2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.21 2002/05/30 17:29:30 theoddone33
11 * Fix some more stubs, change at least one polygon winding since culling is now
14 * Revision 1.20 2002/05/30 16:50:24 theoddone33
15 * Keyboard partially fixed
17 * Revision 1.19 2002/05/30 08:13:14 relnev
20 * Revision 1.18 2002/05/29 23:37:36 relnev
23 * Revision 1.17 2002/05/29 23:17:49 theoddone33
24 * Non working text code and fixed keys
26 * Revision 1.16 2002/05/29 19:45:13 theoddone33
27 * More changes on texture loading
29 * Revision 1.15 2002/05/29 19:06:48 theoddone33
30 * Enable string printing. Enable texture mapping
32 * Revision 1.14 2002/05/29 08:54:40 relnev
33 * "fixed" bitmap drawing.
35 * copied more d3d code over.
37 * Revision 1.13 2002/05/29 06:25:13 theoddone33
38 * Keyboard input, mouse tracking now work
40 * Revision 1.12 2002/05/29 04:52:45 relnev
43 * Revision 1.11 2002/05/29 04:29:56 relnev
44 * removed some unncessary stubbing, implemented opengl rect
46 * Revision 1.10 2002/05/29 04:13:27 theoddone33
49 * Revision 1.9 2002/05/29 03:35:51 relnev
52 * Revision 1.8 2002/05/29 03:30:05 relnev
55 * Revision 1.7 2002/05/29 02:52:32 theoddone33
56 * Enable OpenGL renderer
58 * Revision 1.6 2002/05/28 04:56:51 theoddone33
59 * runs a little bit now
61 * Revision 1.5 2002/05/28 04:07:28 theoddone33
62 * New graphics stubbing arrangement
64 * Revision 1.4 2002/05/27 23:39:34 relnev
67 * Revision 1.3 2002/05/27 22:35:01 theoddone33
70 * Revision 1.2 2002/05/27 22:32:02 theoddone33
71 * throw all d3d stuff at opengl
73 * Revision 1.1.1.1 2002/05/03 03:28:09 root
77 * 10 7/14/99 9:42a Dave
78 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
81 * 9 7/09/99 9:51a Dave
82 * Added thick polyline code.
84 * 8 6/29/99 10:35a Dave
85 * Interface polygon bitmaps! Whee!
87 * 7 2/03/99 11:44a Dave
88 * Fixed d3d transparent textures.
90 * 6 1/24/99 11:37p Dave
91 * First full rev of beam weapons. Very customizable. Removed some bogus
92 * Int3()'s in low level net code.
94 * 5 12/18/98 1:13a Dave
95 * Rough 1024x768 support for Direct3D. Proper detection and usage through
98 * 4 12/06/98 2:36p Dave
99 * Drastically improved nebula fogging.
101 * 3 11/11/98 5:37p Dave
102 * Checkin for multiplayer testing.
104 * 2 10/07/98 10:53a Dave
107 * 1 10/07/98 10:49a Dave
109 * 14 5/20/98 9:46p John
110 * added code so the places in code that change half the palette don't
111 * have to clear the screen.
113 * 13 5/06/98 5:30p John
114 * Removed unused cfilearchiver. Removed/replaced some unused/little used
115 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
116 * DirectX header files and libs that fixed the Direct3D alpha blending
119 * 12 4/14/98 12:15p John
120 * Made 16-bpp movies work.
122 * 11 3/12/98 5:36p John
123 * Took out any unused shaders. Made shader code take rgbc instead of
124 * matrix and vector since noone used it like a matrix and it would have
125 * been impossible to do in hardware. Made Glide implement a basic
126 * shader for online help.
128 * 10 3/10/98 4:18p John
129 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
130 * & Glide have popups and print screen. Took out all >8bpp software
131 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
132 * support Fred. Made zbuffering key off of functions rather than one
135 * 9 12/02/97 4:00p John
136 * Added first rev of thruster glow, along with variable levels of
137 * translucency, which retquired some restructing of palman.
139 * 8 10/03/97 9:10a John
140 * added better antialiased line drawer
142 * 7 9/23/97 10:45a John
143 * made so you can tell bitblt code to rle a bitmap by passing flag to
146 * 6 9/09/97 11:01a Sandeep
147 * fixed warning level 4 bugs
149 * 5 7/10/97 2:06p John
150 * added code to specify alphablending type for bitmaps.
152 * 4 6/17/97 7:04p John
153 * added d3d support for gradients.
154 * fixed some color bugs by adding screen signatures instead of watching
155 * flags and palette changes.
157 * 3 6/12/97 2:50a Lawrance
158 * bm_unlock() now passed bitmap number, not pointer
160 * 2 6/11/97 1:12p John
161 * Started fixing all the text colors in the game.
