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 1.49 2002/06/17 23:11:39 relnev
19 * enable sdl key repeating.
23 * Revision 1.48 2002/06/09 04:41:17 relnev
24 * added copyright header
26 * Revision 1.47 2002/06/09 03:16:04 relnev
29 * removed unneeded asm, old sdl 2d setup.
31 * fixed crash caused by opengl_get_region.
33 * Revision 1.46 2002/06/05 04:03:32 relnev
34 * finished cfilesystem.
36 * removed some old code.
38 * fixed mouse save off-by-one.
42 * Revision 1.45 2002/06/03 09:25:37 relnev
43 * implement mouse cursor and screen save/restore
45 * Revision 1.44 2002/06/02 18:46:59 relnev
48 * Revision 1.43 2002/06/02 11:34:00 relnev
51 * Revision 1.42 2002/06/02 10:28:17 relnev
52 * fix texture handle leak
54 * Revision 1.41 2002/06/01 09:00:34 relnev
55 * silly debug memmanager
57 * Revision 1.40 2002/06/01 07:12:33 relnev
58 * a few NDEBUG updates.
60 * removed a few warnings.
62 * Revision 1.39 2002/06/01 05:33:15 relnev
63 * copied more code over.
65 * added scissor clipping.
67 * Revision 1.38 2002/06/01 03:35:27 relnev
70 * Revision 1.37 2002/06/01 03:32:00 relnev
71 * fix texture loading mistake.
73 * enable some d3d stuff for opengl also
75 * Revision 1.36 2002/05/31 23:25:03 relnev
78 * Revision 1.34 2002/05/31 22:15:22 relnev
81 * Revision 1.33 2002/05/31 22:04:55 relnev
82 * use d3d rect_internal
84 * Revision 1.32 2002/05/31 06:28:23 relnev
87 * Revision 1.31 2002/05/31 06:04:39 relnev
90 * Revision 1.30 2002/05/31 03:56:11 theoddone33
91 * Change tmapper polygon winding and enable culling
93 * Revision 1.29 2002/05/31 03:34:02 theoddone33
97 * Revision 1.28 2002/05/31 00:06:59 relnev
100 * Revision 1.27 2002/05/30 23:46:29 theoddone33
101 * some minor key changes (not necessarily fixes)
103 * Revision 1.26 2002/05/30 23:33:12 relnev
104 * implemented a few more functions.
106 * Revision 1.25 2002/05/30 23:01:16 relnev
107 * implement gr_opengl_set_state.
109 * Revision 1.24 2002/05/30 22:12:57 relnev
110 * finish default texture case
112 * Revision 1.23 2002/05/30 22:02:30 theoddone33
115 * Revision 1.22 2002/05/30 21:44:48 relnev
116 * implemented some missing texture stuff.
118 * enable bitmap polys for opengl.
120 * work around greenness in bitmaps.
122 * Revision 1.21 2002/05/30 17:29:30 theoddone33
123 * Fix some more stubs, change at least one polygon winding since culling is now
126 * Revision 1.20 2002/05/30 16:50:24 theoddone33
127 * Keyboard partially fixed
129 * Revision 1.19 2002/05/30 08:13:14 relnev
132 * Revision 1.18 2002/05/29 23:37:36 relnev
135 * Revision 1.17 2002/05/29 23:17:49 theoddone33
136 * Non working text code and fixed keys
138 * Revision 1.16 2002/05/29 19:45:13 theoddone33
139 * More changes on texture loading
141 * Revision 1.15 2002/05/29 19:06:48 theoddone33
142 * Enable string printing. Enable texture mapping
144 * Revision 1.14 2002/05/29 08:54:40 relnev
145 * "fixed" bitmap drawing.
147 * copied more d3d code over.
149 * Revision 1.13 2002/05/29 06:25:13 theoddone33
150 * Keyboard input, mouse tracking now work
152 * Revision 1.12 2002/05/29 04:52:45 relnev
155 * Revision 1.11 2002/05/29 04:29:56 relnev
156 * removed some unncessary stubbing, implemented opengl rect
158 * Revision 1.10 2002/05/29 04:13:27 theoddone33
161 * Revision 1.9 2002/05/29 03:35:51 relnev
164 * Revision 1.8 2002/05/29 03:30:05 relnev
165 * update opengl stubs
167 * Revision 1.7 2002/05/29 02:52:32 theoddone33
168 * Enable OpenGL renderer
170 * Revision 1.6 2002/05/28 04:56:51 theoddone33
171 * runs a little bit now
173 * Revision 1.5 2002/05/28 04:07:28 theoddone33
174 * New graphics stubbing arrangement
176 * Revision 1.4 2002/05/27 23:39:34 relnev
179 * Revision 1.3 2002/05/27 22:35:01 theoddone33
182 * Revision 1.2 2002/05/27 22:32:02 theoddone33
183 * throw all d3d stuff at opengl
185 * Revision 1.1.1.1 2002/05/03 03:28:09 root
189 * 10 7/14/99 9:42a Dave
190 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
193 * 9 7/09/99 9:51a Dave
194 * Added thick polyline code.
196 * 8 6/29/99 10:35a Dave
197 * Interface polygon bitmaps! Whee!
199 * 7 2/03/99 11:44a Dave
200 * Fixed d3d transparent textures.
202 * 6 1/24/99 11:37p Dave
203 * First full rev of beam weapons. Very customizable. Removed some bogus
204 * Int3()'s in low level net code.
206 * 5 12/18/98 1:13a Dave
207 * Rough 1024x768 support for Direct3D. Proper detection and usage through
210 * 4 12/06/98 2:36p Dave
211 * Drastically improved nebula fogging.
213 * 3 11/11/98 5:37p Dave
214 * Checkin for multiplayer testing.
216 * 2 10/07/98 10:53a Dave
219 * 1 10/07/98 10:49a Dave
221 * 14 5/20/98 9:46p John
222 * added code so the places in code that change half the palette don't
223 * have to clear the screen.
225 * 13 5/06/98 5:30p John
226 * Removed unused cfilearchiver. Removed/replaced some unused/little used
227 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
228 * DirectX header files and libs that fixed the Direct3D alpha blending
231 * 12 4/14/98 12:15p John
232 * Made 16-bpp movies work.
234 * 11 3/12/98 5:36p John
235 * Took out any unused shaders. Made shader code take rgbc instead of
236 * matrix and vector since noone used it like a matrix and it would have
237 * been impossible to do in hardware. Made Glide implement a basic
238 * shader for online help.
240 * 10 3/10/98 4:18p John
241 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
242 * & Glide have popups and print screen. Took out all >8bpp software
243 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
244 * support Fred. Made zbuffering key off of functions rather than one
247 * 9 12/02/97 4:00p John
248 * Added first rev of thruster glow, along with variable levels of
249 * translucency, which retquired some restructing of palman.
251 * 8 10/03/97 9:10a John
252 * added better antialiased line drawer
254 * 7 9/23/97 10:45a John
255 * made so you can tell bitblt code to rle a bitmap by passing flag to
258 * 6 9/09/97 11:01a Sandeep
259 * fixed warning level 4 bugs
261 * 5 7/10/97 2:06p John
262 * added code to specify alphablending type for bitmaps.
