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 1.57 2002/08/31 01:39:13 theoddone33
19 * Speed up the renderer a tad
21 * Revision 1.56 2002/08/01 05:03:11 relnev
24 * Revision 1.55 2002/08/01 04:55:45 relnev
25 * experimenting with texture state
27 * Revision 1.54 2002/07/30 15:00:15 relnev
28 * not use luminance alpha by default
30 * Revision 1.53 2002/06/22 17:08:16 relnev
31 * more fixes to unused alpha code
33 * Revision 1.52 2002/06/21 23:59:14 relnev
34 * moved a gr_opengl_set_state to after the gr_tcache_set
36 * Revision 1.51 2002/06/19 04:52:45 relnev
37 * MacOS X updates (Ryan)
39 * Revision 1.50 2002/06/18 23:20:44 relnev
42 * adjusted line offsets.
44 * Revision 1.49 2002/06/17 23:11:39 relnev
45 * enable sdl key repeating.
49 * Revision 1.48 2002/06/09 04:41:17 relnev
50 * added copyright header
52 * Revision 1.47 2002/06/09 03:16:04 relnev
55 * removed unneeded asm, old sdl 2d setup.
57 * fixed crash caused by opengl_get_region.
59 * Revision 1.46 2002/06/05 04:03:32 relnev
60 * finished cfilesystem.
62 * removed some old code.
64 * fixed mouse save off-by-one.
68 * Revision 1.45 2002/06/03 09:25:37 relnev
69 * implement mouse cursor and screen save/restore
71 * Revision 1.44 2002/06/02 18:46:59 relnev
74 * Revision 1.43 2002/06/02 11:34:00 relnev
77 * Revision 1.42 2002/06/02 10:28:17 relnev
78 * fix texture handle leak
80 * Revision 1.41 2002/06/01 09:00:34 relnev
81 * silly debug memmanager
83 * Revision 1.40 2002/06/01 07:12:33 relnev
84 * a few NDEBUG updates.
86 * removed a few warnings.
88 * Revision 1.39 2002/06/01 05:33:15 relnev
89 * copied more code over.
91 * added scissor clipping.
93 * Revision 1.38 2002/06/01 03:35:27 relnev
96 * Revision 1.37 2002/06/01 03:32:00 relnev
97 * fix texture loading mistake.
99 * enable some d3d stuff for opengl also
101 * Revision 1.36 2002/05/31 23:25:03 relnev
104 * Revision 1.34 2002/05/31 22:15:22 relnev
107 * Revision 1.33 2002/05/31 22:04:55 relnev
108 * use d3d rect_internal
110 * Revision 1.32 2002/05/31 06:28:23 relnev
113 * Revision 1.31 2002/05/31 06:04:39 relnev
116 * Revision 1.30 2002/05/31 03:56:11 theoddone33
117 * Change tmapper polygon winding and enable culling
119 * Revision 1.29 2002/05/31 03:34:02 theoddone33
123 * Revision 1.28 2002/05/31 00:06:59 relnev
126 * Revision 1.27 2002/05/30 23:46:29 theoddone33
127 * some minor key changes (not necessarily fixes)
129 * Revision 1.26 2002/05/30 23:33:12 relnev
130 * implemented a few more functions.
132 * Revision 1.25 2002/05/30 23:01:16 relnev
133 * implement gr_opengl_set_state.
135 * Revision 1.24 2002/05/30 22:12:57 relnev
136 * finish default texture case
138 * Revision 1.23 2002/05/30 22:02:30 theoddone33
141 * Revision 1.22 2002/05/30 21:44:48 relnev
142 * implemented some missing texture stuff.
144 * enable bitmap polys for opengl.
146 * work around greenness in bitmaps.
148 * Revision 1.21 2002/05/30 17:29:30 theoddone33
149 * Fix some more stubs, change at least one polygon winding since culling is now
152 * Revision 1.20 2002/05/30 16:50:24 theoddone33
153 * Keyboard partially fixed
155 * Revision 1.19 2002/05/30 08:13:14 relnev
158 * Revision 1.18 2002/05/29 23:37:36 relnev
161 * Revision 1.17 2002/05/29 23:17:49 theoddone33
162 * Non working text code and fixed keys
164 * Revision 1.16 2002/05/29 19:45:13 theoddone33
165 * More changes on texture loading
167 * Revision 1.15 2002/05/29 19:06:48 theoddone33
168 * Enable string printing. Enable texture mapping
170 * Revision 1.14 2002/05/29 08:54:40 relnev
171 * "fixed" bitmap drawing.
173 * copied more d3d code over.
175 * Revision 1.13 2002/05/29 06:25:13 theoddone33
176 * Keyboard input, mouse tracking now work
178 * Revision 1.12 2002/05/29 04:52:45 relnev
181 * Revision 1.11 2002/05/29 04:29:56 relnev
182 * removed some unncessary stubbing, implemented opengl rect
184 * Revision 1.10 2002/05/29 04:13:27 theoddone33
187 * Revision 1.9 2002/05/29 03:35:51 relnev
190 * Revision 1.8 2002/05/29 03:30:05 relnev
191 * update opengl stubs
193 * Revision 1.7 2002/05/29 02:52:32 theoddone33
194 * Enable OpenGL renderer
196 * Revision 1.6 2002/05/28 04:56:51 theoddone33
197 * runs a little bit now
199 * Revision 1.5 2002/05/28 04:07:28 theoddone33
200 * New graphics stubbing arrangement
202 * Revision 1.4 2002/05/27 23:39:34 relnev
205 * Revision 1.3 2002/05/27 22:35:01 theoddone33
208 * Revision 1.2 2002/05/27 22:32:02 theoddone33
209 * throw all d3d stuff at opengl
211 * Revision 1.1.1.1 2002/05/03 03:28:09 root
215 * 10 7/14/99 9:42a Dave
216 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
219 * 9 7/09/99 9:51a Dave
220 * Added thick polyline code.
222 * 8 6/29/99 10:35a Dave
223 * Interface polygon bitmaps! Whee!
225 * 7 2/03/99 11:44a Dave
226 * Fixed d3d transparent textures.
228 * 6 1/24/99 11:37p Dave
229 * First full rev of beam weapons. Very customizable. Removed some bogus
230 * Int3()'s in low level net code.
232 * 5 12/18/98 1:13a Dave
233 * Rough 1024x768 support for Direct3D. Proper detection and usage through
236 * 4 12/06/98 2:36p Dave
237 * Drastically improved nebula fogging.
239 * 3 11/11/98 5:37p Dave
240 * Checkin for multiplayer testing.
242 * 2 10/07/98 10:53a Dave
245 * 1 10/07/98 10:49a Dave
247 * 14 5/20/98 9:46p John
248 * added code so the places in code that change half the palette don't
249 * have to clear the screen.
251 * 13 5/06/98 5:30p John
252 * Removed unused cfilearchiver. Removed/replaced some unused/little used
253 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
254 * DirectX header files and libs that fixed the Direct3D alpha blending
257 * 12 4/14/98 12:15p John
258 * Made 16-bpp movies work.
