b) *b = gr_screen.current_color.blue;
1507 void gr_opengl_init_color(color *c, int r, int g, int b)
1509 c->screen_sig = gr_screen.signature;
1510 c->red = (unsigned char)r;
1511 c->green = (unsigned char)g;
1512 c->blue = (unsigned char)b;
1514 c->ac_type = AC_TYPE_NONE;
1516 c->is_alphacolor = 0;
1520 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1522 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1523 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1524 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1525 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1527 gr_opengl_init_color( clr, r, g, b );
1529 clr->alpha = (unsigned char)alpha;
1530 clr->ac_type = (ubyte)type;
1531 clr->alphacolor = -1;
1532 clr->is_alphacolor = 1;
1535 void gr_opengl_set_color( int r, int g, int b )
1537 Assert((r >= 0) && (r < 256));
1538 Assert((g >= 0) && (g < 256));
1539 Assert((b >= 0) && (b < 256));
1541 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1544 void gr_opengl_set_color_fast(color *dst)
1546 if ( dst->screen_sig != gr_screen.signature ) {
1547 if ( dst->is_alphacolor ) {
1548 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1550 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1553 gr_screen.current_color = *dst;
1556 void gr_opengl_print_screen(char *filename)
1561 int gr_opengl_supports_res_ingame(int res)
1568 int gr_opengl_supports_res_interface(int res)
1575 static void opengl_tcache_cleanup ();
1577 void gr_opengl_cleanup()
1579 if ( !Inited ) return;
1586 opengl_tcache_cleanup ();
1591 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1593 Assert((r >= 0) && (r < 256));
1594 Assert((g >= 0) && (g < 256));
1595 Assert((b >= 0) && (b < 256));
1597 if (fog_mode == GR_FOGMODE_NONE) {
1598 if (gr_screen.current_fog_mode != fog_mode) {
1601 gr_screen.current_fog_mode = fog_mode;
1606 if (gr_screen.current_fog_mode != fog_mode) {
1609 if (D3D_fog_mode == 2) {
1610 glFogi(GL_FOG_MODE, GL_LINEAR);
1613 gr_screen.current_fog_mode = fog_mode;
1616 if ( (gr_screen.current_fog_color.red != r) ||
1617 (gr_screen.current_fog_color.green != g) ||
1618 (gr_screen.current_fog_color.blue != b) ) {
1621 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1623 fc[0] = (float)r/255.0;
1624 fc[1] = (float)g/255.0;
1625 fc[2] = (float)b/255.0;
1628 glFogfv(GL_FOG_COLOR, fc);
1631 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1632 ((fog_near != gr_screen.fog_near) ||
1633 (fog_far != gr_screen.fog_far)) ) {
1634 gr_screen.fog_near = fog_near;
1635 gr_screen.fog_far = fog_far;
1637 if (D3D_fog_mode == 2) {
1638 glFogf(GL_FOG_START, fog_near);
1639 glFogf(GL_FOG_END, fog_far);
1644 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1649 void gr_opengl_set_cull(int cull)
1652 glEnable (GL_CULL_FACE);
1653 glFrontFace (GL_CCW);
1655 glDisable (GL_CULL_FACE);
1659 void gr_opengl_filter_set(int filter)
1664 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1667 gr_set_bitmap(bmap1);
1670 gr_set_bitmap(bmap2);
1676 typedef struct tcache_slot_opengl {
1677 GLuint texture_handle;
1678 float u_scale, v_scale;
1681 int used_this_frame;
1686 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1687 tcache_slot_opengl *parent;
1689 gr_texture_source texture_mode;
1690 } tcache_slot_opengl;
1692 static void *Texture_sections = NULL;
1693 static tcache_slot_opengl *Textures = NULL;
1695 static tcache_slot_opengl *GL_bound_texture;
1697 int GL_texture_sections = 0;
1698 int GL_texture_ram = 0;
1699 int GL_frame_count = 0;
1700 int GL_min_texture_width = 0;
1701 int GL_max_texture_width = 0;
1702 int GL_min_texture_height = 0;
1703 int GL_max_texture_height = 0;
1704 int GL_square_textures = 0;
1705 int GL_textures_in = 0;
1706 int GL_textures_in_frame = 0;
1707 int GL_last_bitmap_id = -1;
1708 int GL_last_detail = -1;
1709 int GL_last_bitmap_type = -1;
1710 int GL_last_section_x = -1;
1711 int GL_last_section_y = -1;
1715 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
1717 static void gr_opengl_set_texture_state(gr_texture_source ts)
1719 if (ts == TEXTURE_SOURCE_NONE) {
1720 GL_bound_texture = NULL;
1722 glBindTexture(GL_TEXTURE_2D, 0);
1723 gr_tcache_set(-1, -1, NULL, NULL );
1724 } else if (GL_bound_texture &&
1725 GL_bound_texture->texture_mode != ts) {
1727 case TEXTURE_SOURCE_DECAL:
1728 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1729 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1731 case TEXTURE_SOURCE_NO_FILTERING:
1732 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1733 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1739 GL_bound_texture->texture_mode = ts;
1742 GL_current_texture_source = ts;
1745 static int opengl_max_tex_size_get()
1747 GLint max_texture_size = 0;
1749 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_texture_size );
1750 return max_texture_size;
1753 static void opengl_tcache_init (int use_sections)
1757 // DDOI - FIXME skipped a lot of stuff here
1758 GL_should_preload = 0;
1760 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1763 if ( tmp_pl == 0 ) {
1764 GL_should_preload = 0;
1765 } else if ( tmp_pl == 1 ) {
1766 GL_should_preload = 1;
1768 GL_should_preload = 1;
1773 GL_min_texture_width = 16;
1774 GL_min_texture_height = 16;
1776 GL_max_texture_width = opengl_max_tex_size_get();
1777 GL_max_texture_height = opengl_max_tex_size_get();
1779 /* TODO: why don't textures work correctly when this is disabled? */
1780 GL_square_textures = 1;
1782 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1788 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1789 if(!Texture_sections){
1792 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1795 // Init the texture structures
1796 int section_count = 0;
1797 for( i=0; i<MAX_BITMAPS; i++ ) {
1799 Textures[i].vram_texture = NULL;
1800 Textures[i].vram_texture_surface = NULL;
1802 Textures[i].texture_handle = 0;
1804 Textures[i].bitmap_id = -1;
1805 Textures[i].size = 0;
1806 Textures[i].used_this_frame = 0;
1808 Textures[i].parent = NULL;
1810 // allocate sections
1812 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1813 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1814 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1815 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1817 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1818 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1820 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1821 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1822 Textures[i].data_sections[idx][s_idx]->size = 0;
1823 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1827 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1828 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1829 Textures[i].data_sections[idx][s_idx] = NULL;
1835 GL_texture_sections = use_sections;
1837 //GL_last_detail = Detail.hardware_textures;
1838 GL_last_bitmap_id = -1;
1839 GL_last_bitmap_type = -1;
1841 GL_last_section_x = -1;
1842 GL_last_section_y = -1;
1845 GL_textures_in_frame = 0;
1848 static int opengl_free_texture (tcache_slot_opengl *t);
1850 void opengl_free_texture_with_handle(int handle)
1852 for(int i=0; i<MAX_BITMAPS; i++ ) {
1853 if (Textures[i].bitmap_id == handle) {
1854 Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1855 opengl_free_texture ( &Textures[i] );
1860 static void opengl_tcache_flush ()
1864 for( i=0; i<MAX_BITMAPS; i++ ) {
1865 opengl_free_texture ( &Textures[i] );
1867 if (GL_textures_in != 0) {
1868 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1872 GL_last_bitmap_id = -1;
1873 GL_last_section_x = -1;
1874 GL_last_section_y = -1;
1877 static void opengl_tcache_cleanup ()
1879 opengl_tcache_flush ();
1882 GL_textures_in_frame = 0;
1889 if( Texture_sections != NULL ){
1890 free(Texture_sections);
1891 Texture_sections = NULL;
1895 static void opengl_tcache_frame ()
1899 GL_last_bitmap_id = -1;
1900 GL_textures_in_frame = 0;
1906 for( i=0; i<MAX_BITMAPS; i++ ) {
1907 Textures[i].used_this_frame = 0;
1910 if(Textures[i].data_sections[0][0] != NULL){
1911 Assert(GL_texture_sections);
1912 if(GL_texture_sections){
1913 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1914 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1915 if(Textures[i].data_sections[idx][s_idx] != NULL){
1916 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1926 opengl_tcache_flush();
1931 static int opengl_free_texture ( tcache_slot_opengl *t )
1937 if ( t->bitmap_id > -1 ) {
1938 // if I, or any of my children have been used this frame, bail
1939 if(t->used_this_frame == GL_frame_count){
1942 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1943 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1944 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame == GL_frame_count)){
1950 // ok, now we know its legal to free everything safely
1951 t->texture_mode = (gr_texture_source) -1;
1952 glDeleteTextures (1, &t->texture_handle);
1953 t->texture_handle = 0;
1955 if ( GL_last_bitmap_id == t->bitmap_id ) {