163 * 1 5/12/97 12:14p John
170 #include <windowsx.h>
177 #include "floating.h"
179 #include "grinternal.h"
180 #include "gropengl.h"
183 static int Inited = 0;
185 static GLuint bitmapTex;
186 static GLubyte *bitmapMem;
189 // Throw in some dummy functions - DDOI
191 int D3D_32bit = 0; // grd3d.cpp
192 int D3D_fog_mode = -1; // grd3d.cpp
193 int D3D_inited = 0; // grd3d.cpp
194 int D3D_zbias = 1; // grd3d.cpp
195 int D3d_rendition_uvs = 0; // grd3d.cpp
197 void gr_dd_activate(int active) // grdirectdraw.cpp
202 void gr_directdraw_cleanup() // grdirectdraw.cpp
207 void gr_directdraw_force_windowed() // grdirectdraw.cpp
212 void gr_directdraw_init()
218 void gr_d3d_preload(int x, int y)
223 void d3d_start_frame()
228 void d3d_stop_frame()
238 void d3d_zbias (int a)
244 void gr_opengl_activate(int b)
249 void gr_opengl_preload_init()
254 void gr_opengl_pixel(int x, int y)
256 if ( x < gr_screen.clip_left ) return;
257 if ( x > gr_screen.clip_right ) return;
258 if ( y < gr_screen.clip_top ) return;
259 if ( y > gr_screen.clip_bottom ) return;
262 void gr_opengl_clear()
264 glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
267 void opengl_tcache_frame ();
268 void gr_opengl_flip()
272 SDL_GL_SwapBuffers ();
274 opengl_tcache_frame ();
277 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
282 void gr_opengl_set_clip(int x,int y,int w,int h)
284 // check for sanity of parameters
290 if (x >= gr_screen.max_w)
291 x = gr_screen.max_w - 1;
292 if (y >= gr_screen.max_h)
293 y = gr_screen.max_h - 1;
295 if (x + w > gr_screen.max_w)
296 w = gr_screen.max_w - x;
297 if (y + h > gr_screen.max_h)
298 h = gr_screen.max_h - y;
300 if (w > gr_screen.max_w)
302 if (h > gr_screen.max_h)
305 gr_screen.offset_x = x;
306 gr_screen.offset_y = y;
307 gr_screen.clip_left = 0;
308 gr_screen.clip_right = w-1;
309 gr_screen.clip_top = 0;
310 gr_screen.clip_bottom = h-1;
311 gr_screen.clip_width = w;
312 gr_screen.clip_height = h;
315 void gr_opengl_reset_clip()
317 gr_screen.offset_x = 0;
318 gr_screen.offset_y = 0;
319 gr_screen.clip_left = 0;
320 gr_screen.clip_top = 0;
321 gr_screen.clip_right = gr_screen.max_w - 1;
322 gr_screen.clip_bottom = gr_screen.max_h - 1;
323 gr_screen.clip_width = gr_screen.max_w;
324 gr_screen.clip_height = gr_screen.max_h;
327 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
329 gr_screen.current_alpha = alpha;
330 gr_screen.current_alphablend_mode = alphablend_mode;
331 gr_screen.current_bitblt_mode = bitblt_mode;
332 gr_screen.current_bitmap = bitmap_num;
334 gr_screen.current_bitmap_sx = sx;
335 gr_screen.current_bitmap_sy = sy;
338 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
340 shade->screen_sig = gr_screen.signature;
347 void gr_opengl_set_shader( shader * shade )
350 if (shade->screen_sig != gr_screen.signature) {
351 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
353 gr_screen.current_shader = *shade;
355 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
360 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
363 extern int GL_last_bitmap_id;
364 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
368 GLubyte *sptr, *dptr;
372 int cw = min(bmp->w, w);
373 int ch = min(bmp->h, h);
375 GL_last_bitmap_id = -1; /* HACK! */
377 glColor4f(1.0, 1.0, 1.0, 1.0);
378 glBindTexture(GL_TEXTURE_2D, bitmapTex);
381 for (iy = sy; iy < ch; iy += 256) {
383 ih = min(256, (ch-iy));
385 for (ix = sx; ix < cw; ix += 256) {
387 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
389 iw = min(256, (cw-ix));
395 memcpy(dptr, sptr, iw*2);
403 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
413 t = (float)ih / 256.0;
418 s = (float)iw / 256.0;
419 t = (float)ih / 256.0;
424 s = (float)iw / 256.0;
436 bm_unlock(gr_screen.current_bitmap);
440 void gr_d3d_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
447 int dx1=x, dx2=x+w-1;
448 int dy1=y, dy2=y+h-1;
451 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
456 if ( count > 1 ) Int3();
460 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
461 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
462 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
463 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
464 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
465 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
492 if ( w < 1 ) return; // clipped away!
493 if ( h < 1 ) return; // clipped away!