260 * 11 3/12/98 5:36p John
261 * Took out any unused shaders. Made shader code take rgbc instead of
262 * matrix and vector since noone used it like a matrix and it would have
263 * been impossible to do in hardware. Made Glide implement a basic
264 * shader for online help.
266 * 10 3/10/98 4:18p John
267 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
268 * & Glide have popups and print screen. Took out all >8bpp software
269 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
270 * support Fred. Made zbuffering key off of functions rather than one
273 * 9 12/02/97 4:00p John
274 * Added first rev of thruster glow, along with variable levels of
275 * translucency, which retquired some restructing of palman.
277 * 8 10/03/97 9:10a John
278 * added better antialiased line drawer
280 * 7 9/23/97 10:45a John
281 * made so you can tell bitblt code to rle a bitmap by passing flag to
284 * 6 9/09/97 11:01a Sandeep
285 * fixed warning level 4 bugs
287 * 5 7/10/97 2:06p John
288 * added code to specify alphablending type for bitmaps.
290 * 4 6/17/97 7:04p John
291 * added d3d support for gradients.
292 * fixed some color bugs by adding screen signatures instead of watching
293 * flags and palette changes.
295 * 3 6/12/97 2:50a Lawrance
296 * bm_unlock() now passed bitmap number, not pointer
298 * 2 6/11/97 1:12p John
299 * Started fixing all the text colors in the game.
301 * 1 5/12/97 12:14p John
308 #include <windowsx.h>
322 #include "floating.h"
324 #include "systemvars.h"
325 #include "grinternal.h"
326 #include "gropengl.h"
330 #include "osregistry.h"
332 static int Inited = 0;
334 typedef enum gr_texture_source {
336 TEXTURE_SOURCE_DECAL,
337 TEXTURE_SOURCE_NO_FILTERING,
340 typedef enum gr_alpha_blend {
341 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
342 ALPHA_BLEND_ADDITIVE, // 1*SrcPixel + 1*DestPixel
343 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
344 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
345 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
348 typedef enum gr_zbuffer_type {
355 #define NEBULA_COLORS 20
357 volatile int GL_activate = 0;
358 volatile int GL_deactivate = 0;
360 static int GL_use_luminance_alpha;
362 static char *Gr_saved_screen = NULL;
363 static int Gr_saved_screen_bitmap;
366 // Throw in some dummy functions - DDOI
368 int D3D_32bit = 0; // grd3d.cpp
369 int D3D_fog_mode = -1; // grd3d.cpp
370 int D3D_inited = 0; // grd3d.cpp
371 int D3D_zbias = 1; // grd3d.cpp
372 int D3d_rendition_uvs = 0; // grd3d.cpp
379 void d3d_zbias (int a)
385 static void gr_opengl_set_texture_state(gr_texture_source ts);
387 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
388 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
390 static void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
392 gr_opengl_set_texture_state(ts);
394 if (ab != GL_current_alpha_blend) {
396 case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
397 glBlendFunc(GL_ONE, GL_ZERO);
399 case ALPHA_BLEND_ADDITIVE: // 1*SrcPixel + 1*DestPixel
400 glBlendFunc(GL_ONE, GL_ONE);
402 case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
403 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
405 case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
406 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
408 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
409 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
415 GL_current_alpha_blend = ab;
418 if (zt != GL_current_zbuffer_type) {
420 case ZBUFFER_TYPE_NONE:
421 glDepthFunc(GL_ALWAYS);
422 glDepthMask(GL_FALSE);
424 case ZBUFFER_TYPE_READ:
425 glDepthFunc(GL_LESS);
426 glDepthMask(GL_FALSE);
428 case ZBUFFER_TYPE_WRITE:
429 glDepthFunc(GL_ALWAYS);
430 glDepthMask(GL_TRUE);
432 case ZBUFFER_TYPE_FULL:
433 glDepthFunc(GL_LESS);
434 glDepthMask(GL_TRUE);
440 GL_current_zbuffer_type = zt;
444 void gr_opengl_activate(int active)
450 make sure window is active and mouse grabbed
456 make sure mouse is not grabbed and window minimized
464 void opengl_tcache_flush ();
466 void gr_opengl_preload_init()
468 if (gr_screen.mode != GR_OPENGL) {
472 opengl_tcache_flush ();
475 int GL_should_preload = 0;
476 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
478 if ( gr_screen.mode != GR_OPENGL) {
482 if ( !GL_should_preload ) {
486 float u_scale, v_scale;
490 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
492 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
496 mprintf(("Texture upload failed!\n" ));
502 void gr_opengl_pixel(int x, int y)
507 void gr_opengl_clear()
509 glClearColor(gr_screen.current_clear_color.red / 255.0,
510 gr_screen.current_clear_color.green / 255.0,
511 gr_screen.current_clear_color.blue / 255.0, 1.0);
513 glClear ( GL_COLOR_BUFFER_BIT );
516 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
517 void opengl_tcache_frame ();
518 void gr_opengl_flip()
526 extern int Gr_opengl_mouse_saved;
527 Gr_opengl_mouse_saved = 0;
529 if ( mouse_is_visible() ) {
533 mouse_get_pos( &mx, &my );
535 gr_opengl_save_mouse_area(mx,my,32,32);
537 if ( Gr_cursor == -1 ) {
540 gr_set_bitmap(Gr_cursor);
546 GLenum error = glGetError();
549 error = glGetError();
551 if (error != GL_NO_ERROR) {
552 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
555 } while (error != GL_NO_ERROR);
558 SDL_GL_SwapBuffers ();
560 opengl_tcache_frame ();
562 int cnt = GL_activate;
565 opengl_tcache_flush();
566 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
572 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
576 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
581 void gr_opengl_set_clip(int x,int y,int w,int h)
583 // check for sanity of parameters
589 if (x >= gr_screen.max_w)
590 x = gr_screen.max_w - 1;
591 if (y >= gr_screen.max_h)
592 y = gr_screen.max_h - 1;
594 if (x + w > gr_screen.max_w)
595 w = gr_screen.max_w - x;
596 if (y + h > gr_screen.max_h)
597 h = gr_screen.max_h - y;
599 if (w > gr_screen.max_w)
601 if (h > gr_screen.max_h)
604 gr_screen.offset_x = x;
605 gr_screen.offset_y = y;
606 gr_screen.clip_left = 0;
607 gr_screen.clip_right = w-1;
608 gr_screen.clip_top = 0;
609 gr_screen.clip_bottom = h-1;
610 gr_screen.clip_width = w;
611 gr_screen.clip_height = h;
613 glEnable(GL_SCISSOR_TEST);
614 glScissor(x, gr_screen.max_h-y-h, w, h);
617 void gr_opengl_reset_clip()
619 gr_screen.offset_x = 0;
620 gr_screen.offset_y = 0;
621 gr_screen.clip_left = 0;
622 gr_screen.clip_top = 0;
623 gr_screen.clip_right = gr_screen.max_w - 1;
624 gr_screen.clip_bottom = gr_screen.max_h - 1;
625 gr_screen.clip_width = gr_screen.max_w;
626 gr_screen.clip_height = gr_screen.max_h;
628 glDisable(GL_SCISSOR_TEST);
629 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
632 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
634 gr_screen.current_alpha = alpha;
635 gr_screen.current_alphablend_mode = alphablend_mode;
636 gr_screen.current_bitblt_mode = bitblt_mode;
637 gr_screen.current_bitmap = bitmap_num;
639 gr_screen.current_bitmap_sx = sx;
640 gr_screen.current_bitmap_sy = sy;
643 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
645 shade->screen_sig = gr_screen.signature;
652 void gr_opengl_set_shader( shader * shade )
655 if (shade->screen_sig != gr_screen.signature) {
656 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
658 gr_screen.current_shader = *shade;
660 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
665 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
667 STUB_FUNCTION; /* who called me? */
671 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
673 STUB_FUNCTION; /* who called me? */
676 void gr_opengl_bitmap(int x, int y)
678 STUB_FUNCTION; /* who called me? */
681 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
685 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
687 saved_zbuf = gr_zbuffer_get();
689 // start the frame, no zbuffering, no culling
691 gr_zbuffer_set(GR_ZBUFF_NONE);
700 v[0].flags = PF_PROJECTED;
707 v[1].sx = i2fl(x + w);
