2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.39 2002/06/01 05:33:15 relnev
11 * copied more code over.
13 * added scissor clipping.
15 * Revision 1.38 2002/06/01 03:35:27 relnev
18 * Revision 1.37 2002/06/01 03:32:00 relnev
19 * fix texture loading mistake.
21 * enable some d3d stuff for opengl also
23 * Revision 1.36 2002/05/31 23:25:03 relnev
26 * Revision 1.34 2002/05/31 22:15:22 relnev
29 * Revision 1.33 2002/05/31 22:04:55 relnev
30 * use d3d rect_internal
32 * Revision 1.32 2002/05/31 06:28:23 relnev
35 * Revision 1.31 2002/05/31 06:04:39 relnev
38 * Revision 1.30 2002/05/31 03:56:11 theoddone33
39 * Change tmapper polygon winding and enable culling
41 * Revision 1.29 2002/05/31 03:34:02 theoddone33
45 * Revision 1.28 2002/05/31 00:06:59 relnev
48 * Revision 1.27 2002/05/30 23:46:29 theoddone33
49 * some minor key changes (not necessarily fixes)
51 * Revision 1.26 2002/05/30 23:33:12 relnev
52 * implemented a few more functions.
54 * Revision 1.25 2002/05/30 23:01:16 relnev
55 * implement gr_opengl_set_state.
57 * Revision 1.24 2002/05/30 22:12:57 relnev
58 * finish default texture case
60 * Revision 1.23 2002/05/30 22:02:30 theoddone33
63 * Revision 1.22 2002/05/30 21:44:48 relnev
64 * implemented some missing texture stuff.
66 * enable bitmap polys for opengl.
68 * work around greenness in bitmaps.
70 * Revision 1.21 2002/05/30 17:29:30 theoddone33
71 * Fix some more stubs, change at least one polygon winding since culling is now
74 * Revision 1.20 2002/05/30 16:50:24 theoddone33
75 * Keyboard partially fixed
77 * Revision 1.19 2002/05/30 08:13:14 relnev
80 * Revision 1.18 2002/05/29 23:37:36 relnev
83 * Revision 1.17 2002/05/29 23:17:49 theoddone33
84 * Non working text code and fixed keys
86 * Revision 1.16 2002/05/29 19:45:13 theoddone33
87 * More changes on texture loading
89 * Revision 1.15 2002/05/29 19:06:48 theoddone33
90 * Enable string printing. Enable texture mapping
92 * Revision 1.14 2002/05/29 08:54:40 relnev
93 * "fixed" bitmap drawing.
95 * copied more d3d code over.
97 * Revision 1.13 2002/05/29 06:25:13 theoddone33
98 * Keyboard input, mouse tracking now work
100 * Revision 1.12 2002/05/29 04:52:45 relnev
103 * Revision 1.11 2002/05/29 04:29:56 relnev
104 * removed some unncessary stubbing, implemented opengl rect
106 * Revision 1.10 2002/05/29 04:13:27 theoddone33
109 * Revision 1.9 2002/05/29 03:35:51 relnev
112 * Revision 1.8 2002/05/29 03:30:05 relnev
113 * update opengl stubs
115 * Revision 1.7 2002/05/29 02:52:32 theoddone33
116 * Enable OpenGL renderer
118 * Revision 1.6 2002/05/28 04:56:51 theoddone33
119 * runs a little bit now
121 * Revision 1.5 2002/05/28 04:07:28 theoddone33
122 * New graphics stubbing arrangement
124 * Revision 1.4 2002/05/27 23:39:34 relnev
127 * Revision 1.3 2002/05/27 22:35:01 theoddone33
130 * Revision 1.2 2002/05/27 22:32:02 theoddone33
131 * throw all d3d stuff at opengl
133 * Revision 1.1.1.1 2002/05/03 03:28:09 root
137 * 10 7/14/99 9:42a Dave
138 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
141 * 9 7/09/99 9:51a Dave
142 * Added thick polyline code.
144 * 8 6/29/99 10:35a Dave
145 * Interface polygon bitmaps! Whee!
147 * 7 2/03/99 11:44a Dave
148 * Fixed d3d transparent textures.