497 // Make sure clipping algorithm works
501 Assert( w == (dx2-dx1+1) );
502 Assert( h == (dy2-dy1+1) );
505 Assert( sx+w <= bw );
506 Assert( sy+h <= bh );
507 Assert( dx2 >= dx1 );
508 Assert( dy2 >= dy1 );
509 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
510 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
511 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
512 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
515 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
516 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
518 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
521 void gr_opengl_bitmap(int x, int y)
525 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
526 int dx1=x, dx2=x+w-1;
527 int dy1=y, dy2=y+h-1;
530 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
531 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
532 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
533 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
534 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
535 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
537 if ( sx < 0 ) return;
538 if ( sy < 0 ) return;
539 if ( sx >= w ) return;
540 if ( sy >= h ) return;
542 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
544 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
547 static void opengl_scanline(int x1,int x2,int y)
552 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
556 saved_zbuf = gr_zbuffer_get();
557 gr_zbuffer_set(GR_ZBUFF_NONE);
560 glColor4ub(r, g, b, a);
569 glVertex2f(x+w, y+h);
575 gr_zbuffer_set(saved_zbuf);
579 void gr_opengl_rect(int x,int y,int w,int h)
581 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);
584 void gr_opengl_shade(int x,int y,int w,int h)
591 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
592 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
593 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
594 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
595 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
596 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
597 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
598 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
600 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
603 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
608 if ( !gr_screen.current_color.is_alphacolor ) return;
610 float u_scale, v_scale;
612 // gr_d3d_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
614 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
615 // Couldn't set texture
616 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
620 // LPD3DTLVERTEX src_v;
621 // D3DTLVERTEX d3d_verts[4];
623 float u0, u1, v0, v1;
624 float x1, x2, y1, y2;
627 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
630 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
632 u0 = u_scale*i2fl(sx)/i2fl(bw);
633 v0 = v_scale*i2fl(sy)/i2fl(bh);
635 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
636 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
638 x1 = i2fl(x+gr_screen.offset_x);
639 y1 = i2fl(y+gr_screen.offset_y);
640 x2 = i2fl(x+w+gr_screen.offset_x);
641 y2 = i2fl(y+h+gr_screen.offset_y);
643 if ( gr_screen.current_color.is_alphacolor ) {
644 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
646 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
650 glTexCoord2f (u0, v1);
651 glVertex3f (x1, y2, 0.99);
653 glTexCoord2f (u1, v1);
654 glVertex3f (x2, y2, 0.99);
656 glTexCoord2f (u1, v0);
657 glVertex3f (x2, y1, 0.99);
659 glTexCoord2f (u0, v0);
660 glVertex3f (x1, y1, 0.99);
664 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
671 int dx1=x, dx2=x+w-1;
672 int dy1=y, dy2=y+h-1;
675 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
680 if ( count > 1 ) Int3();
684 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
685 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
686 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
687 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
688 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
689 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
716 if ( w < 1 ) return; // clipped away!
717 if ( h < 1 ) return; // clipped away!
721 // Make sure clipping algorithm works
725 Assert( w == (dx2-dx1+1) );
726 Assert( h == (dy2-dy1+1) );
729 Assert( sx+w <= bw );
730 Assert( sy+h <= bh );
731 Assert( dx2 >= dx1 );
732 Assert( dy2 >= dy1 );
733 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
734 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
735 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
736 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
739 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
740 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
743 void gr_opengl_aabitmap(int x, int y)
747 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
748 int dx1=x, dx2=x+w-1;
749 int dy1=y, dy2=y+h-1;
752 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
753 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
754 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
755 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
756 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
757 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
759 if ( sx < 0 ) return;
760 if ( sy < 0 ) return;
761 if ( sx >= w ) return;
762 if ( sy >= h ) return;
764 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
765 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
769 void gr_opengl_string( int sx, int sy, char *s )
771 int width, spacing, letter;
774 if ( !Current_font ) {
778 gr_set_bitmap(Current_font->bitmap_id);
783 if (sx==0x8000) { //centered
784 x = get_centered_x(s);
796 y += Current_font->h;
797 if (sx==0x8000) { //centered
798 x = get_centered_x(s);
805 letter = get_char_width(s[0],s[1],&width,&spacing);
808 //not in font, draw as space
816 // Check if this character is totally clipped
817 if ( x + width < gr_screen.clip_left ) continue;
818 if ( y + Current_font->h < gr_screen.clip_top ) continue;
819 if ( x > gr_screen.clip_right ) continue;
820 if ( y > gr_screen.clip_bottom ) continue;
823 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
824 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
828 wc = width - xd; hc = Current_font->h - yd;
829 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
830 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
832 if ( wc < 1 ) continue;
833 if ( hc < 1 ) continue;
835 int u = Current_font->bm_u[letter];
836 int v = Current_font->bm_v[letter];
838 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
842 void gr_opengl_circle( int xc, int yc, int d )
852 if ( (xc+r) < gr_screen.clip_left ) return;
853 if ( (xc-r) > gr_screen.clip_right ) return;
854 if ( (yc+r) < gr_screen.clip_top ) return;
855 if ( (yc-r) > gr_screen.clip_bottom ) return;
858 // Draw the first octant
859 opengl_scanline( xc-y, xc+y, yc-x );
860 opengl_scanline( xc-y, xc+y, yc+x );
865 // Draw the second octant
866 opengl_scanline( xc-x, xc+x, yc-y );
867 opengl_scanline( xc-x, xc+x, yc+y );
874 opengl_scanline( xc-x, xc+x, yc-y );
875 opengl_scanline( xc-x, xc+x, yc+y );
881 void gr_opengl_line(int x1,int y1,int x2,int y2)
883 int clipped = 0, swapped=0;
885 glDisable ( GL_DEPTH_TEST );
886 glEnable ( GL_BLEND );
887 glBlendFunc ( GL_SRC_ALPHA, GL_DST_ALPHA );
889 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);
892 glColor4f (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
893 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), 0.99f);
894 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), 0.99f);
898 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
900 void gr_opengl_scaler(vertex *va, vertex *vb )
902 float x0, y0, x1, y1;
903 float u0, v0, u1, v1;
904 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
905 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
906 float xmin, xmax, ymin, ymax;
907 int dx0, dy0, dx1, dy1;
909 //============= CLIP IT =====================
911 x0 = va->sx; y0 = va->sy;
912 x1 = vb->sx; y1 = vb->sy;
914 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
915 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
917 u0 = va->u; v0 = va->v;
918 u1 = vb->u; v1 = vb->v;
920 // Check for obviously offscreen bitmaps...