1956 GL_last_bitmap_id = -1;
1959 // if this guy has children, free them too, since the children
1960 // actually make up his size
1961 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1962 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1963 if(t->data_sections[idx][s_idx] != NULL){
1964 opengl_free_texture(t->data_sections[idx][s_idx]);
1970 t->used_this_frame = 0;
1971 GL_textures_in -= t->size;
1977 static void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1983 if((w_out == NULL) || (h_out == NULL)){
1991 for (i=0; i<16; i++ ) {
1992 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1997 for (j=0; j<16; j++ ) {
1998 if ( (tex_h > (1<<j)) && (tex_h <= (1<<(j+1))) ) {
2003 /* make i the smaller one */
2011 /* try to keep a 8:1 ratio */
2013 /* increase i, or decrease j? */
2021 if ( tex_w < GL_min_texture_width ) {
2022 tex_w = GL_min_texture_width;
2023 } else if ( tex_w > GL_max_texture_width ) {
2024 tex_w = GL_max_texture_width;
2027 if ( tex_h < GL_min_texture_height ) {
2028 tex_h = GL_min_texture_height;
2029 } else if ( tex_h > GL_max_texture_height ) {
2030 tex_h = GL_max_texture_height;
2033 if ( GL_square_textures) {
2035 // Make the both be equal to larger of the two
2036 new_size = max(tex_w, tex_h);
2041 // store the outgoing size
2046 // data == start of bitmap data
2047 // sx == x offset into bitmap
2048 // sy == y offset into bitmap
2049 // src_w == absolute width of section on source bitmap
2050 // src_h == absolute height of section on source bitmap
2051 // bmap_w == width of source bitmap
2052 // bmap_h == height of source bitmap
2053 // tex_w == width of final texture
2054 // tex_h == height of final texture
2055 static 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)
2065 if ( t->used_this_frame == GL_frame_count ) {
2066 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2071 if(!opengl_free_texture(t)){
2076 // get final texture size
2077 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2079 if ( (tex_w < 1) || (tex_h < 1) ) {
2080 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2084 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2085 t->u_scale = (float)bmap_w / (float)tex_w;
2086 t->v_scale = (float)bmap_h / (float)tex_h;
2087 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2088 t->u_scale = (float)src_w / (float)tex_w;
2089 t->v_scale = (float)src_h / (float)tex_h;
2096 glGenTextures (1, &t->texture_handle);
2099 if (t->texture_handle == 0) {
2100 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2104 GL_bound_texture = t;
2106 GL_bound_texture->texture_mode = (gr_texture_source) -1;
2108 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2110 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2111 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2112 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2114 /* this should be set next anyway */
2115 // if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2116 // gr_opengl_set_texture_state(GL_current_texture_source);
2121 switch (bitmap_type) {
2123 case TCACHE_TYPE_AABITMAP:
2126 ubyte *bmp_data = ((ubyte*)data);
2132 for (i=0; i<16; i++) {
2133 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2136 for ( ; i<256; i++ ) {
2140 texmem = (ubyte *) malloc (tex_w*tex_h);
2143 for (i=0;i<tex_h;i++)
2145 for (j=0;j<tex_w;j++)
2147 if (i < bmap_h && j < bmap_w) {
2148 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2157 glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, tex_w, tex_h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texmem);
2163 case TCACHE_TYPE_BITMAP_SECTION:
2166 ubyte *bmp_data = ((ubyte*)data);
2167 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2168 ubyte *texmemp = texmem;
2170 for (i=0;i<tex_h;i++)
2172 for (j=0;j<tex_w;j++)
2174 if (i < src_h && j < src_w) {
2175 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2176 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2184 size = tex_w*tex_h*2;
2186 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2187 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2195 ubyte *bmp_data = ((ubyte*)data);
2196 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2197 ubyte *texmemp = texmem;
2199 fix u, utmp, v, du, dv;
2203 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2204 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2206 for (j=0;j<tex_h;j++)
2209 for (i=0;i<tex_w;i++)
2211 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2212 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2218 size = tex_w*tex_h*2;
