2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.33 2002/05/31 22:04:55 relnev
11 * use d3d rect_internal
13 * Revision 1.32 2002/05/31 06:28:23 relnev
16 * Revision 1.31 2002/05/31 06:04:39 relnev
19 * Revision 1.30 2002/05/31 03:56:11 theoddone33
20 * Change tmapper polygon winding and enable culling
22 * Revision 1.29 2002/05/31 03:34:02 theoddone33
26 * Revision 1.28 2002/05/31 00:06:59 relnev
29 * Revision 1.27 2002/05/30 23:46:29 theoddone33
30 * some minor key changes (not necessarily fixes)
32 * Revision 1.26 2002/05/30 23:33:12 relnev
33 * implemented a few more functions.
35 * Revision 1.25 2002/05/30 23:01:16 relnev
36 * implement gr_opengl_set_state.
38 * Revision 1.24 2002/05/30 22:12:57 relnev
39 * finish default texture case
41 * Revision 1.23 2002/05/30 22:02:30 theoddone33
44 * Revision 1.22 2002/05/30 21:44:48 relnev
45 * implemented some missing texture stuff.
47 * enable bitmap polys for opengl.
49 * work around greenness in bitmaps.
51 * Revision 1.21 2002/05/30 17:29:30 theoddone33
52 * Fix some more stubs, change at least one polygon winding since culling is now
55 * Revision 1.20 2002/05/30 16:50:24 theoddone33
56 * Keyboard partially fixed
58 * Revision 1.19 2002/05/30 08:13:14 relnev
61 * Revision 1.18 2002/05/29 23:37:36 relnev
64 * Revision 1.17 2002/05/29 23:17:49 theoddone33
65 * Non working text code and fixed keys
67 * Revision 1.16 2002/05/29 19:45:13 theoddone33
68 * More changes on texture loading
70 * Revision 1.15 2002/05/29 19:06:48 theoddone33
71 * Enable string printing. Enable texture mapping
73 * Revision 1.14 2002/05/29 08:54:40 relnev
74 * "fixed" bitmap drawing.
76 * copied more d3d code over.
78 * Revision 1.13 2002/05/29 06:25:13 theoddone33
79 * Keyboard input, mouse tracking now work
81 * Revision 1.12 2002/05/29 04:52:45 relnev
84 * Revision 1.11 2002/05/29 04:29:56 relnev
85 * removed some unncessary stubbing, implemented opengl rect
87 * Revision 1.10 2002/05/29 04:13:27 theoddone33
90 * Revision 1.9 2002/05/29 03:35:51 relnev
93 * Revision 1.8 2002/05/29 03:30:05 relnev
96 * Revision 1.7 2002/05/29 02:52:32 theoddone33
97 * Enable OpenGL renderer
99 * Revision 1.6 2002/05/28 04:56:51 theoddone33
100 * runs a little bit now
102 * Revision 1.5 2002/05/28 04:07:28 theoddone33
103 * New graphics stubbing arrangement
105 * Revision 1.4 2002/05/27 23:39:34 relnev
108 * Revision 1.3 2002/05/27 22:35:01 theoddone33
111 * Revision 1.2 2002/05/27 22:32:02 theoddone33
112 * throw all d3d stuff at opengl
114 * Revision 1.1.1.1 2002/05/03 03:28:09 root
118 * 10 7/14/99 9:42a Dave
119 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
122 * 9 7/09/99 9:51a Dave
123 * Added thick polyline code.
125 * 8 6/29/99 10:35a Dave
126 * Interface polygon bitmaps! Whee!
128 * 7 2/03/99 11:44a Dave
129 * Fixed d3d transparent textures.
131 * 6 1/24/99 11:37p Dave
132 * First full rev of beam weapons. Very customizable. Removed some bogus
133 * Int3()'s in low level net code.
135 * 5 12/18/98 1:13a Dave
136 * Rough 1024x768 support for Direct3D. Proper detection and usage through
139 * 4 12/06/98 2:36p Dave
140 * Drastically improved nebula fogging.
142 * 3 11/11/98 5:37p Dave
143 * Checkin for multiplayer testing.
145 * 2 10/07/98 10:53a Dave
148 * 1 10/07/98 10:49a Dave
150 * 14 5/20/98 9:46p John
151 * added code so the places in code that change half the palette don't
152 * have to clear the screen.
154 * 13 5/06/98 5:30p John
155 * Removed unused cfilearchiver. Removed/replaced some unused/little used
156 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
157 * DirectX header files and libs that fixed the Direct3D alpha blending
160 * 12 4/14/98 12:15p John
161 * Made 16-bpp movies work.
163 * 11 3/12/98 5:36p John
164 * Took out any unused shaders. Made shader code take rgbc instead of
165 * matrix and vector since noone used it like a matrix and it would have
166 * been impossible to do in hardware. Made Glide implement a basic
167 * shader for online help.
169 * 10 3/10/98 4:18p John
170 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
171 * & Glide have popups and print screen. Took out all >8bpp software
172 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
173 * support Fred. Made zbuffering key off of functions rather than one
176 * 9 12/02/97 4:00p John
177 * Added first rev of thruster glow, along with variable levels of
178 * translucency, which retquired some restructing of palman.
180 * 8 10/03/97 9:10a John
181 * added better antialiased line drawer
183 * 7 9/23/97 10:45a John
184 * made so you can tell bitblt code to rle a bitmap by passing flag to
187 * 6 9/09/97 11:01a Sandeep
188 * fixed warning level 4 bugs
190 * 5 7/10/97 2:06p John
191 * added code to specify alphablending type for bitmaps.
193 * 4 6/17/97 7:04p John
194 * added d3d support for gradients.
195 * fixed some color bugs by adding screen signatures instead of watching
196 * flags and palette changes.
198 * 3 6/12/97 2:50a Lawrance
199 * bm_unlock() now passed bitmap number, not pointer
201 * 2 6/11/97 1:12p John
202 * Started fixing all the text colors in the game.