150 * 6 1/24/99 11:37p Dave
151 * First full rev of beam weapons. Very customizable. Removed some bogus
152 * Int3()'s in low level net code.
154 * 5 12/18/98 1:13a Dave
155 * Rough 1024x768 support for Direct3D. Proper detection and usage through
158 * 4 12/06/98 2:36p Dave
159 * Drastically improved nebula fogging.
161 * 3 11/11/98 5:37p Dave
162 * Checkin for multiplayer testing.
164 * 2 10/07/98 10:53a Dave
167 * 1 10/07/98 10:49a Dave
169 * 14 5/20/98 9:46p John
170 * added code so the places in code that change half the palette don't
171 * have to clear the screen.
173 * 13 5/06/98 5:30p John
174 * Removed unused cfilearchiver. Removed/replaced some unused/little used
175 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
176 * DirectX header files and libs that fixed the Direct3D alpha blending
179 * 12 4/14/98 12:15p John
180 * Made 16-bpp movies work.
182 * 11 3/12/98 5:36p John
183 * Took out any unused shaders. Made shader code take rgbc instead of
184 * matrix and vector since noone used it like a matrix and it would have
185 * been impossible to do in hardware. Made Glide implement a basic
186 * shader for online help.
188 * 10 3/10/98 4:18p John
189 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
190 * & Glide have popups and print screen. Took out all >8bpp software
191 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
192 * support Fred. Made zbuffering key off of functions rather than one
195 * 9 12/02/97 4:00p John
196 * Added first rev of thruster glow, along with variable levels of
197 * translucency, which retquired some restructing of palman.
199 * 8 10/03/97 9:10a John
200 * added better antialiased line drawer
202 * 7 9/23/97 10:45a John
203 * made so you can tell bitblt code to rle a bitmap by passing flag to
206 * 6 9/09/97 11:01a Sandeep
207 * fixed warning level 4 bugs
209 * 5 7/10/97 2:06p John
210 * added code to specify alphablending type for bitmaps.
212 * 4 6/17/97 7:04p John
213 * added d3d support for gradients.
214 * fixed some color bugs by adding screen signatures instead of watching
215 * flags and palette changes.
217 * 3 6/12/97 2:50a Lawrance
218 * bm_unlock() now passed bitmap number, not pointer
220 * 2 6/11/97 1:12p John
221 * Started fixing all the text colors in the game.
223 * 1 5/12/97 12:14p John
230 #include <windowsx.h>
239 #include "floating.h"
241 #include "grinternal.h"
242 #include "gropengl.h"
247 static int Inited = 0;
249 //static GLuint bitmapTex;
250 //static GLubyte *bitmapMem;
252 typedef enum gr_texture_source {
254 TEXTURE_SOURCE_DECAL,
255 TEXTURE_SOURCE_NO_FILTERING,
258 typedef enum gr_alpha_blend {
259 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
260 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
261 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
262 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
265 typedef enum gr_zbuffer_type {
272 float z_mult = 30000.0f;
273 #define NEBULA_COLORS 20
275 volatile int GL_activate = 0;
276 volatile int GL_deactivate = 0;
278 static char *Gr_saved_screen = NULL;
281 // Throw in some dummy functions - DDOI
283 int D3D_32bit = 0; // grd3d.cpp
284 int D3D_fog_mode = -1; // grd3d.cpp
285 int D3D_inited = 0; // grd3d.cpp
286 int D3D_zbias = 1; // grd3d.cpp
287 int D3d_rendition_uvs = 0; // grd3d.cpp
289 void gr_dd_activate(int active) // grdirectdraw.cpp
294 void gr_directdraw_cleanup() // grdirectdraw.cpp
299 void gr_directdraw_force_windowed() // grdirectdraw.cpp
304 void gr_directdraw_init()
309 extern int gr_opengl_preload (int x, int y);
310 int gr_d3d_preload (int x, int y)
312 return gr_opengl_preload(x, y);
315 void d3d_start_frame()
320 void d3d_stop_frame()
330 void d3d_zbias (int a)
336 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
339 case TEXTURE_SOURCE_NONE:
340 glBindTexture(GL_TEXTURE_2D, 0);
341 gr_tcache_set(-1, -1, NULL, NULL );
343 case TEXTURE_SOURCE_DECAL:
344 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
345 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
346 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
348 case TEXTURE_SOURCE_NO_FILTERING:
349 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
350 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
351 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
358 case ALPHA_BLEND_NONE:
359 glBlendFunc(GL_ONE, GL_ZERO);
361 case ALPHA_BLEND_ALPHA_ADDITIVE:
362 glBlendFunc(GL_ONE, GL_ONE);
364 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
365 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
367 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
368 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
375 case ZBUFFER_TYPE_NONE:
376 glDepthFunc(GL_ALWAYS);
377 glDepthMask(GL_FALSE);
379 case ZBUFFER_TYPE_READ:
380 glDepthFunc(GL_LESS);