264 * 4 6/17/97 7:04p John
265 * added d3d support for gradients.
266 * fixed some color bugs by adding screen signatures instead of watching
267 * flags and palette changes.
269 * 3 6/12/97 2:50a Lawrance
270 * bm_unlock() now passed bitmap number, not pointer
272 * 2 6/11/97 1:12p John
273 * Started fixing all the text colors in the game.
275 * 1 5/12/97 12:14p John
282 #include <windowsx.h>
291 #include "floating.h"
293 #include "systemvars.h"
294 #include "grinternal.h"
295 #include "gropengl.h"
299 #include "osregistry.h"
301 static int Inited = 0;
303 typedef enum gr_texture_source {
305 TEXTURE_SOURCE_DECAL,
306 TEXTURE_SOURCE_NO_FILTERING,
309 typedef enum gr_alpha_blend {
310 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
311 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
312 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
313 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
316 typedef enum gr_zbuffer_type {
323 #define NEBULA_COLORS 20
325 volatile int GL_activate = 0;
326 volatile int GL_deactivate = 0;
328 static char *Gr_saved_screen = NULL;
329 static int Gr_saved_screen_bitmap;
332 // Throw in some dummy functions - DDOI
334 int D3D_32bit = 0; // grd3d.cpp
335 int D3D_fog_mode = -1; // grd3d.cpp
336 int D3D_inited = 0; // grd3d.cpp
337 int D3D_zbias = 1; // grd3d.cpp
338 int D3d_rendition_uvs = 0; // grd3d.cpp
345 void d3d_zbias (int a)
352 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
353 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
354 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
356 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
358 /* TODO: this doesn't work unless it's handled at the per-texture level */
359 /* if (ts != GL_current_texture_source) */ {
361 case TEXTURE_SOURCE_NONE:
362 glBindTexture(GL_TEXTURE_2D, 0);
363 gr_tcache_set(-1, -1, NULL, NULL );
365 case TEXTURE_SOURCE_DECAL:
366 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
367 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
368 // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
370 case TEXTURE_SOURCE_NO_FILTERING:
371 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
372 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
373 // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
379 GL_current_texture_source = ts;
382 if (ab != GL_current_alpha_blend) {
384 case ALPHA_BLEND_NONE:
385 glBlendFunc(GL_ONE, GL_ZERO);
387 case ALPHA_BLEND_ALPHA_ADDITIVE:
388 glBlendFunc(GL_ONE, GL_ONE);
390 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
391 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
393 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
394 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
400 GL_current_alpha_blend = ab;
403 if (zt != GL_current_zbuffer_type) {
405 case ZBUFFER_TYPE_NONE:
406 glDepthFunc(GL_ALWAYS);
407 glDepthMask(GL_FALSE);
409 case ZBUFFER_TYPE_READ:
410 glDepthFunc(GL_LESS);
411 glDepthMask(GL_FALSE);
413 case ZBUFFER_TYPE_WRITE:
414 glDepthFunc(GL_ALWAYS);
415 glDepthMask(GL_TRUE);
417 case ZBUFFER_TYPE_FULL:
418 glDepthFunc(GL_LESS);
419 glDepthMask(GL_TRUE);
425 GL_current_zbuffer_type = zt;
429 void gr_opengl_activate(int active)
435 make sure window is active and mouse grabbed
441 make sure mouse is not grabbed and window minimized
449 void opengl_tcache_flush ();
451 void gr_opengl_preload_init()
453 if (gr_screen.mode != GR_OPENGL) {
457 opengl_tcache_flush ();
460 int GL_should_preload = 0;
461 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
463 if ( gr_screen.mode != GR_OPENGL) {
467 if ( !GL_should_preload ) {
471 float u_scale, v_scale;
475 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
477 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
481 mprintf(("Texture upload failed!\n" ));
487 void gr_opengl_pixel(int x, int y)
492 void gr_opengl_clear()
494 glClearColor(gr_screen.current_clear_color.red / 255.0,
495 gr_screen.current_clear_color.green / 255.0,
496 gr_screen.current_clear_color.blue / 255.0, 1.0);
498 glClear ( GL_COLOR_BUFFER_BIT );
501 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
502 void opengl_tcache_frame ();
503 void gr_opengl_flip()
511 extern int Gr_opengl_mouse_saved;
512 Gr_opengl_mouse_saved = 0;
514 if ( mouse_is_visible() ) {
518 mouse_get_pos( &mx, &my );
520 gr_opengl_save_mouse_area(mx,my,32,32);
522 if ( Gr_cursor == -1 ) {
525 gr_set_bitmap(Gr_cursor);
531 GLenum error = glGetError();
534 error = glGetError();
536 if (error != GL_NO_ERROR) {
537 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
540 } while (error != GL_NO_ERROR);
543 SDL_GL_SwapBuffers ();
545 opengl_tcache_frame ();
547 int cnt = GL_activate;
550 opengl_tcache_flush();
551 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
557 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
561 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
566 void gr_opengl_set_clip(int x,int y,int w,int h)
568 // check for sanity of parameters
574 if (x >= gr_screen.max_w)
575 x = gr_screen.max_w - 1;
576 if (y >= gr_screen.max_h)
577 y = gr_screen.max_h - 1;
579 if (x + w > gr_screen.max_w)
580 w = gr_screen.max_w - x;
581 if (y + h > gr_screen.max_h)
582 h = gr_screen.max_h - y;
584 if (w > gr_screen.max_w)
586 if (h > gr_screen.max_h)
589 gr_screen.offset_x = x;
590 gr_screen.offset_y = y;
591 gr_screen.clip_left = 0;
592 gr_screen.clip_right = w-1;
593 gr_screen.clip_top = 0;
594 gr_screen.clip_bottom = h-1;
595 gr_screen.clip_width = w;
596 gr_screen.clip_height = h;
598 glEnable(GL_SCISSOR_TEST);
599 glScissor(x, gr_screen.max_h-y-h, w, h);
602 void gr_opengl_reset_clip()
604 gr_screen.offset_x = 0;
605 gr_screen.offset_y = 0;
606 gr_screen.clip_left = 0;
607 gr_screen.clip_top = 0;
608 gr_screen.clip_right = gr_screen.max_w - 1;
609 gr_screen.clip_bottom = gr_screen.max_h - 1;
610 gr_screen.clip_width = gr_screen.max_w;
611 gr_screen.clip_height = gr_screen.max_h;
613 glDisable(GL_SCISSOR_TEST);
614 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
617 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
619 gr_screen.current_alpha = alpha;
620 gr_screen.current_alphablend_mode = alphablend_mode;
621 gr_screen.current_bitblt_mode = bitblt_mode;
622 gr_screen.current_bitmap = bitmap_num;
624 gr_screen.current_bitmap_sx = sx;
625 gr_screen.current_bitmap_sy = sy;
628 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
630 shade->screen_sig = gr_screen.signature;
637 void gr_opengl_set_shader( shader * shade )
640 if (shade->screen_sig != gr_screen.signature) {
641 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
643 gr_screen.current_shader = *shade;
645 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
650 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
652 STUB_FUNCTION; /* who called me? */
655 extern int GL_last_bitmap_id;
656 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
660 GLubyte *sptr, *dptr;
664 int cw = min(bmp->w, w);
665 int ch = min(bmp->h, h);
667 GL_last_bitmap_id = -1; /* HACK! */
669 glColor4f(1.0, 1.0, 1.0, 1.0);
670 glBindTexture(GL_TEXTURE_2D, bitmapTex);
673 for (iy = sy; iy < ch; iy += 256) {
675 ih = min(256, (ch-iy));
677 for (ix = sx; ix < cw; ix += 256) {
679 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
681 iw = min(256, (cw-ix));
687 memcpy(dptr, sptr, iw*2);
695 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
705 t = (float)ih / 256.0;
710 s = (float)iw / 256.0;
711 t = (float)ih / 256.0;
716 s = (float)iw / 256.0;
728 bm_unlock(gr_screen.current_bitmap);
733 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
735 STUB_FUNCTION; /* who called me? */
742 int dx1=x, dx2=x+w-1;
743 int dy1=y, dy2=y+h-1;
746 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
751 if ( count > 1 ) Int3();
755 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
756 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
757 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
758 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
759 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
760 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
787 if ( w < 1 ) return; // clipped away!