921 if ( (y1<=y0) || (x1<=x0) ) return;
922 if ( (x1<xmin ) || (x0>xmax) ) return;
923 if ( (y1<ymin ) || (y0>ymax) ) return;
925 clipped_u0 = u0; clipped_v0 = v0;
926 clipped_u1 = u1; clipped_v1 = v1;
928 clipped_x0 = x0; clipped_y0 = y0;
929 clipped_x1 = x1; clipped_y1 = y1;
931 // Clip the left, moving u0 right as necessary
933 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
937 // Clip the right, moving u1 left as necessary
939 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
943 // Clip the top, moving v0 down as necessary
945 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
949 // Clip the bottom, moving v1 up as necessary
951 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
955 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
956 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
958 if (dx1<=dx0) return;
959 if (dy1<=dy0) return;
961 //============= DRAW IT =====================
969 tmpu = (clipped_u1-clipped_u0) / (dx1-dx0);
970 if ( fl_abs(tmpu) < 0.001f ) {
971 return; // scaled up way too far!
973 tmpv = (clipped_v1-clipped_v0) / (dy1-dy0);
974 if ( fl_abs(tmpv) < 0.001f ) {
975 return; // scaled up way too far!
978 bp = bm_lock( gr_screen.current_bitmap, 8, 0 );
980 du = fl2f(tmpu*(bp->w-1));
981 dv = fl2f(tmpv*(bp->h-1));
983 v = fl2f(clipped_v0*(bp->h-1));
984 u = fl2f(clipped_u0*(bp->w-1));
987 spixels = (ubyte *)bp->data;
989 for (y=dy0; y<=dy1; y++ ) {
990 sbits = &spixels[bp->rowsize*(v>>16)];
994 for (x=0; x<w; x++ ) {
995 ubyte c = sbits[ tmp_u >> 16 ];
997 gr_set_color( gr_palette[c*3+0], gr_palette[c*3+1], gr_palette[c*3+2] );
998 gr_pixel( x+dx0, y );
1005 bm_unlock(gr_screen.current_bitmap);
1010 void gr_opengl_tmapper( int nv, vertex * verts[], uint flags )
1013 float u_scale = 1.0f, v_scale = 1.0f;
1016 // Make nebula use the texture mapper... this blends the colors better.
1017 if ( flags & TMAP_FLAG_NEBULA ){
1022 gr_texture_source texture_source = (gr_texture_source)-1;
1023 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1024 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1026 if ( gr_zbuffering ) {
1027 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1028 zbuffer_type = ZBUFFER_TYPE_READ;
1030 zbuffer_type = ZBUFFER_TYPE_FULL;
1033 zbuffer_type = ZBUFFER_TYPE_NONE;
1039 int tmap_type = TCACHE_TYPE_NORMAL;
1043 if ( flags & TMAP_FLAG_TEXTURED ) {
1046 r = gr_screen.current_color.red;
1047 g = gr_screen.current_color.green;
1048 b = gr_screen.current_color.blue;
1051 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1053 // Some blend function stuff here - DDOI
1056 float factor = gr_screen.current_alpha;
1060 if ( factor <= 1.0f ) {
1061 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1062 r = (r*tmp_alpha)/255;
1063 g = (g*tmp_alpha)/255;
1064 b = (b*tmp_alpha)/255;
1071 if ( flags & TMAP_FLAG_TEXTURED ) {
1072 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 ))
1074 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1078 // use nonfiltered textures for bitmap sections
1080 if(flags & TMAP_FLAG_BITMAP_SECTION){
1081 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1083 texture_source = TEXTURE_SOURCE_DECAL;
1089 x1 = gr_screen.clip_left*16;
1090 x2 = gr_screen.clip_right*16+15;
1091 y1 = gr_screen.clip_top*16;
1092 y2 = gr_screen.clip_bottom*16+15;
1094 float uoffset = 0.0f;
1095 float voffset = 0.0f;
1097 float minu=0.0f, minv=0.0f, maxu=1.0f, maxv=1.0f;
1099 if ( flags & TMAP_FLAG_TEXTURED )
1106 STUB_FUNCTION; // DDOI - this still needs work
1107 glBegin (GL_TRIANGLE_FAN);
1110 if (flags & TMAP_FLAG_ALPHA) a = verts[i]->a;
1113 if (flags & TMAP_FLAG_NEBULA ) {
1115 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1116 r = gr_palette[pal*3+0];
1117 g = gr_palette[pal*3+1];
1118 b = gr_palette[pal*3+2];
1120 }else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1121 r = Gr_gamma_lookup[verts[i]->b];
1122 g = Gr_gamma_lookup[verts[i]->b];
1123 b = Gr_gamma_lookup[verts[i]->b];
1124 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1125 // Make 0.75 be 256.0f
1126 r = Gr_gamma_lookup[verts[i]->r];
1127 g = Gr_gamma_lookup[verts[i]->g];
1128 b = Gr_gamma_lookup[verts[i]->b];
1130 // use constant RGB values...