2220 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2221 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2229 t->bitmap_id = texture_handle;
2230 t->time_created = GL_frame_count;
2231 t->used_this_frame = 0;
2233 t->w = (ushort)tex_w;
2234 t->h = (ushort)tex_h;
2236 GL_textures_in_frame += t->size;
2238 GL_textures_in += t->size;
2244 static int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2248 int final_w, final_h;
2252 // setup texture/bitmap flags
2254 switch(bitmap_type){
2255 case TCACHE_TYPE_AABITMAP:
2256 flags |= BMP_AABITMAP;
2259 case TCACHE_TYPE_NORMAL:
2260 flags |= BMP_TEX_OTHER;
2261 case TCACHE_TYPE_XPARENT:
2262 flags |= BMP_TEX_XPARENT;
2264 case TCACHE_TYPE_NONDARKENING:
2266 flags |= BMP_TEX_NONDARK;
2270 // lock the bitmap into the proper format
2271 bmp = bm_lock(bitmap_handle, bpp, flags);
2272 if ( bmp == NULL ) {
2273 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2282 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2283 // max_w /= D3D_texture_divider;
2284 // max_h /= D3D_texture_divider;
2286 // Detail.debris_culling goes from 0 to 4.
2287 max_w /= (16 >> Detail.hardware_textures);
2288 max_h /= (16 >> Detail.hardware_textures);
2292 // get final texture size as it will be allocated as a DD surface
2293 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2295 // if this tcache slot has no bitmap
2296 if ( tslot->bitmap_id < 0) {
2299 // different bitmap altogether - determine if the new one can use the old one's slot
2300 else if (tslot->bitmap_id != bitmap_handle) {
2301 if((final_w == tslot->w) && (final_h == tslot->h)){
2303 //ml_printf("Reloading texture %d\n", bitmap_handle);
2310 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);
2312 // unlock the bitmap
2313 bm_unlock(bitmap_handle);
2318 static int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2322 int final_w, final_h;
2323 int section_x, section_y;
2326 // setup texture/bitmap flags
2327 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2328 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2329 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2331 flags = BMP_TEX_XPARENT;
2333 // lock the bitmap in the proper format
2334 bmp = bm_lock(bitmap_handle, 16, flags);
2335 if ( bmp == NULL ) {
2336 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2339 // determine the width and height of this section
2340 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2342 // get final texture size as it will be allocated as an opengl texture
2343 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2345 // if this tcache slot has no bitmap
2346 if ( tslot->bitmap_id < 0) {
2349 // different bitmap altogether - determine if the new one can use the old one's slot
2350 else if (tslot->bitmap_id != bitmap_handle) {
2351 if((final_w == tslot->w) && (final_h == tslot->h)){
2359 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);
2361 // unlock the bitmap
2362 bm_unlock(bitmap_handle);
2368 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2369 static 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)
2378 GL_last_bitmap_id = -1;
2382 if ( GL_last_detail != Detail.hardware_textures ) {
2383 GL_last_detail = Detail.hardware_textures;
2384 opengl_tcache_flush();
2391 int n = bm_get_cache_slot (bitmap_id, 1);
2392 tcache_slot_opengl *t = &Textures[n];
2394 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)) {
2395 t->used_this_frame = GL_frame_count;
2397 // mark all children as used
2398 if(GL_texture_sections){
2399 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2400 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2401 if(t->data_sections[idx][s_idx] != NULL){
2402 t->data_sections[idx][s_idx]->used_this_frame = GL_frame_count;
2408 *u_scale = t->u_scale;
2409 *v_scale = t->v_scale;
2413 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2414 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2415 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2421 // if the texture sections haven't been created yet
2422 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2424 // lock the bitmap in the proper format
2425 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2426 bm_unlock(bitmap_id);
2428 // now lets do something for each texture
2430 for(idx=0; idx<bmp->sections.num_x; idx++){
2431 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2432 // hmm. i'd rather we didn't have to do it this way...