788 if ( h < 1 ) return; // clipped away!
792 // Make sure clipping algorithm works
796 Assert( w == (dx2-dx1+1) );
797 Assert( h == (dy2-dy1+1) );
800 Assert( sx+w <= bw );
801 Assert( sy+h <= bh );
802 Assert( dx2 >= dx1 );
803 Assert( dy2 >= dy1 );
804 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
805 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
806 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
807 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
810 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
811 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
813 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
817 void gr_opengl_bitmap(int x, int y)
819 STUB_FUNCTION; /* who called me? */
823 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
824 int dx1=x, dx2=x+w-1;
825 int dy1=y, dy2=y+h-1;
828 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
829 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
830 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
831 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
832 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
833 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
835 if ( sx < 0 ) return;
836 if ( sy < 0 ) return;
837 if ( sx >= w ) return;
838 if ( sy >= h ) return;
840 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
842 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
846 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
850 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
852 saved_zbuf = gr_zbuffer_get();
854 // start the frame, no zbuffering, no culling
856 gr_zbuffer_set(GR_ZBUFF_NONE);
865 v[0].flags = PF_PROJECTED;
872 v[1].sx = i2fl(x + w);
877 v[1].flags = PF_PROJECTED;
884 v[2].sx = i2fl(x + w);
885 v[2].sy = i2fl(y + h);
889 v[2].flags = PF_PROJECTED;
897 v[3].sy = i2fl(y + h);
901 v[3].flags = PF_PROJECTED;
909 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
913 // restore zbuffer and culling
914 gr_zbuffer_set(saved_zbuf);
918 void gr_opengl_rect(int x,int y,int w,int h)
920 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);
923 void gr_opengl_shade(int x,int y,int w,int h)
930 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
931 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
932 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
933 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
934 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
935 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
936 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
937 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
939 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
942 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
947 if ( !gr_screen.current_color.is_alphacolor ) return;
949 float u_scale, v_scale;
951 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
953 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
954 // Couldn't set texture
955 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
959 float u0, u1, v0, v1;
960 float x1, x2, y1, y2;
963 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
965 u0 = u_scale*i2fl(sx)/i2fl(bw);
966 v0 = v_scale*i2fl(sy)/i2fl(bh);
968 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
969 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
971 x1 = i2fl(x+gr_screen.offset_x);
972 y1 = i2fl(y+gr_screen.offset_y);
973 x2 = i2fl(x+w+gr_screen.offset_x);
974 y2 = i2fl(y+h+gr_screen.offset_y);
976 if ( gr_screen.current_color.is_alphacolor ) {
977 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
979 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
983 glTexCoord2f (u0, v1);
984 glVertex3f (x1, y2, -0.99);
986 glTexCoord2f (u1, v1);
987 glVertex3f (x2, y2, -0.99);
989 glTexCoord2f (u1, v0);
990 glVertex3f (x2, y1, -0.99);
992 glTexCoord2f (u0, v0);
993 glVertex3f (x1, y1, -0.99);
997 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
1004 int dx1=x, dx2=x+w-1;
1005 int dy1=y, dy2=y+h-1;
1008 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
1013 if ( count > 1 ) Int3();
1017 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1018 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1019 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1020 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1021 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1022 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1039 if ( sx + w > bw ) {
1044 if ( sy + h > bh ) {
1049 if ( w < 1 ) return; // clipped away!
1050 if ( h < 1 ) return; // clipped away!
1054 // Make sure clipping algorithm works
1058 Assert( w == (dx2-dx1+1) );
1059 Assert( h == (dy2-dy1+1) );
1062 Assert( sx+w <= bw );
1063 Assert( sy+h <= bh );
1064 Assert( dx2 >= dx1 );
1065 Assert( dy2 >= dy1 );
1066 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1067 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1068 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1069 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1072 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1073 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1076 void gr_opengl_aabitmap(int x, int y)
1080 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1081 int dx1=x, dx2=x+w-1;
1082 int dy1=y, dy2=y+h-1;
1085 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1086 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1087 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1088 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1089 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1090 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1092 if ( sx < 0 ) return;
1093 if ( sy < 0 ) return;
1094 if ( sx >= w ) return;
1095 if ( sy >= h ) return;
1097 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1098 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1101 void gr_opengl_string( int sx, int sy, char *s )
1103 int width, spacing, letter;
1106 if ( !Current_font ) {
1110 gr_set_bitmap(Current_font->bitmap_id);
1115 if (sx==0x8000) { //centered
1116 x = get_centered_x(s);
1126 while (*s== '\n' ) {
1128 y += Current_font->h;
1129 if (sx==0x8000) { //centered
1130 x = get_centered_x(s);
1135 if (*s == 0 ) break;
1137 letter = get_char_width(s[0],s[1],&width,&spacing);
1140 //not in font, draw as space
1148 // Check if this character is totally clipped
1149 if ( x + width < gr_screen.clip_left ) continue;
1150 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1151 if ( x > gr_screen.clip_right ) continue;
1152 if ( y > gr_screen.clip_bottom ) continue;
1155 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1156 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1160 wc = width - xd; hc = Current_font->h - yd;
1161 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1162 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1164 if ( wc < 1 ) continue;
1165 if ( hc < 1 ) continue;
1167 int u = Current_font->bm_u[letter];
1168 int v = Current_font->bm_v[letter];
1170 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1174 void gr_opengl_line(int x1,int y1,int x2,int y2)
1176 int clipped = 0, swapped=0;
1178 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1180 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);
1185 sx1 = i2fl(x1 + gr_screen.offset_x);
1186 sy1 = i2fl(y1 + gr_screen.offset_y);
1187 sx2 = i2fl(x2 + gr_screen.offset_x);
1188 sy2 = i2fl(y2 + gr_screen.offset_y);
1190 if ( x1 == x2 && y1 == y2 ) {
1191 glBegin (GL_POINTS);
1192 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1193 glVertex3f (sx1, sy1, -0.99f);
1205 } else if ( y1 == y2 ) {
1214 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1215 glVertex3f (sx2, sy2, -0.99f);
1216 glVertex3f (sx1, sy1, -0.99f);
1220 void gr_opengl_aaline(vertex *v1, vertex *v2)
1222 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1225 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1227 int clipped = 0, swapped=0;
1229 if ( !gr_screen.current_color.is_alphacolor ) {
1230 gr_line( x1, y1, x2, y2 );
1234 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);
1236 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1238 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1239 int ba = swapped ? gr_screen.current_color.alpha : 0;
1244 sx1 = i2fl(x1 + gr_screen.offset_x);
1245 sy1 = i2fl(y1 + gr_screen.offset_y);
1246 sx2 = i2fl(x2 + gr_screen.offset_x);
1247 sy2 = i2fl(y2 + gr_screen.offset_y);
1255 } else if ( y1 == y2 ) {
1264 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1265 glVertex3f (sx2, sy2, -0.99f);
1266 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1267 glVertex3f (sx1, sy1, -0.99f);
1271 void gr_opengl_circle( int xc, int yc, int d )
1281 if ( (xc+r) < gr_screen.clip_left ) return;
1282 if ( (xc-r) > gr_screen.clip_right ) return;
1283 if ( (yc+r) < gr_screen.clip_top ) return;
1284 if ( (yc-r) > gr_screen.clip_bottom ) return;
1287 // Draw the first octant
1288 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1289 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1294 // Draw the second octant
1295 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1296 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1304 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1305 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1310 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1314 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1315 if (f_float < 0.0f) {
1323 *a = (int)(f_float * 255.0);
1326 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1329 float u_scale = 1.0f, v_scale = 1.0f;
1331 // Make nebula use the texture mapper... this blends the colors better.