381 glDepthMask(GL_FALSE);
383 case ZBUFFER_TYPE_WRITE:
384 glDepthFunc(GL_ALWAYS);
385 glDepthMask(GL_TRUE);
387 case ZBUFFER_TYPE_FULL:
388 glDepthFunc(GL_LESS);
389 glDepthMask(GL_TRUE);
396 void gr_opengl_activate(int active)
402 make sure window is active and mouse grabbed
408 make sure mouse is not grabbed and window minimized
416 void opengl_tcache_flush ();
418 void gr_opengl_preload_init()
420 if (gr_screen.mode != GR_OPENGL) {
424 opengl_tcache_flush ();
427 int GL_should_preload = 0;
428 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
430 if ( gr_screen.mode != GR_OPENGL) {
434 if ( !GL_should_preload ) {
438 float u_scale, v_scale;
442 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
444 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
448 mprintf(("Texture upload failed!\n" ));
454 void gr_opengl_pixel(int x, int y)
459 void gr_opengl_clear()
461 glClearColor(gr_screen.current_clear_color.red / 255.0,
462 gr_screen.current_clear_color.green / 255.0,
463 gr_screen.current_clear_color.blue / 255.0, 1.0);
465 glClear ( GL_COLOR_BUFFER_BIT );
468 void opengl_tcache_frame ();
469 void gr_opengl_flip()
475 #if 0 // TODO - set cursor, save_screen
478 if ( mouse_is_visible() ) {
482 mouse_get_pos( &mx, &my );
484 // TODO: implement this when adding the save_screen code
485 // gr_opengl_save_mouse_area(mx,my,32,32);
487 if ( Gr_cursor == -1 ) {
490 gr_set_bitmap(Gr_cursor);
497 GLenum error = glGetError();
500 error = glGetError();
502 if (error != GL_NO_ERROR) {
503 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
506 } while (error != GL_NO_ERROR);
509 SDL_GL_SwapBuffers ();
511 opengl_tcache_frame ();
513 int cnt = GL_activate;
516 opengl_tcache_flush();
517 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
523 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
527 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
532 void gr_opengl_set_clip(int x,int y,int w,int h)
534 // check for sanity of parameters
540 if (x >= gr_screen.max_w)
541 x = gr_screen.max_w - 1;
542 if (y >= gr_screen.max_h)
543 y = gr_screen.max_h - 1;
545 if (x + w > gr_screen.max_w)
546 w = gr_screen.max_w - x;
547 if (y + h > gr_screen.max_h)
548 h = gr_screen.max_h - y;
550 if (w > gr_screen.max_w)
552 if (h > gr_screen.max_h)
555 gr_screen.offset_x = x;
556 gr_screen.offset_y = y;
557 gr_screen.clip_left = 0;
558 gr_screen.clip_right = w-1;
559 gr_screen.clip_top = 0;
560 gr_screen.clip_bottom = h-1;
561 gr_screen.clip_width = w;
562 gr_screen.clip_height = h;
564 glEnable(GL_SCISSOR_TEST);
565 glScissor(x, gr_screen.max_h-y-h, w, h);
568 void gr_opengl_reset_clip()
570 gr_screen.offset_x = 0;
571 gr_screen.offset_y = 0;
572 gr_screen.clip_left = 0;
573 gr_screen.clip_top = 0;
574 gr_screen.clip_right = gr_screen.max_w - 1;
575 gr_screen.clip_bottom = gr_screen.max_h - 1;
576 gr_screen.clip_width = gr_screen.max_w;
577 gr_screen.clip_height = gr_screen.max_h;
579 glDisable(GL_SCISSOR_TEST);
580 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
583 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
585 gr_screen.current_alpha = alpha;
586 gr_screen.current_alphablend_mode = alphablend_mode;
587 gr_screen.current_bitblt_mode = bitblt_mode;
588 gr_screen.current_bitmap = bitmap_num;
590 gr_screen.current_bitmap_sx = sx;
591 gr_screen.current_bitmap_sy = sy;
594 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
596 shade->screen_sig = gr_screen.signature;
603 void gr_opengl_set_shader( shader * shade )
606 if (shade->screen_sig != gr_screen.signature) {
607 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
609 gr_screen.current_shader = *shade;
611 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
616 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
618 STUB_FUNCTION; /* who called me? */
621 extern int GL_last_bitmap_id;
622 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
626 GLubyte *sptr, *dptr;
630 int cw = min(bmp->w, w);
631 int ch = min(bmp->h, h);
633 GL_last_bitmap_id = -1; /* HACK! */
635 glColor4f(1.0, 1.0, 1.0, 1.0);
636 glBindTexture(GL_TEXTURE_2D, bitmapTex);
639 for (iy = sy; iy < ch; iy += 256) {
641 ih = min(256, (ch-iy));
643 for (ix = sx; ix < cw; ix += 256) {
645 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
647 iw = min(256, (cw-ix));
653 memcpy(dptr, sptr, iw*2);
661 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
671 t = (float)ih / 256.0;
676 s = (float)iw / 256.0;
677 t = (float)ih / 256.0;
682 s = (float)iw / 256.0;
694 bm_unlock(gr_screen.current_bitmap);
699 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
706 int dx1=x, dx2=x+w-1;
707 int dy1=y, dy2=y+h-1;
710 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
715 if ( count > 1 ) Int3();
719 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