712 v[1].flags = PF_PROJECTED;
719 v[2].sx = i2fl(x + w);
720 v[2].sy = i2fl(y + h);
724 v[2].flags = PF_PROJECTED;
732 v[3].sy = i2fl(y + h);
736 v[3].flags = PF_PROJECTED;
744 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
748 // restore zbuffer and culling
749 gr_zbuffer_set(saved_zbuf);
753 void gr_opengl_rect(int x,int y,int w,int h)
755 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);
758 void gr_opengl_shade(int x,int y,int w,int h)
765 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
766 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
767 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
768 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
769 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
770 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
771 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
772 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
774 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
777 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
782 if ( !gr_screen.current_color.is_alphacolor ) return;
784 float u_scale, v_scale;
786 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
787 // Couldn't set texture
788 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
792 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
794 float u0, u1, v0, v1;
795 float x1, x2, y1, y2;
798 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
800 u0 = u_scale*i2fl(sx)/i2fl(bw);
801 v0 = v_scale*i2fl(sy)/i2fl(bh);
803 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
804 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
806 x1 = i2fl(x+gr_screen.offset_x);
807 y1 = i2fl(y+gr_screen.offset_y);
808 x2 = i2fl(x+w+gr_screen.offset_x);
809 y2 = i2fl(y+h+gr_screen.offset_y);
811 if ( gr_screen.current_color.is_alphacolor ) {
812 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
814 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
818 glTexCoord2f (u0, v1);
819 glVertex3f (x1, y2, -0.99);
821 glTexCoord2f (u1, v1);
822 glVertex3f (x2, y2, -0.99);
824 glTexCoord2f (u1, v0);
825 glVertex3f (x2, y1, -0.99);
827 glTexCoord2f (u0, v0);
828 glVertex3f (x1, y1, -0.99);
832 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
839 int dx1=x, dx2=x+w-1;
840 int dy1=y, dy2=y+h-1;
843 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
848 if ( count > 1 ) Int3();
852 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
853 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
854 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
855 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
856 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
857 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
884 if ( w < 1 ) return; // clipped away!
885 if ( h < 1 ) return; // clipped away!
889 // Make sure clipping algorithm works
893 Assert( w == (dx2-dx1+1) );
894 Assert( h == (dy2-dy1+1) );
897 Assert( sx+w <= bw );
898 Assert( sy+h <= bh );
899 Assert( dx2 >= dx1 );
900 Assert( dy2 >= dy1 );
901 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
902 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
903 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
904 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
907 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
908 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
911 void gr_opengl_aabitmap(int x, int y)
915 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
916 int dx1=x, dx2=x+w-1;
917 int dy1=y, dy2=y+h-1;
920 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
921 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
922 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
923 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
924 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
925 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
927 if ( sx < 0 ) return;
928 if ( sy < 0 ) return;
929 if ( sx >= w ) return;
930 if ( sy >= h ) return;
932 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
933 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
936 void gr_opengl_string( int sx, int sy, char *s )
938 int width, spacing, letter;
941 if ( !Current_font ) {
945 gr_set_bitmap(Current_font->bitmap_id);
950 if (sx==0x8000) { //centered
951 x = get_centered_x(s);
963 y += Current_font->h;
964 if (sx==0x8000) { //centered
965 x = get_centered_x(s);
972 letter = get_char_width(s[0],s[1],&width,&spacing);
975 //not in font, draw as space
983 // Check if this character is totally clipped
984 if ( x + width < gr_screen.clip_left ) continue;
985 if ( y + Current_font->h < gr_screen.clip_top ) continue;
986 if ( x > gr_screen.clip_right ) continue;
987 if ( y > gr_screen.clip_bottom ) continue;
990 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
991 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
995 wc = width - xd; hc = Current_font->h - yd;
996 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
997 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
999 if ( wc < 1 ) continue;
1000 if ( hc < 1 ) continue;
1002 int u = Current_font->bm_u[letter];
1003 int v = Current_font->bm_v[letter];
1005 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1009 void gr_opengl_line(int x1,int y1,int x2,int y2)
1011 int clipped = 0, swapped=0;
1013 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1015 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);
1020 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1021 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1022 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1023 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1025 if ( x1 == x2 && y1 == y2 ) {
1026 glBegin (GL_POINTS);
1027 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1028 glVertex3f (sx1, sy1, -0.99f);
1040 } else if ( y1 == y2 ) {
1049 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1050 glVertex3f (sx2, sy2, -0.99f);
1051 glVertex3f (sx1, sy1, -0.99f);
1055 void gr_opengl_aaline(vertex *v1, vertex *v2)
1057 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1060 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1062 int clipped = 0, swapped=0;
1064 if ( !gr_screen.current_color.is_alphacolor ) {
1065 gr_line( x1, y1, x2, y2 );
1069 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);
1071 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1073 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1074 int ba = swapped ? gr_screen.current_color.alpha : 0;
1079 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1080 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1081 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1082 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1090 } else if ( y1 == y2 ) {
1099 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1100 glVertex3f (sx2, sy2, -0.99f);
1101 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1102 glVertex3f (sx1, sy1, -0.99f);
1106 void gr_opengl_circle( int xc, int yc, int d )
1116 if ( (xc+r) < gr_screen.clip_left ) return;
1117 if ( (xc-r) > gr_screen.clip_right ) return;
1118 if ( (yc+r) < gr_screen.clip_top ) return;
1119 if ( (yc-r) > gr_screen.clip_bottom ) return;
1122 // Draw the first octant
1123 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1124 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1129 // Draw the second octant
1130 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1131 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1139 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1140 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1145 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1149 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1150 if (f_float < 0.0f) {
1158 *a = (int)(f_float * 255.0);
1161 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1164 float u_scale = 1.0f, v_scale = 1.0f;
1166 // Make nebula use the texture mapper... this blends the colors better.