204 * 1 5/12/97 12:14p John
211 #include <windowsx.h>
220 #include "floating.h"
222 #include "grinternal.h"
223 #include "gropengl.h"
227 static int Inited = 0;
229 //static GLuint bitmapTex;
230 //static GLubyte *bitmapMem;
232 typedef enum gr_texture_source {
234 TEXTURE_SOURCE_DECAL,
235 TEXTURE_SOURCE_NO_FILTERING,
238 typedef enum gr_alpha_blend {
239 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
240 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
241 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
242 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
245 typedef enum gr_zbuffer_type {
252 float z_mult = 30000.0f;
253 #define NEBULA_COLORS 20
255 static char *Gr_saved_screen = NULL;
258 // Throw in some dummy functions - DDOI
260 int D3D_32bit = 0; // grd3d.cpp
261 int D3D_fog_mode = -1; // grd3d.cpp
262 int D3D_inited = 0; // grd3d.cpp
263 int D3D_zbias = 1; // grd3d.cpp
264 int D3d_rendition_uvs = 0; // grd3d.cpp
266 void gr_dd_activate(int active) // grdirectdraw.cpp
271 void gr_directdraw_cleanup() // grdirectdraw.cpp
276 void gr_directdraw_force_windowed() // grdirectdraw.cpp
281 void gr_directdraw_init()
286 extern int gr_opengl_preload (int x, int y);
287 int gr_d3d_preload (int x, int y)
289 return gr_opengl_preload(x, y);
292 void d3d_start_frame()
297 void d3d_stop_frame()
307 void d3d_zbias (int a)
313 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
316 case TEXTURE_SOURCE_NONE:
317 glBindTexture(GL_TEXTURE_2D, 0);
318 gr_tcache_set(-1, -1, NULL, NULL );
320 case TEXTURE_SOURCE_DECAL:
321 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
322 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
323 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
325 case TEXTURE_SOURCE_NO_FILTERING:
326 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
327 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
328 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
335 case ALPHA_BLEND_NONE:
336 glBlendFunc(GL_ONE, GL_ZERO);
338 case ALPHA_BLEND_ALPHA_ADDITIVE:
339 glBlendFunc(GL_ONE, GL_ONE);
341 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
342 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
344 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
345 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
352 case ZBUFFER_TYPE_NONE:
353 glDepthFunc(GL_ALWAYS);
354 glDepthMask(GL_FALSE);
356 case ZBUFFER_TYPE_READ:
357 glDepthFunc(GL_LESS);
358 glDepthMask(GL_FALSE);
360 case ZBUFFER_TYPE_WRITE:
361 glDepthFunc(GL_ALWAYS);
362 glDepthMask(GL_TRUE);
364 case ZBUFFER_TYPE_FULL:
365 glDepthFunc(GL_LESS);
366 glDepthMask(GL_TRUE);
373 void gr_opengl_activate(int b)
379 void opengl_tcache_flush ();
381 void gr_opengl_preload_init()
383 if (gr_screen.mode != GR_OPENGL) {
387 opengl_tcache_flush ();
390 int GL_should_preload = 0;
391 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
393 if ( gr_screen.mode != GR_OPENGL) {
397 if ( !GL_should_preload ) {
401 float u_scale, v_scale;
405 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
407 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
411 mprintf(("Texture upload failed!\n" ));
417 void gr_opengl_pixel(int x, int y)
422 void gr_opengl_clear()
424 glClearColor(gr_screen.current_clear_color.red / 255.0,
425 gr_screen.current_clear_color.red / 255.0,
426 gr_screen.current_clear_color.red / 255.0, 1.0);
428 glClear ( GL_COLOR_BUFFER_BIT );
431 void opengl_tcache_frame ();
432 void gr_opengl_flip()
436 SDL_GL_SwapBuffers ();
438 opengl_tcache_frame ();
441 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
446 void gr_opengl_set_clip(int x,int y,int w,int h)
448 // check for sanity of parameters
454 if (x >= gr_screen.max_w)
455 x = gr_screen.max_w - 1;
456 if (y >= gr_screen.max_h)
457 y = gr_screen.max_h - 1;
459 if (x + w > gr_screen.max_w)
460 w = gr_screen.max_w - x;
461 if (y + h > gr_screen.max_h)
462 h = gr_screen.max_h - y;
464 if (w > gr_screen.max_w)
466 if (h > gr_screen.max_h)
469 gr_screen.offset_x = x;
470 gr_screen.offset_y = y;
471 gr_screen.clip_left = 0;
472 gr_screen.clip_right = w-1;
473 gr_screen.clip_top = 0;
474 gr_screen.clip_bottom = h-1;
475 gr_screen.clip_width = w;
476 gr_screen.clip_height = h;
478 // glViewport(x, y, w, h);
481 void gr_opengl_reset_clip()
483 gr_screen.offset_x = 0;
484 gr_screen.offset_y = 0;
485 gr_screen.clip_left = 0;
486 gr_screen.clip_top = 0;
487 gr_screen.clip_right = gr_screen.max_w - 1;
488 gr_screen.clip_bottom = gr_screen.max_h - 1;
489 gr_screen.clip_width = gr_screen.max_w;
490 gr_screen.clip_height = gr_screen.max_h;
492 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
495 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
497 gr_screen.current_alpha = alpha;
498 gr_screen.current_alphablend_mode = alphablend_mode;
499 gr_screen.current_bitblt_mode = bitblt_mode;
500 gr_screen.current_bitmap = bitmap_num;
502 gr_screen.current_bitmap_sx = sx;
503 gr_screen.current_bitmap_sy = sy;
506 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
508 shade->screen_sig = gr_screen.signature;
515 void gr_opengl_set_shader( shader * shade )
518 if (shade->screen_sig != gr_screen.signature) {
519 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
521 gr_screen.current_shader = *shade;
523 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
528 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
530 STUB_FUNCTION; /* who called me? */
533 extern int GL_last_bitmap_id;
534 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
538 GLubyte *sptr, *dptr;
542 int cw = min(bmp->w, w);
543 int ch = min(bmp->h, h);
545 GL_last_bitmap_id = -1; /* HACK! */
547 glColor4f(1.0, 1.0, 1.0, 1.0);
548 glBindTexture(GL_TEXTURE_2D, bitmapTex);
551 for (iy = sy; iy < ch; iy += 256) {
553 ih = min(256, (ch-iy));
555 for (ix = sx; ix < cw; ix += 256) {
557 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
559 iw = min(256, (cw-ix));
565 memcpy(dptr, sptr, iw*2);
573 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
583 t = (float)ih / 256.0;
588 s = (float)iw / 256.0;
589 t = (float)ih / 256.0;
594 s = (float)iw / 256.0;
606 bm_unlock(gr_screen.current_bitmap);
611 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
618 int dx1=x, dx2=x+w-1;
619 int dy1=y, dy2=y+h-1;
622 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
627 if ( count > 1 ) Int3();
631 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
632 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
633 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
634 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
635 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
636 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
663 if ( w < 1 ) return; // clipped away!