1133 glColor4i (r,g,b,a);
1135 // DDOI - FIXME fog stuff
1136 // DDOI - FIXME TexCoord stuff
1137 glVertex3f (verts[i]->sx+gr_screen.offset_x,
1138 verts[i]->sy+gr_screen.offset_y,
1145 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1147 // DDOI - needs opengl_make_rect
1149 int clipped = 0, swapped=0;
1151 if ( !gr_screen.current_color.is_alphacolor ) {
1152 gr_line( x1, y1, x2, y2 );
1156 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);
1158 uint color1, color2;
1160 glShadeModel (GL_FLAT);
1161 glEnable (GL_BLEND);
1162 glBlendFunc (GL_SRC_ALPHA, GL_DST_ALPHA);
1164 // DDOI - may not be right
1165 color1 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha );
1166 color2 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0 );
1172 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1176 void gr_opengl_get_color( int * r, int * g, int * b )
1178 if (r) *r = gr_screen.current_color.red;
1179 if (g) *g = gr_screen.current_color.green;
1180 if (b) *b = gr_screen.current_color.blue;
1183 void gr_opengl_init_color(color *c, int r, int g, int b)
1185 c->screen_sig = gr_screen.signature;
1186 c->red = (unsigned char)r;
1187 c->green = (unsigned char)g;
1188 c->blue = (unsigned char)b;
1190 c->ac_type = AC_TYPE_NONE;
1192 c->is_alphacolor = 0;
1196 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1198 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1199 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1200 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1201 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1203 gr_opengl_init_color( clr, r, g, b );
1205 clr->alpha = (unsigned char)alpha;
1206 clr->ac_type = (ubyte)type;
1207 clr->alphacolor = -1;
1208 clr->is_alphacolor = 1;
1211 void gr_opengl_set_color( int r, int g, int b )
1213 Assert((r >= 0) && (r < 256));
1214 Assert((g >= 0) && (g < 256));
1215 Assert((b >= 0) && (b < 256));
1217 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1220 void gr_opengl_set_color_fast(color *dst)
1222 if ( dst->screen_sig != gr_screen.signature ) {
1223 if ( dst->is_alphacolor ) {
1224 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1226 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1229 gr_screen.current_color = *dst;
1232 void gr_opengl_print_screen(char *filename)
1237 int gr_opengl_supports_res_ingame(int res)
1244 int gr_opengl_supports_res_interface(int res)
1251 void opengl_tcache_cleanup ();
1252 void gr_opengl_cleanup()
1254 if ( !Inited ) return;
1261 opengl_tcache_cleanup ();
1266 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float near, float far)
1271 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1276 void gr_opengl_get_region(int front, int w, int g, ubyte *data)
1281 void gr_opengl_set_cull(int cull)
1284 glEnable (GL_CULL_FACE);
1285 glFrontFace (GL_CCW);
1287 glDisable (GL_CULL_FACE);
1291 void gr_opengl_filter_set(int filter)
1297 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1303 typedef struct tcache_slot_opengl {
1304 GLuint texture_handle;
1305 float u_scale, v_scale;
1308 char used_this_frame;
1313 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1314 tcache_slot_opengl *parent;
1315 } tcache_slot_opengl;
1317 static void *Texture_sections = NULL;
1318 tcache_slot_opengl *Textures = NULL;
1320 int GL_texture_sections = 0;
1321 int GL_texture_ram = 0;
1322 int GL_frame_count = 0;
1323 int GL_min_texture_width = 0;
1324 int GL_max_texture_width = 0;
1325 int GL_min_texture_height = 0;
1326 int GL_max_texture_height = 0;
1327 int GL_square_textures = 0;
1328 int GL_textures_in = 0;
1329 int GL_textures_in_frame = 0;
1330 int GL_last_bitmap_id = -1;
1331 int GL_last_detail = -1;
1332 int GL_last_bitmap_type = -1;
1333 int GL_last_section_x = -1;
1334 int GL_last_section_y = -1;
1338 void opengl_tcache_init (int use_sections)
1342 // DDOI - FIXME skipped a lot of stuff here
1345 GL_min_texture_width = 16;
1346 GL_min_texture_height = 16;
1347 GL_max_texture_width = 256;
1348 GL_max_texture_height = 256;
1350 GL_square_textures = 1;
1352 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1358 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1359 if(!Texture_sections){
1362 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1365 // Init the texture structures
1366 int section_count = 0;
1367 for( i=0; i<MAX_BITMAPS; i++ ) {
1369 Textures[i].vram_texture = NULL;
1370 Textures[i].vram_texture_surface = NULL;
1372 Textures[i].texture_handle = 0;
1374 Textures[i].bitmap_id = -1;
1375 Textures[i].size = 0;
1376 Textures[i].used_this_frame = 0;
1378 Textures[i].parent = NULL;
1380 // allocate sections
1382 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1383 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1384 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1385 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1387 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1388 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1390 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1391 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1392 Textures[i].data_sections[idx][s_idx]->size = 0;
1393 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1397 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1398 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1399 Textures[i].data_sections[idx][s_idx] = NULL;
1405 GL_texture_sections = use_sections;
1407 //GL_last_detail = Detail.hardware_textures;
1408 GL_last_bitmap_id = -1;
1409 GL_last_bitmap_type = -1;
1411 GL_last_section_x = -1;
1412 GL_last_section_y = -1;
1415 GL_textures_in_frame = 0;
1418 int opengl_free_texture (tcache_slot_opengl *t);