1332 if ( flags & TMAP_FLAG_NEBULA ){
1336 gr_texture_source texture_source = (gr_texture_source)-1;
1337 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1338 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1340 if ( gr_zbuffering ) {
1341 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1342 zbuffer_type = ZBUFFER_TYPE_READ;
1344 zbuffer_type = ZBUFFER_TYPE_FULL;
1347 zbuffer_type = ZBUFFER_TYPE_NONE;
1352 int tmap_type = TCACHE_TYPE_NORMAL;
1356 if ( flags & TMAP_FLAG_TEXTURED ) {
1359 r = gr_screen.current_color.red;
1360 g = gr_screen.current_color.green;
1361 b = gr_screen.current_color.blue;
1364 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1367 tmap_type = TCACHE_TYPE_NORMAL;
1368 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1370 // Blend with screen pixel using src*alpha+dst
1371 float factor = gr_screen.current_alpha;
1375 if ( factor <= 1.0f ) {
1376 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1377 r = (r*tmp_alpha)/255;
1378 g = (g*tmp_alpha)/255;
1379 b = (b*tmp_alpha)/255;
1382 tmap_type = TCACHE_TYPE_XPARENT;
1384 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1386 // Blend with screen pixel using src*alpha+dst
1387 float factor = gr_screen.current_alpha;
1389 if ( factor > 1.0f ) {
1392 alpha = fl2i(gr_screen.current_alpha*255.0f);
1396 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1397 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1399 alpha_blend = ALPHA_BLEND_NONE;
1404 if(flags & TMAP_FLAG_BITMAP_SECTION){
1405 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1408 texture_source = TEXTURE_SOURCE_NONE;
1410 if ( flags & TMAP_FLAG_TEXTURED ) {
1411 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 ))
1413 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1417 // use nonfiltered textures for bitmap sections
1418 if(flags & TMAP_FLAG_BITMAP_SECTION){
1419 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1421 texture_source = TEXTURE_SOURCE_DECAL;
1426 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1428 if ( flags & TMAP_FLAG_TEXTURED )
1434 if (flags & TMAP_FLAG_PIXEL_FOG) {
1440 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1442 vertex * va = verts[i];
1446 x = fl2i(va->sx*16.0f);
1447 y = fl2i(va->sy*16.0f);
1449 x += gr_screen.offset_x*16;
1450 y += gr_screen.offset_y*16;
1452 sx = i2fl(x) / 16.0f;
1453 sy = i2fl(y) / 16.0f;
1455 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1466 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1469 glBegin(GL_TRIANGLE_FAN);
1470 for (i = nv-1; i >= 0; i--) {
1471 vertex * va = verts[i];
1477 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1478 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1487 if ( flags & TMAP_FLAG_CORRECT ) {
1493 if (flags & TMAP_FLAG_ALPHA) {
1499 if (flags & TMAP_FLAG_NEBULA ) {
1500 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1501 r = gr_palette[pal*3+0];
1502 g = gr_palette[pal*3+1];
1503 b = gr_palette[pal*3+2];
1504 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1505 r = Gr_gamma_lookup[verts[i]->b];
1506 g = Gr_gamma_lookup[verts[i]->b];
1507 b = Gr_gamma_lookup[verts[i]->b];
1508 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1509 // Make 0.75 be 256.0f
1510 r = Gr_gamma_lookup[verts[i]->r];
1511 g = Gr_gamma_lookup[verts[i]->g];
1512 b = Gr_gamma_lookup[verts[i]->b];
1514 // use constant RGB values...
1516 glColor4ub (r,g,b,a);
1518 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1521 /* this is for GL_EXT_SECONDARY_COLOR */
1522 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1523 /* do separate color call here */
1529 x = fl2i(va->sx*16.0f);
1530 y = fl2i(va->sy*16.0f);
1532 x += gr_screen.offset_x*16;
1533 y += gr_screen.offset_y*16;
1535 sx = i2fl(x) / 16.0f;
1536 sy = i2fl(y) / 16.0f;
1538 if ( flags & TMAP_FLAG_TEXTURED ) {
1541 glTexCoord2f(tu, tv);
1544 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1549 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1551 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1554 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1556 void gr_opengl_scaler(vertex *va, vertex *vb )
1558 float x0, y0, x1, y1;
1559 float u0, v0, u1, v1;
1560 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1561 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1562 float xmin, xmax, ymin, ymax;
1563 int dx0, dy0, dx1, dy1;
1565 //============= CLIP IT =====================
1567 x0 = va->sx; y0 = va->sy;
1568 x1 = vb->sx; y1 = vb->sy;
1570 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1571 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1573 u0 = va->u; v0 = va->v;
1574 u1 = vb->u; v1 = vb->v;
1576 // Check for obviously offscreen bitmaps...