664 if ( h < 1 ) return; // clipped away!
668 // Make sure clipping algorithm works
672 Assert( w == (dx2-dx1+1) );
673 Assert( h == (dy2-dy1+1) );
676 Assert( sx+w <= bw );
677 Assert( sy+h <= bh );
678 Assert( dx2 >= dx1 );
679 Assert( dy2 >= dy1 );
680 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
681 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
682 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
683 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
686 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
687 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
689 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
692 void gr_opengl_bitmap(int x, int y)
696 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
697 int dx1=x, dx2=x+w-1;
698 int dy1=y, dy2=y+h-1;
701 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
702 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
703 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
704 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
705 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
706 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
708 if ( sx < 0 ) return;
709 if ( sy < 0 ) return;
710 if ( sx >= w ) return;
711 if ( sy >= h ) return;
713 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
715 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
718 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
722 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
724 saved_zbuf = gr_zbuffer_get();
726 // start the frame, no zbuffering, no culling
728 gr_zbuffer_set(GR_ZBUFF_NONE);
737 v[0].flags = PF_PROJECTED;
744 v[1].sx = i2fl(x + w);
749 v[1].flags = PF_PROJECTED;
756 v[2].sx = i2fl(x + w);
757 v[2].sy = i2fl(y + h);
761 v[2].flags = PF_PROJECTED;
769 v[3].sy = i2fl(y + h);
773 v[3].flags = PF_PROJECTED;
781 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
785 // restore zbuffer and culling
786 gr_zbuffer_set(saved_zbuf);
790 void gr_opengl_rect(int x,int y,int w,int h)
792 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);
795 void gr_opengl_shade(int x,int y,int w,int h)
802 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
803 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
804 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
805 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
806 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
807 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
808 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
809 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
811 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
814 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
819 if ( !gr_screen.current_color.is_alphacolor ) return;
821 float u_scale, v_scale;
823 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
825 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
826 // Couldn't set texture
827 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
831 float u0, u1, v0, v1;
832 float x1, x2, y1, y2;
835 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
837 u0 = u_scale*i2fl(sx)/i2fl(bw);
838 v0 = v_scale*i2fl(sy)/i2fl(bh);
840 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
841 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
843 x1 = i2fl(x+gr_screen.offset_x);
844 y1 = i2fl(y+gr_screen.offset_y);
845 x2 = i2fl(x+w+gr_screen.offset_x);
846 y2 = i2fl(y+h+gr_screen.offset_y);
848 if ( gr_screen.current_color.is_alphacolor ) {
849 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
851 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
855 glTexCoord2f (u0, v1);
856 glVertex3f (x1, y2, -0.99);
858 glTexCoord2f (u1, v1);
859 glVertex3f (x2, y2, -0.99);
861 glTexCoord2f (u1, v0);
862 glVertex3f (x2, y1, -0.99);
864 glTexCoord2f (u0, v0);
865 glVertex3f (x1, y1, -0.99);
869 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
876 int dx1=x, dx2=x+w-1;
877 int dy1=y, dy2=y+h-1;
880 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
885 if ( count > 1 ) Int3();
889 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
890 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
891 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
892 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
893 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
894 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
921 if ( w < 1 ) return; // clipped away!
922 if ( h < 1 ) return; // clipped away!
926 // Make sure clipping algorithm works
930 Assert( w == (dx2-dx1+1) );
931 Assert( h == (dy2-dy1+1) );
934 Assert( sx+w <= bw );
935 Assert( sy+h <= bh );
936 Assert( dx2 >= dx1 );
937 Assert( dy2 >= dy1 );
938 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
939 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
940 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
941 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
944 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
945 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
948 void gr_opengl_aabitmap(int x, int y)
952 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
953 int dx1=x, dx2=x+w-1;
954 int dy1=y, dy2=y+h-1;
957 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
958 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
959 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
960 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
961 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
962 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
964 if ( sx < 0 ) return;
965 if ( sy < 0 ) return;
966 if ( sx >= w ) return;
967 if ( sy >= h ) return;
969 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
970 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
974 void gr_opengl_string( int sx, int sy, char *s )
976 int width, spacing, letter;
979 if ( !Current_font ) {
983 gr_set_bitmap(Current_font->bitmap_id);
988 if (sx==0x8000) { //centered
989 x = get_centered_x(s);
1001 y += Current_font->h;
1002 if (sx==0x8000) { //centered
1003 x = get_centered_x(s);
1008 if (*s == 0 ) break;
1010 letter = get_char_width(s[0],s[1],&width,&spacing);
1013 //not in font, draw as space
1021 // Check if this character is totally clipped
1022 if ( x + width < gr_screen.clip_left ) continue;
1023 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1024 if ( x > gr_screen.clip_right ) continue;
1025 if ( y > gr_screen.clip_bottom ) continue;
1028 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1029 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1033 wc = width - xd; hc = Current_font->h - yd;
1034 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1035 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1037 if ( wc < 1 ) continue;
1038 if ( hc < 1 ) continue;
1040 int u = Current_font->bm_u[letter];
1041 int v = Current_font->bm_v[letter];
1043 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1047 void gr_opengl_line(int x1,int y1,int x2,int y2)
1049 int clipped = 0, swapped=0;
1051 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1053 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);
1056 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1057 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1058 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1062 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1064 int clipped = 0, swapped=0;
1066 if ( !gr_screen.current_color.is_alphacolor ) {
1067 gr_line( x1, y1, x2, y2 );
1071 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);
1073 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1076 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1077 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1078 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0);
1079 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1083 void gr_opengl_circle( int xc, int yc, int d )
1093 if ( (xc+r) < gr_screen.clip_left ) return;
1094 if ( (xc-r) > gr_screen.clip_right ) return;
1095 if ( (yc+r) < gr_screen.clip_top ) return;
1096 if ( (yc-r) > gr_screen.clip_bottom ) return;
1099 // Draw the first octant
1100 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1101 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1106 // Draw the second octant
1107 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1108 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1116 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1117 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1122 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1126 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1127 if (f_float < 0.0f) {
1135 *a = (int)(f_float * 255.0);
1138 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1141 float u_scale = 1.0f, v_scale = 1.0f;
1143 // Make nebula use the texture mapper... this blends the colors better.