1420 void opengl_tcache_flush ()
1424 for( i=0; i<MAX_BITMAPS; i++ ) {
1425 opengl_free_texture ( &Textures[i] );
1427 if (GL_textures_in != 0) {
1428 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1432 GL_last_bitmap_id = -1;
1433 GL_last_section_x = -1;
1434 GL_last_section_y = -1;
1437 void opengl_tcache_cleanup ()
1439 opengl_tcache_flush ();
1442 GL_textures_in_frame = 0;
1449 if( Texture_sections != NULL ){
1450 free(Texture_sections);
1451 Texture_sections = NULL;
1455 void opengl_tcache_frame ()
1459 GL_last_bitmap_id = -1;
1460 GL_textures_in_frame = 0;
1465 for( i=0; i<MAX_BITMAPS; i++ ) {
1466 Textures[i].used_this_frame = 0;
1469 if(Textures[i].data_sections[0][0] != NULL){
1470 Assert(GL_texture_sections);
1471 if(GL_texture_sections){
1472 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1473 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1474 if(Textures[i].data_sections[idx][s_idx] != NULL){
1475 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1484 opengl_tcache_flush();
1489 int opengl_free_texture ( tcache_slot_opengl *t )
1495 if ( t->bitmap_id > -1 ) {
1496 // if I, or any of my children have been used this frame, bail
1497 if(t->used_this_frame){
1500 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1501 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1502 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1508 // ok, now we know its legal to free everything safely
1509 glDeleteTextures (1, &t->texture_handle);
1510 t->texture_handle = 0;
1512 if ( GL_last_bitmap_id == t->bitmap_id ) {
1513 GL_last_bitmap_id = -1;
1516 // if this guy has children, free them too, since the children
1517 // actually make up his size
1518 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1519 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1520 if(t->data_sections[idx][s_idx] != NULL){
1521 opengl_free_texture(t->data_sections[idx][s_idx]);
1527 t->used_this_frame = 0;
1528 GL_textures_in -= t->size;
1534 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1539 if((w_out == NULL) || (h_out == NULL)){
1549 for (i=0; i<16; i++ ) {
1550 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1556 for (i=0; i<16; i++ ) {
1557 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1564 if ( tex_w < GL_min_texture_width ) {
1565 tex_w = GL_min_texture_width;
1566 } else if ( tex_w > GL_max_texture_width ) {
1567 tex_w = GL_max_texture_width;
1570 if ( tex_h < GL_min_texture_height ) {
1571 tex_h = GL_min_texture_height;
1572 } else if ( tex_h > GL_max_texture_height ) {
1573 tex_h = GL_max_texture_height;
1576 if ( GL_square_textures ) {
1578 // Make the both be equal to larger of the two
1579 new_size = max(tex_w, tex_h);
1584 // store the outgoing size
1589 // data == start of bitmap data
1590 // sx == x offset into bitmap
1591 // sy == y offset into bitmap
1592 // src_w == absolute width of section on source bitmap
1593 // src_h == absolute height of section on source bitmap
1594 // bmap_w == width of source bitmap
1595 // bmap_h == height of source bitmap
1596 // tex_w == width of final texture
1597 // tex_h == height of final texture
1598 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)
1607 if ( t->used_this_frame ) {
1608 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1613 if(!opengl_free_texture(t)){
1618 // get final texture size
1619 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1621 if ( (tex_w < 1) || (tex_h < 1) ) {
1622 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1626 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1627 t->u_scale = (float)bmap_w / (float)tex_w;
1628 t->v_scale = (float)bmap_h / (float)tex_h;
1629 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1630 t->u_scale = (float)src_w / (float)tex_w;
1631 t->v_scale = (float)src_h / (float)tex_h;
1637 glGenTextures (1, &t->texture_handle);
1638 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1640 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1641 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1642 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1643 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1645 switch (bitmap_type) {
1647 case TCACHE_TYPE_AABITMAP:
1650 ubyte *bmp_data = ((ubyte*)data);
1651 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1652 ubyte *texmemp = texmem;
1654 for (i=0;i<tex_h;i++)
1656 for (j=0;j<tex_w;j++)
1658 if (i < bmap_h && j < bmap_w) {
1660 *texmemp++ = bmp_data[i*bmap_w+j]<<4;
1668 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
1674 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, tex_w, tex_h, 0, GL_RGBA,
1675 GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
1679 t->bitmap_id = texture_handle;
1680 t->time_created = GL_frame_count;
1681 t->used_this_frame = 0;
1682 t->size = tex_w * tex_h * 2;
1683 t->w = (ushort)tex_w;
1684 t->h = (ushort)tex_h;
1685 GL_textures_in_frame += t->size;
1687 GL_textures_in += t->size;
1693 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
1697 int final_w, final_h;
1701 // setup texture/bitmap flags
1703 switch(bitmap_type){
1704 case TCACHE_TYPE_AABITMAP:
1705 flags |= BMP_AABITMAP;
1708 case TCACHE_TYPE_NORMAL:
1709 flags |= BMP_TEX_OTHER;
1710 case TCACHE_TYPE_XPARENT:
1711 flags |= BMP_TEX_XPARENT;
1713 case TCACHE_TYPE_NONDARKENING:
1715 flags |= BMP_TEX_NONDARK;
1719 // lock the bitmap into the proper format
1720 bmp = bm_lock(bitmap_handle, bpp, flags);
1721 if ( bmp == NULL ) {
1722 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
1731 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
1732 max_w /= D3D_texture_divider;
1733 max_h /= D3D_texture_divider;
1735 // Detail.debris_culling goes from 0 to 4.