720 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
721 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
722 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
723 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
724 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
751 if ( w < 1 ) return; // clipped away!
752 if ( h < 1 ) return; // clipped away!
756 // Make sure clipping algorithm works
760 Assert( w == (dx2-dx1+1) );
761 Assert( h == (dy2-dy1+1) );
764 Assert( sx+w <= bw );
765 Assert( sy+h <= bh );
766 Assert( dx2 >= dx1 );
767 Assert( dy2 >= dy1 );
768 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
769 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
770 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
771 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
774 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
775 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
777 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
780 void gr_opengl_bitmap(int x, int y)
784 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
785 int dx1=x, dx2=x+w-1;
786 int dy1=y, dy2=y+h-1;
789 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
790 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
791 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
792 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
793 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
794 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
796 if ( sx < 0 ) return;
797 if ( sy < 0 ) return;
798 if ( sx >= w ) return;
799 if ( sy >= h ) return;
801 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
803 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
806 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
810 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
812 saved_zbuf = gr_zbuffer_get();
814 // start the frame, no zbuffering, no culling
816 gr_zbuffer_set(GR_ZBUFF_NONE);
825 v[0].flags = PF_PROJECTED;
832 v[1].sx = i2fl(x + w);
837 v[1].flags = PF_PROJECTED;
844 v[2].sx = i2fl(x + w);
845 v[2].sy = i2fl(y + h);
849 v[2].flags = PF_PROJECTED;
857 v[3].sy = i2fl(y + h);
861 v[3].flags = PF_PROJECTED;
869 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
873 // restore zbuffer and culling
874 gr_zbuffer_set(saved_zbuf);
878 void gr_opengl_rect(int x,int y,int w,int h)
880 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);
883 void gr_opengl_shade(int x,int y,int w,int h)
890 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
891 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
892 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
893 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
894 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
895 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
896 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
897 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
899 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
902 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
907 if ( !gr_screen.current_color.is_alphacolor ) return;
909 float u_scale, v_scale;
911 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
913 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
914 // Couldn't set texture
915 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
919 float u0, u1, v0, v1;
920 float x1, x2, y1, y2;
923 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
925 u0 = u_scale*i2fl(sx)/i2fl(bw);
926 v0 = v_scale*i2fl(sy)/i2fl(bh);
928 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
929 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
931 x1 = i2fl(x+gr_screen.offset_x);
932 y1 = i2fl(y+gr_screen.offset_y);
933 x2 = i2fl(x+w+gr_screen.offset_x);
934 y2 = i2fl(y+h+gr_screen.offset_y);
936 if ( gr_screen.current_color.is_alphacolor ) {
937 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
939 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
943 glTexCoord2f (u0, v1);
944 glVertex3f (x1, y2, -0.99);
946 glTexCoord2f (u1, v1);
947 glVertex3f (x2, y2, -0.99);
949 glTexCoord2f (u1, v0);
950 glVertex3f (x2, y1, -0.99);
952 glTexCoord2f (u0, v0);
953 glVertex3f (x1, y1, -0.99);
957 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
964 int dx1=x, dx2=x+w-1;
965 int dy1=y, dy2=y+h-1;
968 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
973 if ( count > 1 ) Int3();
977 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
978 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
979 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
980 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
981 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
982 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1004 if ( sy + h > bh ) {
1009 if ( w < 1 ) return; // clipped away!