1144 if ( flags & TMAP_FLAG_NEBULA ){
1148 gr_texture_source texture_source = (gr_texture_source)-1;
1149 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1150 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1152 if ( gr_zbuffering ) {
1153 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1154 zbuffer_type = ZBUFFER_TYPE_READ;
1156 zbuffer_type = ZBUFFER_TYPE_FULL;
1159 zbuffer_type = ZBUFFER_TYPE_NONE;
1164 int tmap_type = TCACHE_TYPE_NORMAL;
1168 if ( flags & TMAP_FLAG_TEXTURED ) {
1171 r = gr_screen.current_color.red;
1172 g = gr_screen.current_color.green;
1173 b = gr_screen.current_color.blue;
1176 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1179 tmap_type = TCACHE_TYPE_NORMAL;
1180 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1182 // Blend with screen pixel using src*alpha+dst
1183 float factor = gr_screen.current_alpha;
1187 if ( factor <= 1.0f ) {
1188 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1189 r = (r*tmp_alpha)/255;
1190 g = (g*tmp_alpha)/255;
1191 b = (b*tmp_alpha)/255;
1194 tmap_type = TCACHE_TYPE_XPARENT;
1196 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1198 // Blend with screen pixel using src*alpha+dst
1199 float factor = gr_screen.current_alpha;
1201 if ( factor > 1.0f ) {
1204 alpha = fl2i(gr_screen.current_alpha*255.0f);
1208 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1209 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1211 alpha_blend = ALPHA_BLEND_NONE;
1216 if(flags & TMAP_FLAG_BITMAP_SECTION){
1217 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1220 texture_source = TEXTURE_SOURCE_NONE;
1222 if ( flags & TMAP_FLAG_TEXTURED ) {
1223 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 ))
1225 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1229 // use nonfiltered textures for bitmap sections
1230 if(flags & TMAP_FLAG_BITMAP_SECTION){
1231 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1233 texture_source = TEXTURE_SOURCE_DECAL;
1238 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1240 if ( flags & TMAP_FLAG_TEXTURED )
1246 if (flags & TMAP_FLAG_PIXEL_FOG) {
1252 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1254 vertex * va = verts[i];
1258 x = fl2i(va->sx*16.0f);
1259 y = fl2i(va->sy*16.0f);
1261 x += gr_screen.offset_x*16;
1262 y += gr_screen.offset_y*16;
1264 sx = i2fl(x) / 16.0f;
1265 sy = i2fl(y) / 16.0f;
1267 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1278 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1281 glBegin(GL_TRIANGLE_FAN);
1282 for (i = nv-1; i >= 0; i--) {
1283 vertex * va = verts[i];
1284 float sx, sy, sz, sw;
1289 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1290 sz = va->z / z_mult;
1298 if ( flags & TMAP_FLAG_CORRECT ) {
1304 if (flags & TMAP_FLAG_ALPHA) {
1310 if (flags & TMAP_FLAG_NEBULA ) {
1311 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1312 r = gr_palette[pal*3+0];
1313 g = gr_palette[pal*3+1];
1314 b = gr_palette[pal*3+2];
1315 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1316 r = Gr_gamma_lookup[verts[i]->b];
1317 g = Gr_gamma_lookup[verts[i]->b];
1318 b = Gr_gamma_lookup[verts[i]->b];
1319 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1320 // Make 0.75 be 256.0f
1321 r = Gr_gamma_lookup[verts[i]->r];
1322 g = Gr_gamma_lookup[verts[i]->g];
1323 b = Gr_gamma_lookup[verts[i]->b];
1325 // use constant RGB values...
1327 glColor4ub (r,g,b,a);
1329 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1332 /* this is for GL_EXT_SECONDARY_COLOR */
1333 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1334 /* do separate color call here */
1340 x = fl2i(va->sx*16.0f);
1341 y = fl2i(va->sy*16.0f);
1343 x += gr_screen.offset_x*16;
1344 y += gr_screen.offset_y*16;
1346 sx = i2fl(x) / 16.0f;
1347 sy = i2fl(y) / 16.0f;
1349 if ( flags & TMAP_FLAG_TEXTURED ) {
1352 glTexCoord2d(tu, tv);
1357 glVertex4d(sx/rhw, sy/rhw, -sz/rhw, sw/rhw);
1362 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1364 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1367 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1369 void gr_opengl_scaler(vertex *va, vertex *vb )
1371 float x0, y0, x1, y1;
1372 float u0, v0, u1, v1;
1373 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1374 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1375 float xmin, xmax, ymin, ymax;
1376 int dx0, dy0, dx1, dy1;
1378 //============= CLIP IT =====================
1380 x0 = va->sx; y0 = va->sy;
1381 x1 = vb->sx; y1 = vb->sy;
1383 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1384 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1386 u0 = va->u; v0 = va->v;
1387 u1 = vb->u; v1 = vb->v;
1389 // Check for obviously offscreen bitmaps...