2433 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2437 // not used this frame
2438 t->data_sections[idx][s_idx]->used_this_frame = 0;
2442 // zero out pretty much everything in the parent struct since he's just the root
2443 t->bitmap_id = bitmap_id;
2444 t->texture_handle = 0;
2445 t->time_created = t->data_sections[sx][sy]->time_created;
2446 t->used_this_frame = 0;
2448 t->vram_texture = NULL;
2449 t->vram_texture_surface = NULL
2453 // argh. we failed to upload. free anything we can
2455 opengl_free_texture(t);
2457 // swap in the texture we want
2459 t = t->data_sections[sx][sy];
2462 // all other "normal" textures
2463 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2464 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2467 // everything went ok
2468 if(ret_val && (t->texture_handle) && !vram_full){
2469 *u_scale = t->u_scale;
2470 *v_scale = t->v_scale;
2472 GL_bound_texture = t;
2474 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2476 /* this should be set next anyway */
2477 // if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2478 // gr_opengl_set_texture_state(GL_current_texture_source);
2481 GL_last_bitmap_id = t->bitmap_id;
2482 GL_last_bitmap_type = bitmap_type;
2483 GL_last_section_x = sx;
2484 GL_last_section_y = sy;
2486 t->used_this_frame = GL_frame_count;
2490 GL_last_bitmap_id = -1;
2491 GL_last_bitmap_type = -1;
2493 GL_last_section_x = -1;
2494 GL_last_section_y = -1;
2496 GL_bound_texture = NULL;
2498 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2505 void gr_opengl_set_clear_color(int r, int g, int b)
2507 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2510 void gr_opengl_flash(int r, int g, int b)
2516 if ( r || g || b ) {
2517 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2519 float x1, x2, y1, y2;
2520 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2521 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2522 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2523 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2525 glColor4ub(r, g, b, 255);
2527 glVertex3f (x1, y2, -0.99);
2529 glVertex3f (x2, y2, -0.99);
2531 glVertex3f (x2, y1, -0.99);
2533 glVertex3f (x1, y1, -0.99);
2538 int gr_opengl_zbuffer_get()
2540 if ( !gr_global_zbuffering ) {
2541 return GR_ZBUFF_NONE;
2543 return gr_zbuffering_mode;
2546 int gr_opengl_zbuffer_set(int mode)
2548 int tmp = gr_zbuffering_mode;
2550 gr_zbuffering_mode = mode;
2552 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2560 void gr_opengl_zbuffer_clear(int mode)
2564 gr_zbuffering_mode = GR_ZBUFF_FULL;
2565 gr_global_zbuffering = 1;
2567 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2568 glClear ( GL_DEPTH_BUFFER_BIT );
2571 gr_zbuffering_mode = GR_ZBUFF_NONE;
2572 gr_global_zbuffering = 0;
2576 void gr_opengl_set_gamma(float gamma)
2579 Gr_gamma_int = int (Gr_gamma*10);
2581 // Create the Gamma lookup table
2583 for (i=0;i<256; i++) {
2584 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2587 } else if ( v < 0 ) {
2590 Gr_gamma_lookup[i] = v;
2593 // Flush any existing textures
2594 opengl_tcache_flush();
2597 void gr_opengl_fade_in(int instantaneous)
2602 void gr_opengl_fade_out(int instantaneous)
2607 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2610 glReadBuffer(GL_FRONT);
2612 glReadBuffer(GL_BACK);
2615 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2617 glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2619 if (gr_screen.bits_per_pixel == 15) {
2620 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2621 } else if (gr_screen.bits_per_pixel == 32) {
2622 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2625 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2628 static int Gr_opengl_mouse_saved = 0;
2629 static int Gr_opengl_mouse_saved_x1 = 0;
2630 static int Gr_opengl_mouse_saved_y1 = 0;
2631 static int Gr_opengl_mouse_saved_x2 = 0;
2632 static int Gr_opengl_mouse_saved_y2 = 0;
2633 static int Gr_opengl_mouse_saved_w = 0;
2634 static int Gr_opengl_mouse_saved_h = 0;
2635 #define MAX_SAVE_SIZE (32*32)
2636 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2638 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2640 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2642 Gr_opengl_mouse_saved_x1 = x;
2643 Gr_opengl_mouse_saved_y1 = y;
2644 Gr_opengl_mouse_saved_x2 = x+w-1;
2645 Gr_opengl_mouse_saved_y2 = y+h-1;
2647 CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2648 CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2649 CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2650 CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2652 Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2653 Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2655 if ( Gr_opengl_mouse_saved_w < 1 ) return;