1577 if ( (y1<=y0) || (x1<=x0) ) return;
1578 if ( (x1<xmin ) || (x0>xmax) ) return;
1579 if ( (y1<ymin ) || (y0>ymax) ) return;
1581 clipped_u0 = u0; clipped_v0 = v0;
1582 clipped_u1 = u1; clipped_v1 = v1;
1584 clipped_x0 = x0; clipped_y0 = y0;
1585 clipped_x1 = x1; clipped_y1 = y1;
1587 // Clip the left, moving u0 right as necessary
1589 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1593 // Clip the right, moving u1 left as necessary
1595 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1599 // Clip the top, moving v0 down as necessary
1601 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1605 // Clip the bottom, moving v1 up as necessary
1607 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1611 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1612 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1614 if (dx1<=dx0) return;
1615 if (dy1<=dy0) return;
1617 //============= DRAW IT =====================
1631 v[1].sx = clipped_x1;
1632 v[1].sy = clipped_y0;
1635 v[1].u = clipped_u1;
1636 v[1].v = clipped_v0;
1639 v[2].sx = clipped_x1;
1640 v[2].sy = clipped_y1;
1643 v[2].u = clipped_u1;
1644 v[2].v = clipped_v1;
1647 v[3].sx = clipped_x0;
1648 v[3].sy = clipped_y1;
1651 v[3].u = clipped_u0;
1652 v[3].v = clipped_v1;
1654 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1657 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1661 void gr_opengl_get_color( int * r, int * g, int * b )
1663 if (r) *r = gr_screen.current_color.red;
1664 if (g) *g = gr_screen.current_color.green;
1665 if (b) *b = gr_screen.current_color.blue;
1668 void gr_opengl_init_color(color *c, int r, int g, int b)
1670 c->screen_sig = gr_screen.signature;
1671 c->red = (unsigned char)r;
1672 c->green = (unsigned char)g;
1673 c->blue = (unsigned char)b;
1675 c->ac_type = AC_TYPE_NONE;
1677 c->is_alphacolor = 0;
1681 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1683 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1684 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1685 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1686 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1688 gr_opengl_init_color( clr, r, g, b );
1690 clr->alpha = (unsigned char)alpha;
1691 clr->ac_type = (ubyte)type;
1692 clr->alphacolor = -1;
1693 clr->is_alphacolor = 1;
1696 void gr_opengl_set_color( int r, int g, int b )
1698 Assert((r >= 0) && (r < 256));
1699 Assert((g >= 0) && (g < 256));
1700 Assert((b >= 0) && (b < 256));
1702 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1705 void gr_opengl_set_color_fast(color *dst)
1707 if ( dst->screen_sig != gr_screen.signature ) {
1708 if ( dst->is_alphacolor ) {
1709 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1711 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1714 gr_screen.current_color = *dst;
1717 void gr_opengl_print_screen(char *filename)
1722 int gr_opengl_supports_res_ingame(int res)
1729 int gr_opengl_supports_res_interface(int res)
1736 void opengl_tcache_cleanup ();
1737 void gr_opengl_cleanup()
1739 if ( !Inited ) return;
1746 opengl_tcache_cleanup ();
1751 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1753 Assert((r >= 0) && (r < 256));
1754 Assert((g >= 0) && (g < 256));
1755 Assert((b >= 0) && (b < 256));
1757 if (fog_mode == GR_FOGMODE_NONE) {
1758 if (gr_screen.current_fog_mode != fog_mode) {
1761 gr_screen.current_fog_mode = fog_mode;
1766 if (gr_screen.current_fog_mode != fog_mode) {
1769 if (D3D_fog_mode == 2) {
1770 glFogi(GL_FOG_MODE, GL_LINEAR);
1773 gr_screen.current_fog_mode = fog_mode;
1776 if ( (gr_screen.current_fog_color.red != r) ||
1777 (gr_screen.current_fog_color.green != g) ||
1778 (gr_screen.current_fog_color.blue != b) ) {
1781 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1783 fc[0] = (float)r/255.0;
1784 fc[1] = (float)g/255.0;
1785 fc[2] = (float)b/255.0;
1788 glFogfv(GL_FOG_COLOR, fc);
1791 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1792 ((fog_near != gr_screen.fog_near) ||
1793 (fog_far != gr_screen.fog_far)) ) {
1794 gr_screen.fog_near = fog_near;
1795 gr_screen.fog_far = fog_far;
1797 if (D3D_fog_mode == 2) {
1798 glFogf(GL_FOG_START, fog_near);
1799 glFogf(GL_FOG_END, fog_far);
1804 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1809 void gr_opengl_set_cull(int cull)
1812 glEnable (GL_CULL_FACE);
1813 glFrontFace (GL_CCW);
1815 glDisable (GL_CULL_FACE);
1819 void gr_opengl_filter_set(int filter)
1824 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1827 gr_set_bitmap(bmap1);
1830 gr_set_bitmap(bmap2);
1836 typedef struct tcache_slot_opengl {
1837 GLuint texture_handle;
1838 float u_scale, v_scale;
1841 char used_this_frame;
1846 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1847 tcache_slot_opengl *parent;
1848 } tcache_slot_opengl;
1850 static void *Texture_sections = NULL;
1851 tcache_slot_opengl *Textures = NULL;
1853 int GL_texture_sections = 0;
1854 int GL_texture_ram = 0;
1855 int GL_frame_count = 0;
1856 int GL_min_texture_width = 0;
1857 int GL_max_texture_width = 0;
1858 int GL_min_texture_height = 0;
1859 int GL_max_texture_height = 0;
1860 int GL_square_textures = 0;
1861 int GL_textures_in = 0;
1862 int GL_textures_in_frame = 0;
1863 int GL_last_bitmap_id = -1;
1864 int GL_last_detail = -1;
1865 int GL_last_bitmap_type = -1;
1866 int GL_last_section_x = -1;
1867 int GL_last_section_y = -1;
1871 void opengl_tcache_init (int use_sections)
1875 // DDOI - FIXME skipped a lot of stuff here
1876 GL_should_preload = 0;
1878 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1881 if ( tmp_pl == 0 ) {
1882 GL_should_preload = 0;
1883 } else if ( tmp_pl == 1 ) {
1884 GL_should_preload = 1;
1886 GL_should_preload = 1;
1891 GL_min_texture_width = 16;
1892 GL_min_texture_height = 16;
1893 GL_max_texture_width = 256;
1894 GL_max_texture_height = 256;
1896 GL_square_textures = 1;
1898 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1904 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1905 if(!Texture_sections){
1908 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1911 // Init the texture structures
1912 int section_count = 0;
1913 for( i=0; i<MAX_BITMAPS; i++ ) {
1915 Textures[i].vram_texture = NULL;
1916 Textures[i].vram_texture_surface = NULL;
1918 Textures[i].texture_handle = 0;
1920 Textures[i].bitmap_id = -1;
1921 Textures[i].size = 0;
1922 Textures[i].used_this_frame = 0;
1924 Textures[i].parent = NULL;
1926 // allocate sections
1928 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1929 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1930 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1931 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1933 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1934 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1936 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1937 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1938 Textures[i].data_sections[idx][s_idx]->size = 0;
1939 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1943 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1944 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1945 Textures[i].data_sections[idx][s_idx] = NULL;
1951 GL_texture_sections = use_sections;
1953 //GL_last_detail = Detail.hardware_textures;
1954 GL_last_bitmap_id = -1;
1955 GL_last_bitmap_type = -1;