1390 if ( (y1<=y0) || (x1<=x0) ) return;
1391 if ( (x1<xmin ) || (x0>xmax) ) return;
1392 if ( (y1<ymin ) || (y0>ymax) ) return;
1394 clipped_u0 = u0; clipped_v0 = v0;
1395 clipped_u1 = u1; clipped_v1 = v1;
1397 clipped_x0 = x0; clipped_y0 = y0;
1398 clipped_x1 = x1; clipped_y1 = y1;
1400 // Clip the left, moving u0 right as necessary
1402 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1406 // Clip the right, moving u1 left as necessary
1408 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1412 // Clip the top, moving v0 down as necessary
1414 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1418 // Clip the bottom, moving v1 up as necessary
1420 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1424 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1425 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1427 if (dx1<=dx0) return;
1428 if (dy1<=dy0) return;
1430 //============= DRAW IT =====================
1444 v[1].sx = clipped_x1;
1445 v[1].sy = clipped_y0;
1448 v[1].u = clipped_u1;
1449 v[1].v = clipped_v0;
1452 v[2].sx = clipped_x1;
1453 v[2].sy = clipped_y1;
1456 v[2].u = clipped_u1;
1457 v[2].v = clipped_v1;
1460 v[3].sx = clipped_x0;
1461 v[3].sy = clipped_y1;
1464 v[3].u = clipped_u0;
1465 v[3].v = clipped_v1;
1467 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1470 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1474 void gr_opengl_get_color( int * r, int * g, int * b )
1476 if (r) *r = gr_screen.current_color.red;
1477 if (g) *g = gr_screen.current_color.green;
1478 if (b) *b = gr_screen.current_color.blue;
1481 void gr_opengl_init_color(color *c, int r, int g, int b)
1483 c->screen_sig = gr_screen.signature;
1484 c->red = (unsigned char)r;
1485 c->green = (unsigned char)g;
1486 c->blue = (unsigned char)b;
1488 c->ac_type = AC_TYPE_NONE;
1490 c->is_alphacolor = 0;
1494 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1496 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1497 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1498 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1499 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1501 gr_opengl_init_color( clr, r, g, b );
1503 clr->alpha = (unsigned char)alpha;
1504 clr->ac_type = (ubyte)type;
1505 clr->alphacolor = -1;
1506 clr->is_alphacolor = 1;
1509 void gr_opengl_set_color( int r, int g, int b )
1511 Assert((r >= 0) && (r < 256));
1512 Assert((g >= 0) && (g < 256));
1513 Assert((b >= 0) && (b < 256));
1515 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1518 void gr_opengl_set_color_fast(color *dst)
1520 if ( dst->screen_sig != gr_screen.signature ) {
1521 if ( dst->is_alphacolor ) {
1522 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1524 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1527 gr_screen.current_color = *dst;
1530 void gr_opengl_print_screen(char *filename)
1535 int gr_opengl_supports_res_ingame(int res)
1542 int gr_opengl_supports_res_interface(int res)
1549 void opengl_tcache_cleanup ();
1550 void gr_opengl_cleanup()
1552 if ( !Inited ) return;
1559 opengl_tcache_cleanup ();
1564 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1566 Assert((r >= 0) && (r < 256));
1567 Assert((g >= 0) && (g < 256));
1568 Assert((b >= 0) && (b < 256));
1570 if (fog_mode == GR_FOGMODE_NONE) {
1571 if (gr_screen.current_fog_mode != fog_mode) {
1574 gr_screen.current_fog_mode = fog_mode;
1579 if (gr_screen.current_fog_mode != fog_mode) {
1582 if (D3D_fog_mode == 2) {
1583 glFogi(GL_FOG_MODE, GL_LINEAR);
1586 gr_screen.current_fog_mode = fog_mode;
1589 if ( (gr_screen.current_fog_color.red != r) ||
1590 (gr_screen.current_fog_color.green != g) ||
1591 (gr_screen.current_fog_color.blue != b) ) {
1594 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1596 fc[0] = (float)r/255.0;
1597 fc[1] = (float)g/255.0;
1598 fc[2] = (float)b/255.0;
1601 glFogfv(GL_FOG_COLOR, fc);
1604 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1605 ((fog_near != gr_screen.fog_near) ||
1606 (fog_far != gr_screen.fog_far)) ) {
1607 gr_screen.fog_near = fog_near;
1608 gr_screen.fog_far = fog_far;
1610 if (D3D_fog_mode == 2) {
1611 glFogf(GL_FOG_START, fog_near);
1612 glFogf(GL_FOG_END, fog_far);
1617 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1622 void gr_opengl_set_cull(int cull)
1625 // DDOI - disabled for debugging purposes
1626 glEnable (GL_CULL_FACE);
1627 glFrontFace (GL_CCW);
1629 glDisable (GL_CULL_FACE);
1633 void gr_opengl_filter_set(int filter)
1638 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1644 typedef struct tcache_slot_opengl {
1645 GLuint texture_handle;
1646 float u_scale, v_scale;
1649 char used_this_frame;
1654 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1655 tcache_slot_opengl *parent;
1656 } tcache_slot_opengl;
1658 static void *Texture_sections = NULL;
1659 tcache_slot_opengl *Textures = NULL;
1661 int GL_texture_sections = 0;
1662 int GL_texture_ram = 0;
1663 int GL_frame_count = 0;
1664 int GL_min_texture_width = 0;
1665 int GL_max_texture_width = 0;
1666 int GL_min_texture_height = 0;
1667 int GL_max_texture_height = 0;
1668 int GL_square_textures = 0;
1669 int GL_textures_in = 0;
1670 int GL_textures_in_frame = 0;
1671 int GL_last_bitmap_id = -1;
1672 int GL_last_detail = -1;
1673 int GL_last_bitmap_type = -1;
1674 int GL_last_section_x = -1;
1675 int GL_last_section_y = -1;
1679 void opengl_tcache_init (int use_sections)
1683 // DDOI - FIXME skipped a lot of stuff here
1684 GL_should_preload = 0;
1686 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1689 if ( tmp_pl == 0 ) {
1690 GL_should_preload = 0;
1691 } else if ( tmp_pl == 1 ) {
1692 GL_should_preload = 1;
1694 GL_should_preload = 1;
1699 GL_min_texture_width = 16;
1700 GL_min_texture_height = 16;
1701 GL_max_texture_width = 256;
1702 GL_max_texture_height = 256;
1704 GL_square_textures = 1;
1706 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1712 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1713 if(!Texture_sections){
1716 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1719 // Init the texture structures
1720 int section_count = 0;
1721 for( i=0; i<MAX_BITMAPS; i++ ) {
1723 Textures[i].vram_texture = NULL;
1724 Textures[i].vram_texture_surface = NULL;
1726 Textures[i].texture_handle = 0;
1728 Textures[i].bitmap_id = -1;
1729 Textures[i].size = 0;
1730 Textures[i].used_this_frame = 0;
1732 Textures[i].parent = NULL;
1734 // allocate sections
1736 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1737 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1738 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1739 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1741 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1742 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1744 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1745 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1746 Textures[i].data_sections[idx][s_idx]->size = 0;
1747 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1751 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1752 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1753 Textures[i].data_sections[idx][s_idx] = NULL;