1010 if ( h < 1 ) return; // clipped away!
1014 // Make sure clipping algorithm works
1018 Assert( w == (dx2-dx1+1) );
1019 Assert( h == (dy2-dy1+1) );
1022 Assert( sx+w <= bw );
1023 Assert( sy+h <= bh );
1024 Assert( dx2 >= dx1 );
1025 Assert( dy2 >= dy1 );
1026 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1027 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1028 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1029 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1032 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1033 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1036 void gr_opengl_aabitmap(int x, int y)
1040 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1041 int dx1=x, dx2=x+w-1;
1042 int dy1=y, dy2=y+h-1;
1045 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1046 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1047 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1048 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1049 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1050 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1052 if ( sx < 0 ) return;
1053 if ( sy < 0 ) return;
1054 if ( sx >= w ) return;
1055 if ( sy >= h ) return;
1057 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1058 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1062 void gr_opengl_string( int sx, int sy, char *s )
1064 int width, spacing, letter;
1067 if ( !Current_font ) {
1071 gr_set_bitmap(Current_font->bitmap_id);
1076 if (sx==0x8000) { //centered
1077 x = get_centered_x(s);
1087 while (*s== '\n' ) {
1089 y += Current_font->h;
1090 if (sx==0x8000) { //centered
1091 x = get_centered_x(s);
1096 if (*s == 0 ) break;
1098 letter = get_char_width(s[0],s[1],&width,&spacing);
1101 //not in font, draw as space
1109 // Check if this character is totally clipped
1110 if ( x + width < gr_screen.clip_left ) continue;
1111 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1112 if ( x > gr_screen.clip_right ) continue;
1113 if ( y > gr_screen.clip_bottom ) continue;
1116 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1117 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1121 wc = width - xd; hc = Current_font->h - yd;
1122 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1123 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1125 if ( wc < 1 ) continue;
1126 if ( hc < 1 ) continue;
1128 int u = Current_font->bm_u[letter];
1129 int v = Current_font->bm_v[letter];
1131 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1135 void gr_opengl_line(int x1,int y1,int x2,int y2)
1137 int clipped = 0, swapped=0;
1139 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1141 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);
1146 sx1 = i2fl(x1 + gr_screen.offset_x);
1147 sy1 = i2fl(y1 + gr_screen.offset_y);
1148 sx2 = i2fl(x2 + gr_screen.offset_x);
1149 sy2 = i2fl(y2 + gr_screen.offset_y);
1151 if ( x1 == x2 && y1 == y2 ) {
1152 glBegin (GL_POINTS);
1153 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1154 glVertex3f (sx1, sy1, -0.99f);
1166 } else if ( y1 == y2 ) {
1175 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1176 glVertex3f (sx2, sy2, -0.99f);
1177 glVertex3f (sx1, sy1, -0.99f);
1181 void gr_opengl_aaline(vertex *v1, vertex *v2)
1183 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1186 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1188 int clipped = 0, swapped=0;
1190 if ( !gr_screen.current_color.is_alphacolor ) {
1191 gr_line( x1, y1, x2, y2 );
1195 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);
1197 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1199 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1200 int ba = swapped ? gr_screen.current_color.alpha : 0;
1205 sx1 = i2fl(x1 + gr_screen.offset_x);
1206 sy1 = i2fl(y1 + gr_screen.offset_y);
1207 sx2 = i2fl(x2 + gr_screen.offset_x);
1208 sy2 = i2fl(y2 + gr_screen.offset_y);
1216 } else if ( y1 == y2 ) {
1225 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1226 glVertex3f (sx2, sy2, -0.99f);
1227 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1228 glVertex3f (sx1, sy1, -0.99f);
1232 void gr_opengl_circle( int xc, int yc, int d )
1242 if ( (xc+r) < gr_screen.clip_left ) return;
1243 if ( (xc-r) > gr_screen.clip_right ) return;
1244 if ( (yc+r) < gr_screen.clip_top ) return;