2656 if ( Gr_opengl_mouse_saved_h < 1 ) return;
2658 Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2660 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2662 glReadBuffer(GL_BACK);
2663 glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_opengl_mouse_saved_data);
2665 Gr_opengl_mouse_saved = 1;
2668 int gr_opengl_save_screen()
2672 if ( Gr_saved_screen ) {
2673 mprintf(( "Screen alread saved!\n" ));
2677 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2678 if (!Gr_saved_screen) {
2679 mprintf(( "Couldn't get memory for saved screen!\n" ));
2683 char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2684 if (!Gr_saved_screen_tmp) {
2685 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2689 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2691 glReadBuffer(GL_FRONT);
2692 glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen_tmp);
2696 sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2697 dptr = (ubyte *)Gr_saved_screen;
2698 for (int j = 0; j < gr_screen.max_h; j++) {
2699 sptr -= gr_screen.max_w*2;
2700 memcpy(dptr, sptr, gr_screen.max_w*2);
2701 dptr += gr_screen.max_w*2;
2704 free(Gr_saved_screen_tmp);
2706 if (Gr_opengl_mouse_saved) {
2707 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2708 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
2709 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2710 memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2713 dptr -= gr_screen.max_w*2;
2717 // this leaks texture handles, and the opengl doesn't currently
2718 // perform some sort of garbage collection, so a hack was added
2719 // to bmpman to make it free textures when released
2720 Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2722 return Gr_saved_screen_bitmap;
2725 void gr_opengl_restore_screen(int id)
2729 if ( !Gr_saved_screen ) {
2734 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2736 gr_set_bitmap(Gr_saved_screen_bitmap);
2740 void gr_opengl_free_screen(int id)
2742 bm_release(Gr_saved_screen_bitmap);
2744 if ( Gr_saved_screen ) {
2745 free( Gr_saved_screen );
2746 Gr_saved_screen = NULL;
2750 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2755 void gr_opengl_dump_frame_stop()
2760 void gr_opengl_dump_frame()
2765 uint gr_opengl_lock()
2772 void gr_opengl_unlock()
2776 void opengl_zbias(int bias)
2779 glEnable(GL_POLYGON_OFFSET_FILL);
2780 glPolygonOffset(0.0, -bias);
2782 glDisable(GL_POLYGON_OFFSET_FILL);
2786 extern char *Osreg_title;
2787 void gr_opengl_init()
2790 gr_opengl_cleanup();
2794 mprintf(( "Initializing opengl graphics device...\n" ));
2798 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2800 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2806 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2807 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2808 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2809 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2810 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2812 int flags = SDL_OPENGL;
2814 if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2815 flags |= SDL_FULLSCREEN;
2817 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2819 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2824 SDL_WM_SetCaption (Osreg_title, "FS2");
2826 /* might as well put this here */
2827 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2829 GL_use_luminance_alpha = os_config_read_uint(NOX("OpenGL"), NOX("UseLuminanceAlpha"), 0);
2831 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2833 glMatrixMode(GL_PROJECTION);
2835 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2836 glMatrixMode(GL_MODELVIEW);
2839 glShadeModel(GL_SMOOTH);
2840 glEnable(GL_DITHER);
2841 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2842 glHint(GL_FOG_HINT, GL_NICEST);
2844 glEnable(GL_DEPTH_TEST);
2847 glEnable(GL_TEXTURE_2D);
2849 glDepthRange(0.0, 1.0);
2851 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2852 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2854 D3D_32bit = 1; // grd3d.cpp
2855 extern int D3D_enabled;
2858 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2859 1 = use secondary color ext
2860 2 = use opengl linear fog
2862 D3D_fog_mode = 2; // grd3d.cpp
2866 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2873 gr_screen.bits_per_pixel = 15;
2874 gr_screen.bytes_per_pixel = 2;
2879 Gr_red.mask = 0x7C00;
2884 Gr_green.mask = 0x3E0;
2889 Gr_blue.mask = 0x1F;
2894 gr_screen.bits_per_pixel = 16;
2895 gr_screen.bytes_per_pixel = 2;
2900 Gr_red.mask = 0xF800;
2905 Gr_green.mask = 0x7E0;
2910 Gr_blue.mask = 0x1F;
2915 gr_screen.bits_per_pixel = 32;
2916 gr_screen.bytes_per_pixel = 4;
2921 Gr_red.mask = 0xff0000;
2926 Gr_green.mask = 0xff00;
2931 Gr_blue.mask = 0xff;
2936 Int3(); // Illegal bpp
2939 // DDOI - set these so no one else does!