1759 GL_texture_sections = use_sections;
1761 //GL_last_detail = Detail.hardware_textures;
1762 GL_last_bitmap_id = -1;
1763 GL_last_bitmap_type = -1;
1765 GL_last_section_x = -1;
1766 GL_last_section_y = -1;
1769 GL_textures_in_frame = 0;
1772 int opengl_free_texture (tcache_slot_opengl *t);
1774 void opengl_tcache_flush ()
1778 for( i=0; i<MAX_BITMAPS; i++ ) {
1779 opengl_free_texture ( &Textures[i] );
1781 if (GL_textures_in != 0) {
1782 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1786 GL_last_bitmap_id = -1;
1787 GL_last_section_x = -1;
1788 GL_last_section_y = -1;
1791 void opengl_tcache_cleanup ()
1793 opengl_tcache_flush ();
1796 GL_textures_in_frame = 0;
1803 if( Texture_sections != NULL ){
1804 free(Texture_sections);
1805 Texture_sections = NULL;
1809 void opengl_tcache_frame ()
1813 GL_last_bitmap_id = -1;
1814 GL_textures_in_frame = 0;
1819 for( i=0; i<MAX_BITMAPS; i++ ) {
1820 Textures[i].used_this_frame = 0;
1823 if(Textures[i].data_sections[0][0] != NULL){
1824 Assert(GL_texture_sections);
1825 if(GL_texture_sections){
1826 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1827 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1828 if(Textures[i].data_sections[idx][s_idx] != NULL){
1829 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1838 opengl_tcache_flush();
1843 int opengl_free_texture ( tcache_slot_opengl *t )
1849 if ( t->bitmap_id > -1 ) {
1850 // if I, or any of my children have been used this frame, bail
1851 if(t->used_this_frame){
1854 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1855 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1856 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1862 // ok, now we know its legal to free everything safely
1863 glDeleteTextures (1, &t->texture_handle);
1864 t->texture_handle = 0;
1866 if ( GL_last_bitmap_id == t->bitmap_id ) {
1867 GL_last_bitmap_id = -1;
1870 // if this guy has children, free them too, since the children
1871 // actually make up his size
1872 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1873 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1874 if(t->data_sections[idx][s_idx] != NULL){
1875 opengl_free_texture(t->data_sections[idx][s_idx]);
1881 t->used_this_frame = 0;
1882 GL_textures_in -= t->size;
1888 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1893 if((w_out == NULL) || (h_out == NULL)){
1903 for (i=0; i<16; i++ ) {
1904 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1910 for (i=0; i<16; i++ ) {
1911 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1918 if ( tex_w < GL_min_texture_width ) {
1919 tex_w = GL_min_texture_width;
1920 } else if ( tex_w > GL_max_texture_width ) {
1921 tex_w = GL_max_texture_width;
1924 if ( tex_h < GL_min_texture_height ) {
1925 tex_h = GL_min_texture_height;
1926 } else if ( tex_h > GL_max_texture_height ) {
1927 tex_h = GL_max_texture_height;
1930 if ( GL_square_textures ) {
1932 // Make the both be equal to larger of the two
1933 new_size = max(tex_w, tex_h);
1938 // store the outgoing size
1943 // data == start of bitmap data
1944 // sx == x offset into bitmap
1945 // sy == y offset into bitmap
1946 // src_w == absolute width of section on source bitmap
1947 // src_h == absolute height of section on source bitmap
1948 // bmap_w == width of source bitmap
1949 // bmap_h == height of source bitmap
1950 // tex_w == width of final texture
1951 // tex_h == height of final texture
1952 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)
1961 if ( t->used_this_frame ) {
1962 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1967 if(!opengl_free_texture(t)){
1972 // get final texture size
1973 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1975 if ( (tex_w < 1) || (tex_h < 1) ) {
1976 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1980 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1981 t->u_scale = (float)bmap_w / (float)tex_w;
1982 t->v_scale = (float)bmap_h / (float)tex_h;
1983 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1984 t->u_scale = (float)src_w / (float)tex_w;
1985 t->v_scale = (float)src_h / (float)tex_h;
1991 glGenTextures (1, &t->texture_handle);
1992 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1994 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1995 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1996 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1997 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1999 switch (bitmap_type) {
2001 case TCACHE_TYPE_AABITMAP:
2004 ubyte *bmp_data = ((ubyte*)data);
2005 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2006 ubyte *texmemp = texmem;
2009 for (i=0; i<16; i++) {
2010 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2013 for ( ; i<256; i++ ) {
2017 for (i=0;i<tex_h;i++)
2019 for (j=0;j<tex_w;j++)
2021 if (i < bmap_h && j < bmap_w) {
2023 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2031 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2036 case TCACHE_TYPE_BITMAP_SECTION:
2039 ubyte *bmp_data = ((ubyte*)data);
2040 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2041 ubyte *texmemp = texmem;
2043 for (i=0;i<tex_h;i++)
2045 for (j=0;j<tex_w;j++)
2047 if (i < src_h && j < src_w) {
2048 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2049 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2056 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
2057 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2065 ubyte *bmp_data = ((ubyte*)data);
2066 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2067 ubyte *texmemp = texmem;
2069 fix u, utmp, v, du, dv;
2073 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2074 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2076 for (j=0;j<tex_h;j++)
2079 for (i=0;i<tex_w;i++)
2081 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2082 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2087 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
2088 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2096 t->bitmap_id = texture_handle;
2097 t->time_created = GL_frame_count;
2098 t->used_this_frame = 0;
2099 t->size = tex_w * tex_h * 2;
2100 t->w = (ushort)tex_w;
2101 t->h = (ushort)tex_h;
2102 GL_textures_in_frame += t->size;
2104 GL_textures_in += t->size;
2110 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2114 int final_w, final_h;
2118 // setup texture/bitmap flags
2120 switch(bitmap_type){
2121 case TCACHE_TYPE_AABITMAP:
2122 flags |= BMP_AABITMAP;
2125 case TCACHE_TYPE_NORMAL:
2126 flags |= BMP_TEX_OTHER;
2127 case TCACHE_TYPE_XPARENT:
2128 flags |= BMP_TEX_XPARENT;
2130 case TCACHE_TYPE_NONDARKENING:
2132 flags |= BMP_TEX_NONDARK;
2136 // lock the bitmap into the proper format
2137 bmp = bm_lock(bitmap_handle, bpp, flags);
2138 if ( bmp == NULL ) {
2139 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2148 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2149 max_w /= D3D_texture_divider;
2150 max_h /= D3D_texture_divider;
2152 // Detail.debris_culling goes from 0 to 4.