1245 if ( (yc-r) > gr_screen.clip_bottom ) return;
1248 // Draw the first octant
1249 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1250 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1255 // Draw the second octant
1256 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1257 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1265 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1266 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1271 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1275 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1276 if (f_float < 0.0f) {
1284 *a = (int)(f_float * 255.0);
1287 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1290 float u_scale = 1.0f, v_scale = 1.0f;
1292 // Make nebula use the texture mapper... this blends the colors better.
1293 if ( flags & TMAP_FLAG_NEBULA ){
1297 gr_texture_source texture_source = (gr_texture_source)-1;
1298 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1299 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1301 if ( gr_zbuffering ) {
1302 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1303 zbuffer_type = ZBUFFER_TYPE_READ;
1305 zbuffer_type = ZBUFFER_TYPE_FULL;
1308 zbuffer_type = ZBUFFER_TYPE_NONE;
1313 int tmap_type = TCACHE_TYPE_NORMAL;
1317 if ( flags & TMAP_FLAG_TEXTURED ) {
1320 r = gr_screen.current_color.red;
1321 g = gr_screen.current_color.green;
1322 b = gr_screen.current_color.blue;
1325 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1328 tmap_type = TCACHE_TYPE_NORMAL;
1329 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1331 // Blend with screen pixel using src*alpha+dst
1332 float factor = gr_screen.current_alpha;
1336 if ( factor <= 1.0f ) {
1337 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1338 r = (r*tmp_alpha)/255;
1339 g = (g*tmp_alpha)/255;
1340 b = (b*tmp_alpha)/255;
1343 tmap_type = TCACHE_TYPE_XPARENT;
1345 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1347 // Blend with screen pixel using src*alpha+dst
1348 float factor = gr_screen.current_alpha;
1350 if ( factor > 1.0f ) {
1353 alpha = fl2i(gr_screen.current_alpha*255.0f);
1357 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1358 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1360 alpha_blend = ALPHA_BLEND_NONE;
1365 if(flags & TMAP_FLAG_BITMAP_SECTION){
1366 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1369 texture_source = TEXTURE_SOURCE_NONE;
1371 if ( flags & TMAP_FLAG_TEXTURED ) {
1372 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 ))
1374 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1378 // use nonfiltered textures for bitmap sections
1379 if(flags & TMAP_FLAG_BITMAP_SECTION){
1380 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1382 texture_source = TEXTURE_SOURCE_DECAL;
1387 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1389 if ( flags & TMAP_FLAG_TEXTURED )
1395 if (flags & TMAP_FLAG_PIXEL_FOG) {
1401 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1403 vertex * va = verts[i];
1407 x = fl2i(va->sx*16.0f);
1408 y = fl2i(va->sy*16.0f);
1410 x += gr_screen.offset_x*16;
1411 y += gr_screen.offset_y*16;
1413 sx = i2fl(x) / 16.0f;
1414 sy = i2fl(y) / 16.0f;
1416 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1427 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1433 x1 = gr_screen.clip_left*16;
1434 x2 = gr_screen.clip_right*16+15;
1435 y1 = gr_screen.clip_top*16;
1436 y2 = gr_screen.clip_bottom*16+15;
1439 glBegin(GL_TRIANGLE_FAN);
1440 for (i = nv-1; i >= 0; i--) {
1441 vertex * va = verts[i];
1447 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1448 sz = 1.0 - 1.0 / (1.0 + va->z);
1449 //sz = va->z / z_mult;
1458 if ( flags & TMAP_FLAG_CORRECT ) {
1464 if (flags & TMAP_FLAG_ALPHA) {
1470 if (flags & TMAP_FLAG_NEBULA ) {
1471 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1472 r = gr_palette[pal*3+0];
1473 g = gr_palette[pal*3+1];
1474 b = gr_palette[pal*3+2];
1475 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1476 r = Gr_gamma_lookup[verts[i]->b];
1477 g = Gr_gamma_lookup[verts[i]->b];
1478 b = Gr_gamma_lookup[verts[i]->b];
1479 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1480 // Make 0.75 be 256.0f
1481 r = Gr_gamma_lookup[verts[i]->r];
1482 g = Gr_gamma_lookup[verts[i]->g];
1483 b = Gr_gamma_lookup[verts[i]->b];
1485 // use constant RGB values...