1167 if ( flags & TMAP_FLAG_NEBULA ){
1171 gr_texture_source texture_source = (gr_texture_source)-1;
1172 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1173 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1175 if ( gr_zbuffering ) {
1176 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1177 zbuffer_type = ZBUFFER_TYPE_READ;
1179 zbuffer_type = ZBUFFER_TYPE_FULL;
1182 zbuffer_type = ZBUFFER_TYPE_NONE;
1187 int tmap_type = TCACHE_TYPE_NORMAL;
1191 if ( flags & TMAP_FLAG_TEXTURED ) {
1194 r = gr_screen.current_color.red;
1195 g = gr_screen.current_color.green;
1196 b = gr_screen.current_color.blue;
1199 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1202 tmap_type = TCACHE_TYPE_NORMAL;
1203 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1205 // Blend with screen pixel using src*alpha+dst
1206 float factor = gr_screen.current_alpha;
1210 if ( factor <= 1.0f ) {
1211 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1212 r = (r*tmp_alpha)/255;
1213 g = (g*tmp_alpha)/255;
1214 b = (b*tmp_alpha)/255;
1217 tmap_type = TCACHE_TYPE_XPARENT;
1219 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1221 // Blend with screen pixel using src*alpha+dst
1222 float factor = gr_screen.current_alpha;
1224 if ( factor > 1.0f ) {
1227 alpha = fl2i(gr_screen.current_alpha*255.0f);
1231 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1232 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1234 alpha_blend = ALPHA_BLEND_NONE;
1239 if(flags & TMAP_FLAG_BITMAP_SECTION){
1240 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1243 texture_source = TEXTURE_SOURCE_NONE;
1245 if ( flags & TMAP_FLAG_TEXTURED ) {
1246 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 ))
1248 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1252 // use nonfiltered textures for bitmap sections
1253 if(flags & TMAP_FLAG_BITMAP_SECTION){
1254 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1256 texture_source = TEXTURE_SOURCE_DECAL;
1261 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1263 if ( flags & TMAP_FLAG_TEXTURED )
1269 if (flags & TMAP_FLAG_PIXEL_FOG) {
1275 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1277 vertex * va = verts[i];
1281 x = fl2i(va->sx*16.0f);
1282 y = fl2i(va->sy*16.0f);
1284 x += gr_screen.offset_x*16;
1285 y += gr_screen.offset_y*16;
1287 sx = i2fl(x) / 16.0f;
1288 sy = i2fl(y) / 16.0f;
1290 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1301 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1304 glBegin(GL_TRIANGLE_FAN);
1305 for (i = nv-1; i >= 0; i--) {
1306 vertex * va = verts[i];
1312 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1313 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1322 if ( flags & TMAP_FLAG_CORRECT ) {
1328 if (flags & TMAP_FLAG_ALPHA) {
1334 if (flags & TMAP_FLAG_NEBULA ) {
1335 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1336 r = gr_palette[pal*3+0];
1337 g = gr_palette[pal*3+1];
1338 b = gr_palette[pal*3+2];
1339 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1340 r = Gr_gamma_lookup[verts[i]->b];
1341 g = Gr_gamma_lookup[verts[i]->b];
1342 b = Gr_gamma_lookup[verts[i]->b];
1343 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1344 // Make 0.75 be 256.0f
1345 r = Gr_gamma_lookup[verts[i]->r];
1346 g = Gr_gamma_lookup[verts[i]->g];
1347 b = Gr_gamma_lookup[verts[i]->b];
1349 // use constant RGB values...
1351 glColor4ub (r,g,b,a);
1353 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1356 /* this is for GL_EXT_SECONDARY_COLOR */
1357 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1358 /* do separate color call here */
1364 x = fl2i(va->sx*16.0f);
1365 y = fl2i(va->sy*16.0f);
1367 x += gr_screen.offset_x*16;
1368 y += gr_screen.offset_y*16;
1370 sx = i2fl(x) / 16.0f;
1371 sy = i2fl(y) / 16.0f;
1373 if ( flags & TMAP_FLAG_TEXTURED ) {
1376 glTexCoord2f(tu, tv);
1379 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1384 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1386 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1389 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1391 void gr_opengl_scaler(vertex *va, vertex *vb )
1393 float x0, y0, x1, y1;
1394 float u0, v0, u1, v1;
1395 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1396 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1397 float xmin, xmax, ymin, ymax;
1398 int dx0, dy0, dx1, dy1;
1400 //============= CLIP IT =====================
1402 x0 = va->sx; y0 = va->sy;
1403 x1 = vb->sx; y1 = vb->sy;
1405 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1406 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1408 u0 = va->u; v0 = va->v;
1409 u1 = vb->u; v1 = vb->v;
1411 // Check for obviously offscreen bitmaps...
1412 if ( (y1<=y0) || (x1<=x0) ) return;
1413 if ( (x1<xmin ) || (x0>xmax) ) return;
1414 if ( (y1<ymin ) || (y0>ymax) ) return;
1416 clipped_u0 = u0; clipped_v0 = v0;
1417 clipped_u1 = u1; clipped_v1 = v1;
1419 clipped_x0 = x0; clipped_y0 = y0;
1420 clipped_x1 = x1; clipped_y1 = y1;
1422 // Clip the left, moving u0 right as necessary
1424 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1428 // Clip the right, moving u1 left as necessary
1430 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1434 // Clip the top, moving v0 down as necessary
1436 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1440 // Clip the bottom, moving v1 up as necessary
1442 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1446 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1447 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1449 if (dx1<=dx0) return;
1450 if (dy1<=dy0) return;
1452 //============= DRAW IT =====================
1466 v[1].sx = clipped_x1;
1467 v[1].sy = clipped_y0;
1470 v[1].u = clipped_u1;
1471 v[1].v = clipped_v0;
1474 v[2].sx = clipped_x1;
1475 v[2].sy = clipped_y1;
1478 v[2].u = clipped_u1;
1479 v[2].v = clipped_v1;
1482 v[3].sx = clipped_x0;
1483 v[3].sy = clipped_y1;
1486 v[3].u = clipped_u0;
1487 v[3].v = clipped_v1;
1489 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1492 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1496 void gr_opengl_get_color( int * r, int * g, int * b )
1498 if (r) *r = gr_screen.current_color.red;
1499 if (g) *g = gr_screen.current_color.green;
1500 if (b) *b = gr_screen.current_color.blue;
1503 void gr_opengl_init_color(color *c, int r, int g, int b)
1505 c->screen_sig = gr_screen.signature;
1506 c->red = (unsigned char)r;
1507 c->green = (unsigned char)g;
1508 c->blue = (unsigned char)b;
1510 c->ac_type = AC_TYPE_NONE;
1512 c->is_alphacolor = 0;
1516 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1518 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1519 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1520 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1521 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1523 gr_opengl_init_color( clr, r, g, b );