2153 max_w /= 16 >> Detail.hardware_textures;
2154 max_h /= 16 >> Detail.hardware_textures;
2158 // get final texture size as it will be allocated as a DD surface
2159 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2161 // if this tcache slot has no bitmap
2162 if ( tslot->bitmap_id < 0) {
2165 // different bitmap altogether - determine if the new one can use the old one's slot
2166 else if (tslot->bitmap_id != bitmap_handle) {
2167 if((final_w == tslot->w) && (final_h == tslot->h)){
2169 //ml_printf("Reloading texture %d\n", bitmap_handle);
2176 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);
2178 // unlock the bitmap
2179 bm_unlock(bitmap_handle);
2184 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2188 int final_w, final_h;
2189 int section_x, section_y;
2192 // setup texture/bitmap flags
2193 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2194 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2195 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2197 flags = BMP_TEX_XPARENT;
2199 // lock the bitmap in the proper format
2200 bmp = bm_lock(bitmap_handle, 16, flags);
2201 if ( bmp == NULL ) {
2202 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2205 // determine the width and height of this section
2206 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2208 // get final texture size as it will be allocated as an opengl texture
2209 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2211 // if this tcache slot has no bitmap
2212 if ( tslot->bitmap_id < 0) {
2215 // different bitmap altogether - determine if the new one can use the old one's slot
2216 else if (tslot->bitmap_id != bitmap_handle) {
2217 if((final_w == tslot->w) && (final_h == tslot->h)){
2225 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);
2227 // unlock the bitmap
2228 bm_unlock(bitmap_handle);
2234 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2235 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)
2244 GL_last_bitmap_id = -1;
2249 if ( GL_last_detail != Detail.hardware_textures ) {
2250 GL_last_detail = Detail.hardware_textures;
2251 opengl_tcache_flush();
2259 int n = bm_get_cache_slot (bitmap_id, 1);
2260 tcache_slot_opengl *t = &Textures[n];
2262 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)) {
2263 t->used_this_frame++;
2265 // mark all children as used
2266 if(GL_texture_sections){
2267 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2268 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2269 if(t->data_sections[idx][s_idx] != NULL){
2270 t->data_sections[idx][s_idx]->used_this_frame++;
2276 *u_scale = t->u_scale;
2277 *v_scale = t->v_scale;
2281 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2282 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2283 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2289 // if the texture sections haven't been created yet
2290 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2292 // lock the bitmap in the proper format
2293 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2294 bm_unlock(bitmap_id);
2296 // now lets do something for each texture
2298 for(idx=0; idx<bmp->sections.num_x; idx++){
2299 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2300 // hmm. i'd rather we didn't have to do it this way...
2301 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2305 // not used this frame
2306 t->data_sections[idx][s_idx]->used_this_frame = 0;
2310 // zero out pretty much everything in the parent struct since he's just the root
2311 t->bitmap_id = bitmap_id;
2312 t->texture_handle = 0;
2313 t->time_created = t->data_sections[sx][sy]->time_created;
2314 t->used_this_frame = 0;
2316 t->vram_texture = NULL;
2317 t->vram_texture_surface = NULL
2321 // argh. we failed to upload. free anything we can
2323 opengl_free_texture(t);
2325 // swap in the texture we want
2327 t = t->data_sections[sx][sy];
2330 // all other "normal" textures
2331 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2332 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2335 // everything went ok
2336 if(ret_val && (t->texture_handle) && !vram_full){
2337 *u_scale = t->u_scale;
2338 *v_scale = t->v_scale;
2340 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2342 GL_last_bitmap_id = t->bitmap_id;
2343 GL_last_bitmap_type = bitmap_type;
2344 GL_last_section_x = sx;
2345 GL_last_section_y = sy;
2347 t->used_this_frame++;
2351 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2358 void gr_opengl_set_clear_color(int r, int g, int b)
2360 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2363 void gr_opengl_aaline(vertex *v1, vertex *v2)
2365 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2368 void gr_opengl_flash(int r, int g, int b)
2374 if ( r || g || b ) {
2375 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2377 float x1, x2, y1, y2;
2378 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2379 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2380 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2381 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2383 glColor4ub(r, g, b, 255);
2385 glVertex3f (x1, y2, -0.99);
2387 glVertex3f (x2, y2, -0.99);
2389 glVertex3f (x2, y1, -0.99);
2391 glVertex3f (x1, y1, -0.99);
2396 int gr_opengl_zbuffer_get()
2398 if ( !gr_global_zbuffering ) {
2399 return GR_ZBUFF_NONE;
2401 return gr_zbuffering_mode;
2404 int gr_opengl_zbuffer_set(int mode)
2406 int tmp = gr_zbuffering_mode;
2408 gr_zbuffering_mode = mode;
2410 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2418 void gr_opengl_zbuffer_clear(int mode)
2422 gr_zbuffering_mode = GR_ZBUFF_FULL;
2423 gr_global_zbuffering = 1;
2425 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2426 glClear(GL_DEPTH_BUFFER_BIT);
2429 gr_zbuffering_mode = GR_ZBUFF_NONE;
2430 gr_global_zbuffering = 0;
2434 void gr_opengl_set_gamma(float gamma)
2437 Gr_gamma_int = int (Gr_gamma*10);
2439 // Create the Gamma lookup table
2441 for (i=0;i<256; i++) {
2442 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2445 } else if ( v < 0 ) {
2448 Gr_gamma_lookup[i] = v;
2451 // Flush any existing textures
2452 opengl_tcache_flush();
2455 void gr_opengl_fade_in(int instantaneous)
2460 void gr_opengl_fade_out(int instantaneous)
2465 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2468 glReadBuffer(GL_FRONT);
2470 glReadBuffer(GL_BACK);