1487 glColor4ub (r,g,b,a);
1489 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1492 /* this is for GL_EXT_SECONDARY_COLOR */
1493 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1494 /* do separate color call here */
1500 x = fl2i(va->sx*16.0f);
1501 y = fl2i(va->sy*16.0f);
1505 if ( flags & TMAP_FLAG_CORRECT ) {
1509 } else if ( x > x2 ) {
1514 } else if ( y > y2 ) {
1521 x += gr_screen.offset_x*16;
1522 y += gr_screen.offset_y*16;
1524 sx = i2fl(x) / 16.0f;
1525 sy = i2fl(y) / 16.0f;
1527 if ( flags & TMAP_FLAG_TEXTURED ) {
1530 glTexCoord2d(tu, tv);
1533 glVertex4d(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1538 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1540 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1543 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1545 void gr_opengl_scaler(vertex *va, vertex *vb )
1547 float x0, y0, x1, y1;
1548 float u0, v0, u1, v1;
1549 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1550 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1551 float xmin, xmax, ymin, ymax;
1552 int dx0, dy0, dx1, dy1;
1554 //============= CLIP IT =====================
1556 x0 = va->sx; y0 = va->sy;
1557 x1 = vb->sx; y1 = vb->sy;
1559 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1560 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1562 u0 = va->u; v0 = va->v;
1563 u1 = vb->u; v1 = vb->v;
1565 // Check for obviously offscreen bitmaps...
1566 if ( (y1<=y0) || (x1<=x0) ) return;
1567 if ( (x1<xmin ) || (x0>xmax) ) return;
1568 if ( (y1<ymin ) || (y0>ymax) ) return;
1570 clipped_u0 = u0; clipped_v0 = v0;
1571 clipped_u1 = u1; clipped_v1 = v1;
1573 clipped_x0 = x0; clipped_y0 = y0;
1574 clipped_x1 = x1; clipped_y1 = y1;
1576 // Clip the left, moving u0 right as necessary
1578 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1582 // Clip the right, moving u1 left as necessary
1584 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1588 // Clip the top, moving v0 down as necessary
1590 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1594 // Clip the bottom, moving v1 up as necessary
1596 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1600 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1601 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1603 if (dx1<=dx0) return;
1604 if (dy1<=dy0) return;
1606 //============= DRAW IT =====================
1620 v[1].sx = clipped_x1;
1621 v[1].sy = clipped_y0;
1624 v[1].u = clipped_u1;
1625 v[1].v = clipped_v0;
1628 v[2].sx = clipped_x1;
1629 v[2].sy = clipped_y1;
1632 v[2].u = clipped_u1;
1633 v[2].v = clipped_v1;
1636 v[3].sx = clipped_x0;
1637 v[3].sy = clipped_y1;
1640 v[3].u = clipped_u0;
1641 v[3].v = clipped_v1;
1643 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1646 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1650 void gr_opengl_get_color( int * r, int * g, int * b )
1652 if (r) *r = gr_screen.current_color.red;
1653 if (g) *g = gr_screen.current_color.green;
1654 if (b) *b = gr_screen.current_color.blue;
1657 void gr_opengl_init_color(color *c, int r, int g, int b)
1659 c->screen_sig = gr_screen.signature;
1660 c->red = (unsigned char)r;
1661 c->green = (unsigned char)g;
1662 c->blue = (unsigned char)b;
1664 c->ac_type = AC_TYPE_NONE;
1666 c->is_alphacolor = 0;