1525 clr->alpha = (unsigned char)alpha;
1526 clr->ac_type = (ubyte)type;
1527 clr->alphacolor = -1;
1528 clr->is_alphacolor = 1;
1531 void gr_opengl_set_color( int r, int g, int b )
1533 Assert((r >= 0) && (r < 256));
1534 Assert((g >= 0) && (g < 256));
1535 Assert((b >= 0) && (b < 256));
1537 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1540 void gr_opengl_set_color_fast(color *dst)
1542 if ( dst->screen_sig != gr_screen.signature ) {
1543 if ( dst->is_alphacolor ) {
1544 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1546 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1549 gr_screen.current_color = *dst;
1552 void gr_opengl_print_screen(char *filename)
1557 int gr_opengl_supports_res_ingame(int res)
1564 int gr_opengl_supports_res_interface(int res)
1571 void opengl_tcache_cleanup ();
1572 void gr_opengl_cleanup()
1574 if ( !Inited ) return;
1581 opengl_tcache_cleanup ();
1586 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1588 Assert((r >= 0) && (r < 256));
1589 Assert((g >= 0) && (g < 256));
1590 Assert((b >= 0) && (b < 256));
1592 if (fog_mode == GR_FOGMODE_NONE) {
1593 if (gr_screen.current_fog_mode != fog_mode) {
1596 gr_screen.current_fog_mode = fog_mode;
1601 if (gr_screen.current_fog_mode != fog_mode) {
1604 if (D3D_fog_mode == 2) {
1605 glFogi(GL_FOG_MODE, GL_LINEAR);
1608 gr_screen.current_fog_mode = fog_mode;
1611 if ( (gr_screen.current_fog_color.red != r) ||
1612 (gr_screen.current_fog_color.green != g) ||
1613 (gr_screen.current_fog_color.blue != b) ) {
1616 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1618 fc[0] = (float)r/255.0;
1619 fc[1] = (float)g/255.0;
1620 fc[2] = (float)b/255.0;
1623 glFogfv(GL_FOG_COLOR, fc);
1626 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1627 ((fog_near != gr_screen.fog_near) ||
1628 (fog_far != gr_screen.fog_far)) ) {
1629 gr_screen.fog_near = fog_near;
1630 gr_screen.fog_far = fog_far;
1632 if (D3D_fog_mode == 2) {
1633 glFogf(GL_FOG_START, fog_near);
1634 glFogf(GL_FOG_END, fog_far);
1639 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1644 void gr_opengl_set_cull(int cull)
1647 glEnable (GL_CULL_FACE);
1648 glFrontFace (GL_CCW);
1650 glDisable (GL_CULL_FACE);
1654 void gr_opengl_filter_set(int filter)
1659 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1662 gr_set_bitmap(bmap1);
1665 gr_set_bitmap(bmap2);
1671 typedef struct tcache_slot_opengl {
1672 GLuint texture_handle;
1673 float u_scale, v_scale;
1676 int used_this_frame;
1681 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1682 tcache_slot_opengl *parent;
1684 gr_texture_source texture_mode;
1685 } tcache_slot_opengl;
1687 static void *Texture_sections = NULL;
1688 static tcache_slot_opengl *Textures = NULL;
1690 static tcache_slot_opengl *GL_bound_texture;
1692 int GL_texture_sections = 0;
1693 int GL_texture_ram = 0;
1694 int GL_frame_count = 0;
1695 int GL_min_texture_width = 0;
1696 int GL_max_texture_width = 0;
1697 int GL_min_texture_height = 0;
1698 int GL_max_texture_height = 0;
1699 int GL_square_textures = 0;
1700 int GL_textures_in = 0;
1701 int GL_textures_in_frame = 0;
1702 int GL_last_bitmap_id = -1;
1703 int GL_last_detail = -1;
1704 int GL_last_bitmap_type = -1;
1705 int GL_last_section_x = -1;
1706 int GL_last_section_y = -1;
1710 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
1712 static void gr_opengl_set_texture_state(gr_texture_source ts)
1714 if (ts == TEXTURE_SOURCE_NONE) {
1715 GL_bound_texture = NULL;
1717 glBindTexture(GL_TEXTURE_2D, 0);
1718 gr_tcache_set(-1, -1, NULL, NULL );
1719 } else if (GL_bound_texture &&
1720 GL_bound_texture->texture_mode != ts) {
1722 case TEXTURE_SOURCE_DECAL:
1723 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1724 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1726 case TEXTURE_SOURCE_NO_FILTERING:
1727 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1728 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1734 GL_bound_texture->texture_mode = ts;
1737 GL_current_texture_source = ts;
1740 void opengl_tcache_init (int use_sections)
1744 // DDOI - FIXME skipped a lot of stuff here
1745 GL_should_preload = 0;
1747 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1750 if ( tmp_pl == 0 ) {
1751 GL_should_preload = 0;
1752 } else if ( tmp_pl == 1 ) {
1753 GL_should_preload = 1;
1755 GL_should_preload = 1;
1760 GL_min_texture_width = 16;
1761 GL_min_texture_height = 16;
1762 GL_max_texture_width = 256;
1763 GL_max_texture_height = 256;
1765 GL_square_textures = 1;
1767 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1773 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1774 if(!Texture_sections){
1777 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1780 // Init the texture structures
1781 int section_count = 0;
1782 for( i=0; i<MAX_BITMAPS; i++ ) {
1784 Textures[i].vram_texture = NULL;
1785 Textures[i].vram_texture_surface = NULL;
1787 Textures[i].texture_handle = 0;
1789 Textures[i].bitmap_id = -1;
1790 Textures[i].size = 0;
1791 Textures[i].used_this_frame = 0;
1793 Textures[i].parent = NULL;
1795 // allocate sections
1797 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1798 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1799 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1800 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1802 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1803 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1805 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1806 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1807 Textures[i].data_sections[idx][s_idx]->size = 0;
1808 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
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] = NULL;
1820 GL_texture_sections = use_sections;
1822 //GL_last_detail = Detail.hardware_textures;
1823 GL_last_bitmap_id = -1;
1824 GL_last_bitmap_type = -1;
1826 GL_last_section_x = -1;
1827 GL_last_section_y = -1;
1830 GL_textures_in_frame = 0;
1833 int opengl_free_texture (tcache_slot_opengl *t);
1835 void opengl_free_texture_with_handle(int handle)
1837 for(int i=0; i<MAX_BITMAPS; i++ ) {
1838 if (Textures[i].bitmap_id == handle) {
1839 Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1840 opengl_free_texture ( &Textures[i] );
1845 void opengl_tcache_flush ()
1849 for( i=0; i<MAX_BITMAPS; i++ ) {
1850 opengl_free_texture ( &Textures[i] );
1852 if (GL_textures_in != 0) {
1853 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1857 GL_last_bitmap_id = -1;
1858 GL_last_section_x = -1;
1859 GL_last_section_y = -1;
1862 void opengl_tcache_cleanup ()
1864 opengl_tcache_flush ();
1867 GL_textures_in_frame = 0;
1874 if( Texture_sections != NULL ){
1875 free(Texture_sections);
1876 Texture_sections = NULL;
1880 void opengl_tcache_frame ()
1884 GL_last_bitmap_id = -1;
1885 GL_textures_in_frame = 0;
1891 for( i=0; i<MAX_BITMAPS; i++ ) {