1957 GL_last_section_x = -1;
1958 GL_last_section_y = -1;
1961 GL_textures_in_frame = 0;
1964 int opengl_free_texture (tcache_slot_opengl *t);
1966 void opengl_free_texture_with_handle(int handle)
1968 for(int i=0; i<MAX_BITMAPS; i++ ) {
1969 if (Textures[i].bitmap_id == handle) {
1970 Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1971 opengl_free_texture ( &Textures[i] );
1976 void opengl_tcache_flush ()
1980 for( i=0; i<MAX_BITMAPS; i++ ) {
1981 opengl_free_texture ( &Textures[i] );
1983 if (GL_textures_in != 0) {
1984 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1988 GL_last_bitmap_id = -1;
1989 GL_last_section_x = -1;
1990 GL_last_section_y = -1;
1993 void opengl_tcache_cleanup ()
1995 opengl_tcache_flush ();
1998 GL_textures_in_frame = 0;
2005 if( Texture_sections != NULL ){
2006 free(Texture_sections);
2007 Texture_sections = NULL;
2011 void opengl_tcache_frame ()
2015 GL_last_bitmap_id = -1;
2016 GL_textures_in_frame = 0;
2021 for( i=0; i<MAX_BITMAPS; i++ ) {
2022 Textures[i].used_this_frame = 0;
2025 if(Textures[i].data_sections[0][0] != NULL){
2026 Assert(GL_texture_sections);
2027 if(GL_texture_sections){
2028 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2029 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2030 if(Textures[i].data_sections[idx][s_idx] != NULL){
2031 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2040 opengl_tcache_flush();
2045 int opengl_free_texture ( tcache_slot_opengl *t )
2051 if ( t->bitmap_id > -1 ) {
2052 // if I, or any of my children have been used this frame, bail
2053 if(t->used_this_frame){
2056 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2057 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2058 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2064 // ok, now we know its legal to free everything safely
2065 glDeleteTextures (1, &t->texture_handle);
2066 t->texture_handle = 0;
2068 if ( GL_last_bitmap_id == t->bitmap_id ) {
2069 GL_last_bitmap_id = -1;
2072 // if this guy has children, free them too, since the children
2073 // actually make up his size
2074 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2075 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2076 if(t->data_sections[idx][s_idx] != NULL){
2077 opengl_free_texture(t->data_sections[idx][s_idx]);
2083 t->used_this_frame = 0;
2084 GL_textures_in -= t->size;
2090 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2095 if((w_out == NULL) || (h_out == NULL)){
2105 for (i=0; i<16; i++ ) {
2106 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2112 for (i=0; i<16; i++ ) {
2113 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2120 if ( tex_w < GL_min_texture_width ) {
2121 tex_w = GL_min_texture_width;
2122 } else if ( tex_w > GL_max_texture_width ) {
2123 tex_w = GL_max_texture_width;
2126 if ( tex_h < GL_min_texture_height ) {
2127 tex_h = GL_min_texture_height;
2128 } else if ( tex_h > GL_max_texture_height ) {
2129 tex_h = GL_max_texture_height;
2132 if ( GL_square_textures ) {
2134 // Make the both be equal to larger of the two
2135 new_size = max(tex_w, tex_h);
2140 // store the outgoing size
2145 // data == start of bitmap data
2146 // sx == x offset into bitmap
2147 // sy == y offset into bitmap
2148 // src_w == absolute width of section on source bitmap
2149 // src_h == absolute height of section on source bitmap
2150 // bmap_w == width of source bitmap
2151 // bmap_h == height of source bitmap
2152 // tex_w == width of final texture
2153 // tex_h == height of final texture
2154 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)
2163 if ( t->used_this_frame ) {
2164 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2169 if(!opengl_free_texture(t)){
2174 // get final texture size
2175 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2177 if ( (tex_w < 1) || (tex_h < 1) ) {
2178 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2182 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2183 t->u_scale = (float)bmap_w / (float)tex_w;
2184 t->v_scale = (float)bmap_h / (float)tex_h;
2185 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2186 t->u_scale = (float)src_w / (float)tex_w;
2187 t->v_scale = (float)src_h / (float)tex_h;
2194 glGenTextures (1, &t->texture_handle);
2197 if (t->texture_handle == 0) {
2198 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2202 GL_current_texture_source = (gr_texture_source) -1;
2204 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2206 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2207 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2208 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2209 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2210 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2212 switch (bitmap_type) {
2214 case TCACHE_TYPE_AABITMAP:
2217 ubyte *bmp_data = ((ubyte*)data);
2218 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2219 ubyte *texmemp = texmem;
2222 for (i=0; i<16; i++) {
2223 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2226 for ( ; i<256; i++ ) {
2230 for (i=0;i<tex_h;i++)
2232 for (j=0;j<tex_w;j++)
2234 if (i < bmap_h && j < bmap_w) {
2236 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2244 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2249 case TCACHE_TYPE_BITMAP_SECTION:
2252 ubyte *bmp_data = ((ubyte*)data);
2253 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2254 ubyte *texmemp = texmem;
2256 for (i=0;i<tex_h;i++)
2258 for (j=0;j<tex_w;j++)
2260 if (i < src_h && j < src_w) {
2261 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2262 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2269 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2270 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2278 ubyte *bmp_data = ((ubyte*)data);
2279 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2280 ubyte *texmemp = texmem;
2282 fix u, utmp, v, du, dv;
2286 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2287 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2289 for (j=0;j<tex_h;j++)
2292 for (i=0;i<tex_w;i++)
2294 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2295 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2301 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2302 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2310 t->bitmap_id = texture_handle;
2311 t->time_created = GL_frame_count;
2312 t->used_this_frame = 0;
2313 t->size = tex_w * tex_h * 2;
2314 t->w = (ushort)tex_w;
2315 t->h = (ushort)tex_h;
2316 GL_textures_in_frame += t->size;
2318 GL_textures_in += t->size;
2324 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2328 int final_w, final_h;
2332 // setup texture/bitmap flags
2334 switch(bitmap_type){
2335 case TCACHE_TYPE_AABITMAP:
2336 flags |= BMP_AABITMAP;
2339 case TCACHE_TYPE_NORMAL:
2340 flags |= BMP_TEX_OTHER;
2341 case TCACHE_TYPE_XPARENT:
2342 flags |= BMP_TEX_XPARENT;
2344 case TCACHE_TYPE_NONDARKENING:
2346 flags |= BMP_TEX_NONDARK;
2350 // lock the bitmap into the proper format
2351 bmp = bm_lock(bitmap_handle, bpp, flags);
2352 if ( bmp == NULL ) {
2353 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2362 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2363 // max_w /= D3D_texture_divider;
2364 // max_h /= D3D_texture_divider;
2366 // Detail.debris_culling goes from 0 to 4.