2473 // glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2476 int gr_opengl_save_screen()
2480 if ( Gr_saved_screen ) {
2481 mprintf(( "Screen alread saved!\n" ));
2485 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2486 if (!Gr_saved_screen) {
2487 mprintf(( "Couldn't get memory for saved screen!\n" ));
2491 gr_opengl_get_region(1, gr_screen.max_w, gr_screen.max_h, (ubyte *)Gr_saved_screen);
2496 void gr_opengl_restore_screen(int id)
2500 if ( !Gr_saved_screen ) {
2506 // glDrawPixels(gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen);
2509 void gr_opengl_free_screen(int id)
2511 if ( Gr_saved_screen ) {
2512 free( Gr_saved_screen );
2513 Gr_saved_screen = NULL;
2517 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2522 void gr_opengl_dump_frame_stop()
2527 void gr_opengl_dump_frame()
2532 uint gr_opengl_lock()
2539 void gr_opengl_unlock()
2543 extern char *Osreg_title;
2544 void gr_opengl_init()
2547 gr_opengl_cleanup();
2551 mprintf(( "Initializing opengl graphics device...\n" ));
2555 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2557 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2563 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2564 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2565 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2566 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2567 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2569 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2571 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2575 SDL_WM_SetCaption (Osreg_title, "FS2");
2577 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2579 glMatrixMode(GL_PROJECTION);
2581 glMatrixMode(GL_MODELVIEW);
2584 glShadeModel(GL_SMOOTH);
2585 glEnable(GL_DITHER);
2586 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2587 glHint(GL_FOG_HINT, GL_NICEST);
2589 glEnable(GL_DEPTH_TEST);
2592 glEnable(GL_TEXTURE_2D);
2594 glMatrixMode(GL_PROJECTION);
2598 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2599 glDepthRange(0.0, 1.0);
2601 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2603 //glGenTextures(1, &bitmapTex);
2604 //glBindTexture(GL_TEXTURE_2D, bitmapTex);
2605 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2606 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2607 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2608 //bitmapMem = (GLubyte *)malloc(256*256*4);
2609 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2611 D3D_32bit = 1; // grd3d.cpp
2614 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2615 1 = use secondary color ext
2616 2 = use opengl linear fog
2618 D3D_fog_mode = 2; // grd3d.cpp
2622 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2632 Gr_red.mask = 0xff0000;
2637 Gr_green.mask = 0xff00;
2642 Gr_blue.mask = 0xff;
2650 Gr_red.mask = 0x7C00;
2655 Gr_green.mask = 0x3E0;
2660 Gr_blue.mask = 0x1F;
2668 Gr_red.mask = 0xF800;
2673 Gr_green.mask = 0x7E0;
2678 Gr_blue.mask = 0x1F;
2687 Gr_red.mask = 0xff0000;
2692 Gr_green.mask = 0xff00;
2697 Gr_blue.mask = 0xff;
2702 Int3(); // Illegal bpp
2705 // DDOI - set these so no one else does!
2706 Gr_ta_red.mask = 0x0f00;
2707 Gr_ta_red.shift = 8;
2708 Gr_ta_red.scale = 16;
2710 Gr_ta_green.mask = 0x00f0;
2711 Gr_ta_green.shift = 4;
2712 Gr_ta_green.scale = 16;
2714 Gr_ta_blue.mask = 0x000f;
2715 Gr_ta_blue.shift = 0;
2716 Gr_ta_blue.scale = 16;
2718 Gr_ta_alpha.mask = 0xf000;
2719 Gr_ta_alpha.shift = 12;
2720 Gr_ta_alpha.scale = 16;
2723 opengl_tcache_init (1);
2726 Gr_current_red = &Gr_red;
2727 Gr_current_blue = &Gr_blue;
2728 Gr_current_green = &Gr_green;
2729 Gr_current_alpha = &Gr_alpha;
2731 gr_screen.gf_flip = gr_opengl_flip;
2732 gr_screen.gf_flip_window = gr_opengl_flip_window;
2733 gr_screen.gf_set_clip = gr_opengl_set_clip;
2734 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2735 gr_screen.gf_set_font = grx_set_font;
2737 gr_screen.gf_set_color = gr_opengl_set_color;
2738 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2739 gr_screen.gf_create_shader = gr_opengl_create_shader;
2740 gr_screen.gf_set_shader = gr_opengl_set_shader;
2741 gr_screen.gf_clear = gr_opengl_clear;
2742 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2743 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2744 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2745 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2747 gr_screen.gf_rect = gr_opengl_rect;
2748 gr_screen.gf_shade = gr_opengl_shade;
2749 gr_screen.gf_string = gr_opengl_string;
2750 gr_screen.gf_circle = gr_opengl_circle;
2752 gr_screen.gf_line = gr_opengl_line;
2753 gr_screen.gf_aaline = gr_opengl_aaline;
2754 gr_screen.gf_pixel = gr_opengl_pixel;
2755 gr_screen.gf_scaler = gr_opengl_scaler;
2756 gr_screen.gf_tmapper = gr_opengl_tmapper;
2758 gr_screen.gf_gradient = gr_opengl_gradient;
2760 gr_screen.gf_set_palette = gr_opengl_set_palette;
2761 gr_screen.gf_get_color = gr_opengl_get_color;
2762 gr_screen.gf_init_color = gr_opengl_init_color;
2763 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2764 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2765 gr_screen.gf_print_screen = gr_opengl_print_screen;
2767 gr_screen.gf_fade_in = gr_opengl_fade_in;
2768 gr_screen.gf_fade_out = gr_opengl_fade_out;
2769 gr_screen.gf_flash = gr_opengl_flash;
2771 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2772 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2773 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2775 gr_screen.gf_save_screen = gr_opengl_save_screen;
2776 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2777 gr_screen.gf_free_screen = gr_opengl_free_screen;
2779 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2780 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2781 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2783 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2785 gr_screen.gf_lock = gr_opengl_lock;
2786 gr_screen.gf_unlock = gr_opengl_unlock;
2788 gr_screen.gf_fog_set = gr_opengl_fog_set;
2790 gr_screen.gf_get_region = gr_opengl_get_region;
2792 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2794 gr_screen.gf_set_cull = gr_opengl_set_cull;
2796 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2798 gr_screen.gf_filter_set = gr_opengl_filter_set;
2800 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2802 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;