1892 Textures[i].used_this_frame = 0;
1895 if(Textures[i].data_sections[0][0] != NULL){
1896 Assert(GL_texture_sections);
1897 if(GL_texture_sections){
1898 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1899 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1900 if(Textures[i].data_sections[idx][s_idx] != NULL){
1901 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1911 opengl_tcache_flush();
1916 int opengl_free_texture ( tcache_slot_opengl *t )
1922 if ( t->bitmap_id > -1 ) {
1923 // if I, or any of my children have been used this frame, bail
1924 if(t->used_this_frame == GL_frame_count){
1927 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1928 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1929 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame == GL_frame_count)){
1935 // ok, now we know its legal to free everything safely
1936 t->texture_mode = (gr_texture_source) -1;
1937 glDeleteTextures (1, &t->texture_handle);
1938 t->texture_handle = 0;
1940 if ( GL_last_bitmap_id == t->bitmap_id ) {
1941 GL_last_bitmap_id = -1;
1944 // if this guy has children, free them too, since the children
1945 // actually make up his size
1946 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1947 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1948 if(t->data_sections[idx][s_idx] != NULL){
1949 opengl_free_texture(t->data_sections[idx][s_idx]);
1955 t->used_this_frame = 0;
1956 GL_textures_in -= t->size;
1962 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1967 if((w_out == NULL) || (h_out == NULL)){
1977 for (i=0; i<16; i++ ) {
1978 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1984 for (i=0; i<16; i++ ) {
1985 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1992 if ( tex_w < GL_min_texture_width ) {
1993 tex_w = GL_min_texture_width;
1994 } else if ( tex_w > GL_max_texture_width ) {
1995 tex_w = GL_max_texture_width;
1998 if ( tex_h < GL_min_texture_height ) {
1999 tex_h = GL_min_texture_height;
2000 } else if ( tex_h > GL_max_texture_height ) {
2001 tex_h = GL_max_texture_height;
2004 if ( GL_square_textures ) {
2006 // Make the both be equal to larger of the two
2007 new_size = max(tex_w, tex_h);
2012 // store the outgoing size
2017 // data == start of bitmap data
2018 // sx == x offset into bitmap
2019 // sy == y offset into bitmap
2020 // src_w == absolute width of section on source bitmap
2021 // src_h == absolute height of section on source bitmap
2022 // bmap_w == width of source bitmap
2023 // bmap_h == height of source bitmap
2024 // tex_w == width of final texture
2025 // tex_h == height of final texture
2026 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)
2035 if ( t->used_this_frame == GL_frame_count ) {
2036 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2041 if(!opengl_free_texture(t)){
2046 // get final texture size
2047 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2049 if ( (tex_w < 1) || (tex_h < 1) ) {
2050 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2054 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2055 t->u_scale = (float)bmap_w / (float)tex_w;
2056 t->v_scale = (float)bmap_h / (float)tex_h;
2057 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2058 t->u_scale = (float)src_w / (float)tex_w;
2059 t->v_scale = (float)src_h / (float)tex_h;
2066 glGenTextures (1, &t->texture_handle);
2069 if (t->texture_handle == 0) {
2070 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2074 GL_bound_texture = t;
2076 GL_bound_texture->texture_mode = (gr_texture_source) -1;
2078 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2080 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2081 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2082 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2084 /* this should be set next anyway */
2085 // if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2086 // gr_opengl_set_texture_state(GL_current_texture_source);
2089 switch (bitmap_type) {
2091 case TCACHE_TYPE_AABITMAP:
2094 ubyte *bmp_data = ((ubyte*)data);
2100 for (i=0; i<16; i++) {
2101 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2104 for ( ; i<256; i++ ) {
2108 if (GL_use_luminance_alpha) {
2109 texmem = (ubyte *) malloc (tex_w*tex_h*2);
2112 for (i=0;i<tex_h;i++)
2114 for (j=0;j<tex_w;j++)
2116 if (i < bmap_h && j < bmap_w) {
2118 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2126 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2130 texmem = (ubyte *) malloc (tex_w*tex_h*4);
2133 for (i=0;i<tex_h;i++)
2135 for (j=0;j<tex_w;j++)
2137 if (i < bmap_h && j < bmap_w) {
2138 *texmemp++ = 0xff; /* R */
2139 *texmemp++ = 0xff; /* G */
2140 *texmemp++ = 0xff; /* B */
2141 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2151 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texmem);
2157 case TCACHE_TYPE_BITMAP_SECTION:
2160 ubyte *bmp_data = ((ubyte*)data);
2161 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2162 ubyte *texmemp = texmem;
2164 for (i=0;i<tex_h;i++)
2166 for (j=0;j<tex_w;j++)
2168 if (i < src_h && j < src_w) {
2169 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2170 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2177 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2178 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2186 ubyte *bmp_data = ((ubyte*)data);
2187 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2188 ubyte *texmemp = texmem;
2190 fix u, utmp, v, du, dv;
2194 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2195 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2197 for (j=0;j<tex_h;j++)
2200 for (i=0;i<tex_w;i++)
2202 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2203 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2209 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2210 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2218 t->bitmap_id = texture_handle;
2219 t->time_created = GL_frame_count;
2220 t->used_this_frame = 0;
2221 t->size = tex_w * tex_h * 2;
2222 t->w = (ushort)tex_w;
2223 t->h = (ushort)tex_h;
2224 GL_textures_in_frame += t->size;
2226 GL_textures_in += t->size;
2232 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2236 int final_w, final_h;
2240 // setup texture/bitmap flags
2242 switch(bitmap_type){
2243 case TCACHE_TYPE_AABITMAP:
2244 flags |= BMP_AABITMAP;
2247 case TCACHE_TYPE_NORMAL:
2248 flags |= BMP_TEX_OTHER;
2249 case TCACHE_TYPE_XPARENT:
2250 flags |= BMP_TEX_XPARENT;
2252 case TCACHE_TYPE_NONDARKENING:
2254 flags |= BMP_TEX_NONDARK;
2258 // lock the bitmap into the proper format
2259 bmp = bm_lock(bitmap_handle, bpp, flags);
2260 if ( bmp == NULL ) {
2261 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2270 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2271 // max_w /= D3D_texture_divider;
2272 // max_h /= D3D_texture_divider;
2274 // Detail.debris_culling goes from 0 to 4.