1736 max_w /= 16 >> Detail.hardware_textures;
1737 max_h /= 16 >> Detail.hardware_textures;
1741 // get final texture size as it will be allocated as a DD surface
1742 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
1744 // if this tcache slot has no bitmap
1745 if ( tslot->bitmap_id < 0) {
1748 // different bitmap altogether - determine if the new one can use the old one's slot
1749 else if (tslot->bitmap_id != bitmap_handle) {
1750 if((final_w == tslot->w) && (final_h == tslot->h)){
1752 //ml_printf("Reloading texture %d\n", bitmap_handle);
1759 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);
1761 // unlock the bitmap
1762 bm_unlock(bitmap_handle);
1767 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
1771 int final_w, final_h;
1772 int section_x, section_y;
1775 // setup texture/bitmap flags
1776 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
1777 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
1778 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
1780 flags = BMP_TEX_XPARENT;
1782 // lock the bitmap in the proper format
1783 bmp = bm_lock(bitmap_handle, 16, flags);
1784 if ( bmp == NULL ) {
1785 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
1788 // determine the width and height of this section
1789 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
1791 // get final texture size as it will be allocated as a DD surface
1792 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
1794 // if this tcache slot has no bitmap
1795 if ( tslot->bitmap_id < 0) {
1798 // different bitmap altogether - determine if the new one can use the old one's slot
1799 else if (tslot->bitmap_id != bitmap_handle) {
1800 if((final_w == tslot->w) && (final_h == tslot->h)){
1808 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);
1810 // unlock the bitmap
1811 bm_unlock(bitmap_handle);
1817 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
1818 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)
1827 GL_last_bitmap_id = -1;
1832 if ( GL_last_detail != Detail.hardware_textures ) {
1833 GL_last_detail = Detail.hardware_textures;
1834 opengl_tcache_flush();
1842 int n = bm_get_cache_slot (bitmap_id, 1);
1843 tcache_slot_opengl *t = &Textures[n];
1845 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)) {
1846 t->used_this_frame++;
1848 // mark all children as used
1849 if(GL_texture_sections){
1850 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1851 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1852 if(t->data_sections[idx][s_idx] != NULL){
1853 t->data_sections[idx][s_idx]->used_this_frame++;
1859 *u_scale = t->u_scale;
1860 *v_scale = t->v_scale;
1864 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1865 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
1866 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
1872 // if the texture sections haven't been created yet
1873 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
1875 // lock the bitmap in the proper format
1876 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
1877 bm_unlock(bitmap_id);
1879 // now lets do something for each texture
1881 for(idx=0; idx<bmp->sections.num_x; idx++){
1882 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
1883 // hmm. i'd rather we didn't have to do it this way...
1884 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
1888 // not used this frame
1889 t->data_sections[idx][s_idx]->used_this_frame = 0;
1893 // zero out pretty much everything in the parent struct since he's just the root
1894 t->bitmap_id = bitmap_id;
1895 t->texture_handle = 0;
1896 t->time_created = t->data_sections[sx][sy]->time_created;
1897 t->used_this_frame = 0;
1899 t->vram_texture = NULL;
1900 t->vram_texture_surface = NULL
1904 // argh. we failed to upload. free anything we can
1906 opengl_free_texture(t);
1908 // swap in the texture we want
1910 t = t->data_sections[sx][sy];
1913 // all other "normal" textures
1914 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
1915 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
1918 // everything went ok
1919 if(ret_val && (t->texture_handle) && !vram_full){
1920 *u_scale = t->u_scale;
1921 *v_scale = t->v_scale;
1923 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
1925 GL_last_bitmap_id = t->bitmap_id;
1926 GL_last_bitmap_type = bitmap_type;
1927 GL_last_section_x = sx;
1928 GL_last_section_y = sy;
1930 t->used_this_frame++;
1934 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
1941 void gr_opengl_set_clear_color(int r, int g, int b)
1943 gr_init_color (&gr_screen.current_clear_color, r, g, b);
1946 void gr_opengl_aaline(vertex *v1, vertex *v2)
1951 void gr_opengl_flash(int r, int g, int b)
1956 int gr_opengl_zbuffer_get()
1958 if ( !gr_global_zbuffering ) {
1959 return GR_ZBUFF_NONE;
1961 return gr_zbuffering_mode;
1964 int gr_opengl_zbuffer_set(int mode)
1966 int tmp = gr_zbuffering_mode;
1968 gr_zbuffering_mode = mode;
1970 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
1978 void gr_opengl_zbuffer_clear(int mode)
1983 void gr_opengl_set_gamma(float gamma)
1986 Gr_gamma_int = int (Gr_gamma*10);
1988 // Create the Gamma lookup table
1990 for (i=0;i<256; i++) {
1991 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
1994 } else if ( v < 0 ) {
1997 Gr_gamma_lookup[i] = v;
2000 // Flush any existing textures
2001 opengl_tcache_flush();
2004 void gr_opengl_fade_in(int instantaneous)
2009 void gr_opengl_fade_out(int instantaneous)
2014 int gr_opengl_save_screen()
2019 if ( Gr_saved_screen ) {