2940 Gr_ta_red.mask = 0x0f00;
2941 Gr_ta_red.shift = 8;
2942 Gr_ta_red.scale = 16;
2944 Gr_ta_green.mask = 0x00f0;
2945 Gr_ta_green.shift = 4;
2946 Gr_ta_green.scale = 16;
2948 Gr_ta_blue.mask = 0x000f;
2949 Gr_ta_blue.shift = 0;
2950 Gr_ta_blue.scale = 16;
2952 Gr_ta_alpha.mask = 0xf000;
2953 Gr_ta_alpha.shift = 12;
2954 Gr_ta_alpha.scale = 16;
2957 opengl_tcache_init (1);
2960 Gr_current_red = &Gr_red;
2961 Gr_current_blue = &Gr_blue;
2962 Gr_current_green = &Gr_green;
2963 Gr_current_alpha = &Gr_alpha;
2965 gr_screen.gf_flip = gr_opengl_flip;
2966 gr_screen.gf_flip_window = gr_opengl_flip_window;
2967 gr_screen.gf_set_clip = gr_opengl_set_clip;
2968 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2969 gr_screen.gf_set_font = grx_set_font;
2971 gr_screen.gf_set_color = gr_opengl_set_color;
2972 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2973 gr_screen.gf_create_shader = gr_opengl_create_shader;
2974 gr_screen.gf_set_shader = gr_opengl_set_shader;
2975 gr_screen.gf_clear = gr_opengl_clear;
2976 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2977 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2978 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2979 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2981 gr_screen.gf_rect = gr_opengl_rect;
2982 gr_screen.gf_shade = gr_opengl_shade;
2983 gr_screen.gf_string = gr_opengl_string;
2984 gr_screen.gf_circle = gr_opengl_circle;
2986 gr_screen.gf_line = gr_opengl_line;
2987 gr_screen.gf_aaline = gr_opengl_aaline;
2988 gr_screen.gf_pixel = gr_opengl_pixel;
2989 gr_screen.gf_scaler = gr_opengl_scaler;
2990 gr_screen.gf_tmapper = gr_opengl_tmapper;
2992 gr_screen.gf_gradient = gr_opengl_gradient;
2994 gr_screen.gf_set_palette = gr_opengl_set_palette;
2995 gr_screen.gf_get_color = gr_opengl_get_color;
2996 gr_screen.gf_init_color = gr_opengl_init_color;
2997 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2998 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2999 gr_screen.gf_print_screen = gr_opengl_print_screen;
3001 gr_screen.gf_fade_in = gr_opengl_fade_in;
3002 gr_screen.gf_fade_out = gr_opengl_fade_out;
3003 gr_screen.gf_flash = gr_opengl_flash;
3005 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
3006 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
3007 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
3009 gr_screen.gf_save_screen = gr_opengl_save_screen;
3010 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
3011 gr_screen.gf_free_screen = gr_opengl_free_screen;
3013 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3014 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3015 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3017 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3019 gr_screen.gf_lock = gr_opengl_lock;
3020 gr_screen.gf_unlock = gr_opengl_unlock;
3022 gr_screen.gf_fog_set = gr_opengl_fog_set;
3024 gr_screen.gf_get_region = gr_opengl_get_region;
3026 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3028 gr_screen.gf_set_cull = gr_opengl_set_cull;
3030 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3032 gr_screen.gf_filter_set = gr_opengl_filter_set;
3034 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3036 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;