2275 max_w /= (16 >> Detail.hardware_textures);
2276 max_h /= (16 >> Detail.hardware_textures);
2280 // get final texture size as it will be allocated as a DD surface
2281 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2283 // if this tcache slot has no bitmap
2284 if ( tslot->bitmap_id < 0) {
2287 // different bitmap altogether - determine if the new one can use the old one's slot
2288 else if (tslot->bitmap_id != bitmap_handle) {
2289 if((final_w == tslot->w) && (final_h == tslot->h)){
2291 //ml_printf("Reloading texture %d\n", bitmap_handle);
2298 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);
2300 // unlock the bitmap
2301 bm_unlock(bitmap_handle);
2306 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2310 int final_w, final_h;
2311 int section_x, section_y;
2314 // setup texture/bitmap flags
2315 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2316 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2317 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2319 flags = BMP_TEX_XPARENT;
2321 // lock the bitmap in the proper format
2322 bmp = bm_lock(bitmap_handle, 16, flags);
2323 if ( bmp == NULL ) {
2324 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2327 // determine the width and height of this section
2328 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2330 // get final texture size as it will be allocated as an opengl texture
2331 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2333 // if this tcache slot has no bitmap
2334 if ( tslot->bitmap_id < 0) {
2337 // different bitmap altogether - determine if the new one can use the old one's slot
2338 else if (tslot->bitmap_id != bitmap_handle) {
2339 if((final_w == tslot->w) && (final_h == tslot->h)){
2347 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);
2349 // unlock the bitmap
2350 bm_unlock(bitmap_handle);
2356 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2357 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)
2366 GL_last_bitmap_id = -1;
2370 if ( GL_last_detail != Detail.hardware_textures ) {
2371 GL_last_detail = Detail.hardware_textures;
2372 opengl_tcache_flush();
2379 int n = bm_get_cache_slot (bitmap_id, 1);
2380 tcache_slot_opengl *t = &Textures[n];
2382 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)) {
2383 t->used_this_frame = GL_frame_count;
2385 // mark all children as used
2386 if(GL_texture_sections){
2387 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2388 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2389 if(t->data_sections[idx][s_idx] != NULL){
2390 t->data_sections[idx][s_idx]->used_this_frame = GL_frame_count;
2396 *u_scale = t->u_scale;
2397 *v_scale = t->v_scale;
2401 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2402 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2403 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2409 // if the texture sections haven't been created yet
2410 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2412 // lock the bitmap in the proper format
2413 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2414 bm_unlock(bitmap_id);
2416 // now lets do something for each texture
2418 for(idx=0; idx<bmp->sections.num_x; idx++){
2419 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2420 // hmm. i'd rather we didn't have to do it this way...
2421 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2425 // not used this frame
2426 t->data_sections[idx][s_idx]->used_this_frame = 0;
2430 // zero out pretty much everything in the parent struct since he's just the root
2431 t->bitmap_id = bitmap_id;
2432 t->texture_handle = 0;
2433 t->time_created = t->data_sections[sx][sy]->time_created;
2434 t->used_this_frame = 0;
2436 t->vram_texture = NULL;
2437 t->vram_texture_surface = NULL
2441 // argh. we failed to upload. free anything we can
2443 opengl_free_texture(t);
2445 // swap in the texture we want
2447 t = t->data_sections[sx][sy];
2450 // all other "normal" textures
2451 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2452 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2455 // everything went ok
2456 if(ret_val && (t->texture_handle) && !vram_full){
2457 *u_scale = t->u_scale;
2458 *v_scale = t->v_scale;
2460 GL_bound_texture = t;
2462 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2464 /* this should be set next anyway */
2465 // if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2466 // gr_opengl_set_texture_state(GL_current_texture_source);
2469 GL_last_bitmap_id = t->bitmap_id;
2470 GL_last_bitmap_type = bitmap_type;
2471 GL_last_section_x = sx;
2472 GL_last_section_y = sy;
2474 t->used_this_frame = GL_frame_count;
2478 GL_last_bitmap_id = -1;
2479 GL_last_bitmap_type = -1;
2481 GL_last_section_x = -1;
2482 GL_last_section_y = -1;
2484 GL_bound_texture = NULL;
2486 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2493 void gr_opengl_set_clear_color(int r, int g, int b)
2495 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2498 void gr_opengl_flash(int r, int g, int b)
2504 if ( r || g || b ) {
2505 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2507 float x1, x2, y1, y2;
2508 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2509 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2510 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2511 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2513 glColor4ub(r, g, b, 255);
2515 glVertex3f (x1, y2, -0.99);
2517 glVertex3f (x2, y2, -0.99);
2519 glVertex3f (x2, y1, -0.99);
2521 glVertex3f (x1, y1, -0.99);
2526 int gr_opengl_zbuffer_get()
2528 if ( !gr_global_zbuffering ) {
2529 return GR_ZBUFF_NONE;
2531 return gr_zbuffering_mode;
2534 int gr_opengl_zbuffer_set(int mode)
2536 int tmp = gr_zbuffering_mode;
2538 gr_zbuffering_mode = mode;
2540 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2548 void gr_opengl_zbuffer_clear(int mode)
2552 gr_zbuffering_mode = GR_ZBUFF_FULL;
2553 gr_global_zbuffering = 1;
2555 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2556 glClear ( GL_DEPTH_BUFFER_BIT );
2559 gr_zbuffering_mode = GR_ZBUFF_NONE;
2560 gr_global_zbuffering = 0;
2564 void gr_opengl_set_gamma(float gamma)
2567 Gr_gamma_int = int (Gr_gamma*10);
2569 // Create the Gamma lookup table
2571 for (i=0;i<256; i++) {
2572 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2575 } else if ( v < 0 ) {
2578 Gr_gamma_lookup[i] = v;
2581 // Flush any existing textures
2582 opengl_tcache_flush();
2585 void gr_opengl_fade_in(int instantaneous)
2590 void gr_opengl_fade_out(int instantaneous)
2595 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2598 glReadBuffer(GL_FRONT);
2600 glReadBuffer(GL_BACK);
2603 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2605 glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2607 if (gr_screen.bits_per_pixel == 15) {
2608 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2609 } else if (gr_screen.bits_per_pixel == 32) {
2610 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2613 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2616 static int Gr_opengl_mouse_saved = 0;
2617 static int Gr_opengl_mouse_saved_x1 = 0;
2618 static int Gr_opengl_mouse_saved_y1 = 0;
2619 static int Gr_opengl_mouse_saved_x2 = 0;
2620 static int Gr_opengl_mouse_saved_y2 = 0;
2621 static int Gr_opengl_mouse_saved_w = 0;
2622 static int Gr_opengl_mouse_saved_h = 0;
2623 #define MAX_SAVE_SIZE (32*32)
2624 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2626 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2628 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2630 Gr_opengl_mouse_saved_x1 = x;
2631 Gr_opengl_mouse_saved_y1 = y;
2632 Gr_opengl_mouse_saved_x2 = x+w-1;
2633 Gr_opengl_mouse_saved_y2 = y+h-1;
2635 CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2636 CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2637 CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2638 CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2640 Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2641 Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2643 if ( Gr_opengl_mouse_saved_w < 1 ) return;