2020 mprintf(( "Screen alread saved!\n" ));
2024 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2025 if (!Gr_saved_screen) {
2026 mprintf(( "Couldn't get memory for saved screen!\n" ));
2035 void gr_opengl_restore_screen(int id)
2040 void gr_opengl_free_screen(int id)
2045 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2050 void gr_opengl_dump_frame_stop()
2055 void gr_opengl_dump_frame()
2060 uint gr_opengl_lock()
2067 void gr_opengl_unlock()
2071 void gr_opengl_init()
2074 gr_opengl_cleanup();
2078 mprintf(( "Initializing opengl graphics device...\n" ));
2082 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2084 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2090 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2091 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2092 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2093 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2094 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2096 if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL)
2098 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2102 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2104 glMatrixMode(GL_PROJECTION);
2106 glMatrixMode(GL_MODELVIEW);
2109 glEnable(GL_TEXTURE_2D);
2111 glGenTextures(1, &bitmapTex);
2112 glBindTexture(GL_TEXTURE_2D, bitmapTex);
2113 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2115 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2117 glMatrixMode(GL_PROJECTION);
2121 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, -1.0, 1.0);
2123 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2125 bitmapMem = (GLubyte *)malloc(256*256*4);
2126 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2127 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_CHAR, bitmapMem);
2138 Gr_red.mask = 0xff0000;
2143 Gr_green.mask = 0xff00;
2148 Gr_blue.mask = 0xff;
2156 Gr_red.mask = 0x7C00;
2161 Gr_green.mask = 0x3E0;
2166 Gr_blue.mask = 0x1F;
2174 Gr_red.mask = 0xF800;
2179 Gr_green.mask = 0x7E0;
2184 Gr_blue.mask = 0x1F;
2193 Gr_red.mask = 0xff0000;
2198 Gr_green.mask = 0xff00;
2203 Gr_blue.mask = 0xff;
2208 Int3(); // Illegal bpp
2211 // DDOI - set these so no one else does!
2212 Gr_ta_red.mask = 0x0f00;
2213 Gr_ta_red.shift = 8;
2214 Gr_ta_red.scale = 16;
2216 Gr_ta_green.mask = 0x00f0;
2217 Gr_ta_green.shift = 4;
2218 Gr_ta_green.scale = 16;
2220 Gr_ta_blue.mask = 0x000f;
2221 Gr_ta_blue.shift = 0;
2222 Gr_ta_blue.scale = 16;
2224 Gr_ta_alpha.mask = 0xf000;
2225 Gr_ta_alpha.shift = 12;
2226 Gr_ta_alpha.scale = 16;
2229 opengl_tcache_init (0);
2232 Gr_current_red = &Gr_red;
2233 Gr_current_blue = &Gr_blue;
2234 Gr_current_green = &Gr_green;
2235 Gr_current_alpha = &Gr_alpha;
2237 gr_screen.gf_flip = gr_opengl_flip;
2238 gr_screen.gf_flip_window = gr_opengl_flip_window;
2239 gr_screen.gf_set_clip = gr_opengl_set_clip;
2240 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2241 gr_screen.gf_set_font = grx_set_font;
2243 gr_screen.gf_set_color = gr_opengl_set_color;
2244 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2245 gr_screen.gf_create_shader = gr_opengl_create_shader;
2246 gr_screen.gf_set_shader = gr_opengl_set_shader;
2247 gr_screen.gf_clear = gr_opengl_clear;
2248 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2249 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2250 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2251 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2253 gr_screen.gf_rect = gr_opengl_rect;
2254 gr_screen.gf_shade = gr_opengl_shade;
2255 gr_screen.gf_string = gr_opengl_string;
2256 gr_screen.gf_circle = gr_opengl_circle;
2258 gr_screen.gf_line = gr_opengl_line;
2259 gr_screen.gf_aaline = gr_opengl_aaline;
2260 gr_screen.gf_pixel = gr_opengl_pixel;
2261 gr_screen.gf_scaler = gr_opengl_scaler;
2262 gr_screen.gf_tmapper = gr_opengl_tmapper;
2264 gr_screen.gf_gradient = gr_opengl_gradient;
2266 gr_screen.gf_set_palette = gr_opengl_set_palette;
2267 gr_screen.gf_get_color = gr_opengl_get_color;
2268 gr_screen.gf_init_color = gr_opengl_init_color;
2269 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2270 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2271 gr_screen.gf_print_screen = gr_opengl_print_screen;
2273 gr_screen.gf_fade_in = gr_opengl_fade_in;
2274 gr_screen.gf_fade_out = gr_opengl_fade_out;
2275 gr_screen.gf_flash = gr_opengl_flash;
2277 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2278 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2279 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2281 gr_screen.gf_save_screen = gr_opengl_save_screen;
2282 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2283 gr_screen.gf_free_screen = gr_opengl_free_screen;
2285 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2286 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2287 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2289 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2291 gr_screen.gf_lock = gr_opengl_lock;
2292 gr_screen.gf_unlock = gr_opengl_unlock;
2294 gr_screen.gf_fog_set = gr_opengl_fog_set;
2296 gr_screen.gf_get_region = gr_opengl_get_region;
2298 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2300 gr_screen.gf_set_cull = gr_opengl_set_cull;
2302 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2304 gr_screen.gf_filter_set = gr_opengl_filter_set;
2306 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2308 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;