2367 max_w /= (16 >> Detail.hardware_textures);
2368 max_h /= (16 >> Detail.hardware_textures);
2372 // get final texture size as it will be allocated as a DD surface
2373 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2375 // if this tcache slot has no bitmap
2376 if ( tslot->bitmap_id < 0) {
2379 // different bitmap altogether - determine if the new one can use the old one's slot
2380 else if (tslot->bitmap_id != bitmap_handle) {
2381 if((final_w == tslot->w) && (final_h == tslot->h)){
2383 //ml_printf("Reloading texture %d\n", bitmap_handle);
2390 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);
2392 // unlock the bitmap
2393 bm_unlock(bitmap_handle);
2398 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2402 int final_w, final_h;
2403 int section_x, section_y;
2406 // setup texture/bitmap flags
2407 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2408 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2409 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2411 flags = BMP_TEX_XPARENT;
2413 // lock the bitmap in the proper format
2414 bmp = bm_lock(bitmap_handle, 16, flags);
2415 if ( bmp == NULL ) {
2416 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2419 // determine the width and height of this section
2420 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2422 // get final texture size as it will be allocated as an opengl texture
2423 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2425 // if this tcache slot has no bitmap
2426 if ( tslot->bitmap_id < 0) {
2429 // different bitmap altogether - determine if the new one can use the old one's slot
2430 else if (tslot->bitmap_id != bitmap_handle) {
2431 if((final_w == tslot->w) && (final_h == tslot->h)){
2439 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);
2441 // unlock the bitmap
2442 bm_unlock(bitmap_handle);
2448 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2449 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)
2458 GL_last_bitmap_id = -1;
2462 if ( GL_last_detail != Detail.hardware_textures ) {
2463 GL_last_detail = Detail.hardware_textures;
2464 opengl_tcache_flush();
2471 int n = bm_get_cache_slot (bitmap_id, 1);
2472 tcache_slot_opengl *t = &Textures[n];
2474 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)) {
2475 t->used_this_frame++;
2477 // mark all children as used
2478 if(GL_texture_sections){
2479 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2480 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2481 if(t->data_sections[idx][s_idx] != NULL){
2482 t->data_sections[idx][s_idx]->used_this_frame++;
2488 *u_scale = t->u_scale;
2489 *v_scale = t->v_scale;
2493 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2494 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2495 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2501 // if the texture sections haven't been created yet
2502 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2504 // lock the bitmap in the proper format
2505 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2506 bm_unlock(bitmap_id);
2508 // now lets do something for each texture
2510 for(idx=0; idx<bmp->sections.num_x; idx++){
2511 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2512 // hmm. i'd rather we didn't have to do it this way...
2513 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2517 // not used this frame
2518 t->data_sections[idx][s_idx]->used_this_frame = 0;
2522 // zero out pretty much everything in the parent struct since he's just the root
2523 t->bitmap_id = bitmap_id;
2524 t->texture_handle = 0;
2525 t->time_created = t->data_sections[sx][sy]->time_created;
2526 t->used_this_frame = 0;
2528 t->vram_texture = NULL;
2529 t->vram_texture_surface = NULL
2533 // argh. we failed to upload. free anything we can
2535 opengl_free_texture(t);
2537 // swap in the texture we want
2539 t = t->data_sections[sx][sy];
2542 // all other "normal" textures
2543 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2544 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2547 // everything went ok
2548 if(ret_val && (t->texture_handle) && !vram_full){
2549 *u_scale = t->u_scale;
2550 *v_scale = t->v_scale;
2552 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2554 GL_last_bitmap_id = t->bitmap_id;
2555 GL_last_bitmap_type = bitmap_type;
2556 GL_last_section_x = sx;
2557 GL_last_section_y = sy;
2559 t->used_this_frame++;
2563 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2570 void gr_opengl_set_clear_color(int r, int g, int b)
2572 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2575 void gr_opengl_flash(int r, int g, int b)
2581 if ( r || g || b ) {
2582 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2584 float x1, x2, y1, y2;
2585 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2586 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2587 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2588 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2590 glColor4ub(r, g, b, 255);
2592 glVertex3f (x1, y2, -0.99);
2594 glVertex3f (x2, y2, -0.99);
2596 glVertex3f (x2, y1, -0.99);
2598 glVertex3f (x1, y1, -0.99);
2603 int gr_opengl_zbuffer_get()
2605 if ( !gr_global_zbuffering ) {
2606 return GR_ZBUFF_NONE;
2608 return gr_zbuffering_mode;
2611 int gr_opengl_zbuffer_set(int mode)
2613 int tmp = gr_zbuffering_mode;
2615 gr_zbuffering_mode = mode;
2617 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2625 void gr_opengl_zbuffer_clear(int mode)
2629 gr_zbuffering_mode = GR_ZBUFF_FULL;
2630 gr_global_zbuffering = 1;
2632 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2633 glClear ( GL_DEPTH_BUFFER_BIT );
2636 gr_zbuffering_mode = GR_ZBUFF_NONE;
2637 gr_global_zbuffering = 0;
2641 void gr_opengl_set_gamma(float gamma)
2644 Gr_gamma_int = int (Gr_gamma*10);
2646 // Create the Gamma lookup table
2648 for (i=0;i<256; i++) {
2649 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2652 } else if ( v < 0 ) {
2655 Gr_gamma_lookup[i] = v;
2658 // Flush any existing textures
2659 opengl_tcache_flush();
2662 void gr_opengl_fade_in(int instantaneous)
2667 void gr_opengl_fade_out(int instantaneous)
2672 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2675 glReadBuffer(GL_FRONT);
2677 glReadBuffer(GL_BACK);
2680 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2682 glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2684 if (gr_screen.bits_per_pixel == 15) {
2685 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2686 } else if (gr_screen.bits_per_pixel == 32) {
2687 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2690 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2693 static int Gr_opengl_mouse_saved = 0;
2694 static int Gr_opengl_mouse_saved_x1 = 0;
2695 static int Gr_opengl_mouse_saved_y1 = 0;
2696 static int Gr_opengl_mouse_saved_x2 = 0;
2697 static int Gr_opengl_mouse_saved_y2 = 0;
2698 static int Gr_opengl_mouse_saved_w = 0;
2699 static int Gr_opengl_mouse_saved_h = 0;
2700 #define MAX_SAVE_SIZE (32*32)
2701 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2703 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2705 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2707 Gr_opengl_mouse_saved_x1 = x;
2708 Gr_opengl_mouse_saved_y1 = y;
2709 Gr_opengl_mouse_saved_x2 = x+w-1;
2710 Gr_opengl_mouse_saved_y2 = y+h-1;
2712 CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2713 CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2714 CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2715 CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2717 Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2718 Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2720 if ( Gr_opengl_mouse_saved_w < 1 ) return;
2721 if ( Gr_opengl_mouse_saved_h < 1 ) return;
2723 Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2725 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2727 glReadBuffer(GL_BACK);