2644 if ( Gr_opengl_mouse_saved_h < 1 ) return;
2646 Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2648 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2650 glReadBuffer(GL_BACK);
2651 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);
2653 Gr_opengl_mouse_saved = 1;
2656 int gr_opengl_save_screen()
2660 if ( Gr_saved_screen ) {
2661 mprintf(( "Screen alread saved!\n" ));
2665 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2666 if (!Gr_saved_screen) {
2667 mprintf(( "Couldn't get memory for saved screen!\n" ));
2671 char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2672 if (!Gr_saved_screen_tmp) {
2673 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2677 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2679 glReadBuffer(GL_FRONT);
2680 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);
2684 sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2685 dptr = (ubyte *)Gr_saved_screen;
2686 for (int j = 0; j < gr_screen.max_h; j++) {
2687 sptr -= gr_screen.max_w*2;
2688 memcpy(dptr, sptr, gr_screen.max_w*2);
2689 dptr += gr_screen.max_w*2;
2692 free(Gr_saved_screen_tmp);
2694 if (Gr_opengl_mouse_saved) {
2695 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2696 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
2697 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2698 memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2701 dptr -= gr_screen.max_w*2;
2705 // this leaks texture handles, and the opengl doesn't currently
2706 // perform some sort of garbage collection, so a hack was added
2707 // to bmpman to make it free textures when released
2708 Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2710 return Gr_saved_screen_bitmap;
2713 void gr_opengl_restore_screen(int id)
2717 if ( !Gr_saved_screen ) {
2722 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2724 gr_set_bitmap(Gr_saved_screen_bitmap);
2728 void gr_opengl_free_screen(int id)
2730 bm_release(Gr_saved_screen_bitmap);
2732 if ( Gr_saved_screen ) {
2733 free( Gr_saved_screen );
2734 Gr_saved_screen = NULL;
2738 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2743 void gr_opengl_dump_frame_stop()
2748 void gr_opengl_dump_frame()
2753 uint gr_opengl_lock()
2760 void gr_opengl_unlock()
2764 void opengl_zbias(int bias)
2767 glEnable(GL_POLYGON_OFFSET_FILL);
2768 glPolygonOffset(0.0, -bias);
2770 glDisable(GL_POLYGON_OFFSET_FILL);
2774 extern char *Osreg_title;
2775 void gr_opengl_init()
2778 gr_opengl_cleanup();
2782 mprintf(( "Initializing opengl graphics device...\n" ));
2786 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2788 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2794 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2795 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2796 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2797 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2798 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2800 int flags = SDL_OPENGL;
2802 if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2803 flags |= SDL_FULLSCREEN;
2805 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2807 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2812 SDL_WM_SetCaption (Osreg_title, "FS2");
2814 /* might as well put this here */
2815 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2817 GL_use_luminance_alpha = os_config_read_uint(NOX("OpenGL"), NOX("UseLuminanceAlpha"), 0);
2819 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2821 glMatrixMode(GL_PROJECTION);
2823 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2824 glMatrixMode(GL_MODELVIEW);
2827 glShadeModel(GL_SMOOTH);
2828 glEnable(GL_DITHER);
2829 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2830 glHint(GL_FOG_HINT, GL_NICEST);
2832 glEnable(GL_DEPTH_TEST);
2835 glEnable(GL_TEXTURE_2D);
2837 glDepthRange(0.0, 1.0);
2839 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2840 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2842 D3D_32bit = 1; // grd3d.cpp
2843 extern int D3D_enabled;
2846 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2847 1 = use secondary color ext
2848 2 = use opengl linear fog
2850 D3D_fog_mode = 2; // grd3d.cpp
2854 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2861 gr_screen.bits_per_pixel = 15;
2862 gr_screen.bytes_per_pixel = 2;
2867 Gr_red.mask = 0x7C00;
2872 Gr_green.mask = 0x3E0;
2877 Gr_blue.mask = 0x1F;
2882 gr_screen.bits_per_pixel = 16;
2883 gr_screen.bytes_per_pixel = 2;
2888 Gr_red.mask = 0xF800;
2893 Gr_green.mask = 0x7E0;
2898 Gr_blue.mask = 0x1F;
2903 gr_screen.bits_per_pixel = 32;
2904 gr_screen.bytes_per_pixel = 4;
2909 Gr_red.mask = 0xff0000;
2914 Gr_green.mask = 0xff00;
2919 Gr_blue.mask = 0xff;
2924 Int3(); // Illegal bpp
2927 // DDOI - set these so no one else does!
2928 Gr_ta_red.mask = 0x0f00;
2929 Gr_ta_red.shift = 8;
2930 Gr_ta_red.scale = 16;
2932 Gr_ta_green.mask = 0x00f0;
2933 Gr_ta_green.shift = 4;
2934 Gr_ta_green.scale = 16;
2936 Gr_ta_blue.mask = 0x000f;
2937 Gr_ta_blue.shift = 0;
2938 Gr_ta_blue.scale = 16;
2940 Gr_ta_alpha.mask = 0xf000;
2941 Gr_ta_alpha.shift = 12;
2942 Gr_ta_alpha.scale = 16;
2945 opengl_tcache_init (1);
2948 Gr_current_red = &Gr_red;
2949 Gr_current_blue = &Gr_blue;
2950 Gr_current_green = &Gr_green;
2951 Gr_current_alpha = &Gr_alpha;
2953 gr_screen.gf_flip = gr_opengl_flip;
2954 gr_screen.gf_flip_window = gr_opengl_flip_window;
2955 gr_screen.gf_set_clip = gr_opengl_set_clip;
2956 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2957 gr_screen.gf_set_font = grx_set_font;
2959 gr_screen.gf_set_color = gr_opengl_set_color;
2960 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2961 gr_screen.gf_create_shader = gr_opengl_create_shader;
2962 gr_screen.gf_set_shader = gr_opengl_set_shader;
2963 gr_screen.gf_clear = gr_opengl_clear;
2964 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2965 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2966 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2967 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2969 gr_screen.gf_rect = gr_opengl_rect;
2970 gr_screen.gf_shade = gr_opengl_shade;
2971 gr_screen.gf_string = gr_opengl_string;
2972 gr_screen.gf_circle = gr_opengl_circle;
2974 gr_screen.gf_line = gr_opengl_line;
2975 gr_screen.gf_aaline = gr_opengl_aaline;
2976 gr_screen.gf_pixel = gr_opengl_pixel;
2977 gr_screen.gf_scaler = gr_opengl_scaler;
2978 gr_screen.gf_tmapper = gr_opengl_tmapper;
2980 gr_screen.gf_gradient = gr_opengl_gradient;
2982 gr_screen.gf_set_palette = gr_opengl_set_palette;
2983 gr_screen.gf_get_color = gr_opengl_get_color;
2984 gr_screen.gf_init_color = gr_opengl_init_color;
2985 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2986 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2987 gr_screen.gf_print_screen = gr_opengl_print_screen;
2989 gr_screen.gf_fade_in = gr_opengl_fade_in;
2990 gr_screen.gf_fade_out = gr_opengl_fade_out;
2991 gr_screen.gf_flash = gr_opengl_flash;
2993 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2994 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2995 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2997 gr_screen.gf_save_screen = gr_opengl_save_screen;
2998 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2999 gr_screen.gf_free_screen = gr_opengl_free_screen;
3001 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3002 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3003 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3005 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3007 gr_screen.gf_lock = gr_opengl_lock;
3008 gr_screen.gf_unlock = gr_opengl_unlock;
3010 gr_screen.gf_fog_set = gr_opengl_fog_set;
3012 gr_screen.gf_get_region = gr_opengl_get_region;
3014 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3016 gr_screen.gf_set_cull = gr_opengl_set_cull;
3018 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3020 gr_screen.gf_filter_set = gr_opengl_filter_set;
3022 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3024 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;