2728 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);
2730 Gr_opengl_mouse_saved = 1;
2733 int gr_opengl_save_screen()
2737 if ( Gr_saved_screen ) {
2738 mprintf(( "Screen alread saved!\n" ));
2742 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2743 if (!Gr_saved_screen) {
2744 mprintf(( "Couldn't get memory for saved screen!\n" ));
2748 char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2749 if (!Gr_saved_screen_tmp) {
2750 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2754 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2756 glReadBuffer(GL_FRONT);
2757 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);
2761 sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2762 dptr = (ubyte *)Gr_saved_screen;
2763 for (int j = 0; j < gr_screen.max_h; j++) {
2764 sptr -= gr_screen.max_w*2;
2765 memcpy(dptr, sptr, gr_screen.max_w*2);
2766 dptr += gr_screen.max_w*2;
2769 free(Gr_saved_screen_tmp);
2771 if (Gr_opengl_mouse_saved) {
2772 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2773 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
2774 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2775 memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2778 dptr -= gr_screen.max_w*2;
2782 // this leaks texture handles, and the opengl doesn't currently
2783 // perform some sort of garbage collection, so a hack was added
2784 // to bmpman to make it free textures when released
2785 Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2787 return Gr_saved_screen_bitmap;
2790 void gr_opengl_restore_screen(int id)
2794 if ( !Gr_saved_screen ) {
2799 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2801 gr_set_bitmap(Gr_saved_screen_bitmap);
2805 void gr_opengl_free_screen(int id)
2807 bm_release(Gr_saved_screen_bitmap);
2809 if ( Gr_saved_screen ) {
2810 free( Gr_saved_screen );
2811 Gr_saved_screen = NULL;
2815 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2820 void gr_opengl_dump_frame_stop()
2825 void gr_opengl_dump_frame()
2830 uint gr_opengl_lock()
2837 void gr_opengl_unlock()
2841 void opengl_zbias(int bias)
2844 glEnable(GL_POLYGON_OFFSET_FILL);
2845 glPolygonOffset(0.0, -bias);
2847 glDisable(GL_POLYGON_OFFSET_FILL);
2851 extern char *Osreg_title;
2852 void gr_opengl_init()
2855 gr_opengl_cleanup();
2859 mprintf(( "Initializing opengl graphics device...\n" ));
2863 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2865 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2871 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2872 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2873 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2874 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2875 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2877 int flags = SDL_OPENGL;
2879 if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2880 flags |= SDL_FULLSCREEN;
2882 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2884 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2889 SDL_WM_SetCaption (Osreg_title, "FS2");
2891 /* might as well put this here */
2892 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2894 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2896 glMatrixMode(GL_PROJECTION);
2898 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2899 glMatrixMode(GL_MODELVIEW);
2902 glShadeModel(GL_SMOOTH);
2903 glEnable(GL_DITHER);
2904 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2905 glHint(GL_FOG_HINT, GL_NICEST);
2907 glEnable(GL_DEPTH_TEST);
2910 glEnable(GL_TEXTURE_2D);
2912 glDepthRange(0.0, 1.0);
2914 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2915 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2917 D3D_32bit = 1; // grd3d.cpp
2918 extern int D3D_enabled;
2921 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2922 1 = use secondary color ext
2923 2 = use opengl linear fog
2925 D3D_fog_mode = 2; // grd3d.cpp
2929 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2936 gr_screen.bits_per_pixel = 15;
2937 gr_screen.bytes_per_pixel = 2;
2942 Gr_red.mask = 0x7C00;
2947 Gr_green.mask = 0x3E0;
2952 Gr_blue.mask = 0x1F;
2957 gr_screen.bits_per_pixel = 16;
2958 gr_screen.bytes_per_pixel = 2;
2963 Gr_red.mask = 0xF800;
2968 Gr_green.mask = 0x7E0;
2973 Gr_blue.mask = 0x1F;
2978 gr_screen.bits_per_pixel = 32;
2979 gr_screen.bytes_per_pixel = 4;
2984 Gr_red.mask = 0xff0000;
2989 Gr_green.mask = 0xff00;
2994 Gr_blue.mask = 0xff;
2999 Int3(); // Illegal bpp
3002 // DDOI - set these so no one else does!
3003 Gr_ta_red.mask = 0x0f00;
3004 Gr_ta_red.shift = 8;
3005 Gr_ta_red.scale = 16;
3007 Gr_ta_green.mask = 0x00f0;
3008 Gr_ta_green.shift = 4;
3009 Gr_ta_green.scale = 16;
3011 Gr_ta_blue.mask = 0x000f;
3012 Gr_ta_blue.shift = 0;
3013 Gr_ta_blue.scale = 16;
3015 Gr_ta_alpha.mask = 0xf000;
3016 Gr_ta_alpha.shift = 12;
3017 Gr_ta_alpha.scale = 16;
3020 opengl_tcache_init (1);
3023 Gr_current_red = &Gr_red;
3024 Gr_current_blue = &Gr_blue;
3025 Gr_current_green = &Gr_green;
3026 Gr_current_alpha = &Gr_alpha;
3028 gr_screen.gf_flip = gr_opengl_flip;
3029 gr_screen.gf_flip_window = gr_opengl_flip_window;
3030 gr_screen.gf_set_clip = gr_opengl_set_clip;
3031 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
3032 gr_screen.gf_set_font = grx_set_font;
3034 gr_screen.gf_set_color = gr_opengl_set_color;
3035 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
3036 gr_screen.gf_create_shader = gr_opengl_create_shader;
3037 gr_screen.gf_set_shader = gr_opengl_set_shader;
3038 gr_screen.gf_clear = gr_opengl_clear;
3039 // gr_screen.gf_bitmap = gr_opengl_bitmap;
3040 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
3041 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
3042 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
3044 gr_screen.gf_rect = gr_opengl_rect;
3045 gr_screen.gf_shade = gr_opengl_shade;
3046 gr_screen.gf_string = gr_opengl_string;
3047 gr_screen.gf_circle = gr_opengl_circle;
3049 gr_screen.gf_line = gr_opengl_line;
3050 gr_screen.gf_aaline = gr_opengl_aaline;
3051 gr_screen.gf_pixel = gr_opengl_pixel;
3052 gr_screen.gf_scaler = gr_opengl_scaler;
3053 gr_screen.gf_tmapper = gr_opengl_tmapper;
3055 gr_screen.gf_gradient = gr_opengl_gradient;
3057 gr_screen.gf_set_palette = gr_opengl_set_palette;
3058 gr_screen.gf_get_color = gr_opengl_get_color;
3059 gr_screen.gf_init_color = gr_opengl_init_color;
3060 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
3061 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
3062 gr_screen.gf_print_screen = gr_opengl_print_screen;
3064 gr_screen.gf_fade_in = gr_opengl_fade_in;
3065 gr_screen.gf_fade_out = gr_opengl_fade_out;
3066 gr_screen.gf_flash = gr_opengl_flash;
3068 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
3069 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
3070 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
3072 gr_screen.gf_save_screen = gr_opengl_save_screen;
3073 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
3074 gr_screen.gf_free_screen = gr_opengl_free_screen;
3076 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3077 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3078 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3080 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3082 gr_screen.gf_lock = gr_opengl_lock;
3083 gr_screen.gf_unlock = gr_opengl_unlock;
3085 gr_screen.gf_fog_set = gr_opengl_fog_set;
3087 gr_screen.gf_get_region = gr_opengl_get_region;
3089 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3091 gr_screen.gf_set_cull = gr_opengl_set_cull;
3093 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3095 gr_screen.gf_filter_set = gr_opengl_filter_set;
3097 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3099 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;