1670 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1672 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1673 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1674 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1675 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1677 gr_opengl_init_color( clr, r, g, b );
1679 clr->alpha = (unsigned char)alpha;
1680 clr->ac_type = (ubyte)type;
1681 clr->alphacolor = -1;
1682 clr->is_alphacolor = 1;
1685 void gr_opengl_set_color( int r, int g, int b )
1687 Assert((r >= 0) && (r < 256));
1688 Assert((g >= 0) && (g < 256));
1689 Assert((b >= 0) && (b < 256));
1691 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1694 void gr_opengl_set_color_fast(color *dst)
1696 if ( dst->screen_sig != gr_screen.signature ) {
1697 if ( dst->is_alphacolor ) {
1698 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1700 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1703 gr_screen.current_color = *dst;
1706 void gr_opengl_print_screen(char *filename)
1711 int gr_opengl_supports_res_ingame(int res)
1718 int gr_opengl_supports_res_interface(int res)
1725 void opengl_tcache_cleanup ();
1726 void gr_opengl_cleanup()
1728 if ( !Inited ) return;
1735 opengl_tcache_cleanup ();
1740 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1742 Assert((r >= 0) && (r < 256));
1743 Assert((g >= 0) && (g < 256));
1744 Assert((b >= 0) && (b < 256));
1746 if (fog_mode == GR_FOGMODE_NONE) {
1747 if (gr_screen.current_fog_mode != fog_mode) {
1750 gr_screen.current_fog_mode = fog_mode;
1755 if (gr_screen.current_fog_mode != fog_mode) {
1758 if (D3D_fog_mode == 2) {
1759 glFogi(GL_FOG_MODE, GL_LINEAR);
1762 gr_screen.current_fog_mode = fog_mode;
1765 if ( (gr_screen.current_fog_color.red != r) ||
1766 (gr_screen.current_fog_color.green != g) ||
1767 (gr_screen.current_fog_color.blue != b) ) {
1770 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1772 fc[0] = (float)r/255.0;
1773 fc[1] = (float)g/255.0;
1774 fc[2] = (float)b/255.0;
1777 glFogfv(GL_FOG_COLOR, fc);
1780 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1781 ((fog_near != gr_screen.fog_near) ||
1782 (fog_far != gr_screen.fog_far)) ) {
1783 gr_screen.fog_near = fog_near;
1784 gr_screen.fog_far = fog_far;
1786 if (D3D_fog_mode == 2) {
1787 glFogf(GL_FOG_START, fog_near);
1788 glFogf(GL_FOG_END, fog_far);
1793 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1798 void gr_opengl_set_cull(int cull)
1801 // DDOI - disabled for debugging purposes
1802 glEnable (GL_CULL_FACE);
1803 glFrontFace (GL_CCW);
1805 glDisable (GL_CULL_FACE);
1809 void gr_opengl_filter_set(int filter)
1814 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1820 typedef struct tcache_slot_opengl {
1821 GLuint texture_handle;
1822 float u_scale, v_scale;
1825 char used_this_frame;
1830 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1831 tcache_slot_opengl *parent;
1832 } tcache_slot_opengl;
1834 static void *Texture_sections = NULL;
1835 tcache_slot_opengl *Textures = NULL;
1837 int GL_texture_sections = 0;
1838 int GL_texture_ram = 0;
1839 int GL_frame_count = 0;
1840 int GL_min_texture_width = 0;
1841 int GL_max_texture_width = 0;
1842 int GL_min_texture_height = 0;
1843 int GL_max_texture_height = 0;
1844 int GL_square_textures = 0;
1845 int GL_textures_in = 0;
1846 int GL_textures_in_frame = 0;
1847 int GL_last_bitmap_id = -1;
1848 int GL_last_detail = -1;
1849 int GL_last_bitmap_type = -1;
1850 int GL_last_section_x = -1;
1851 int GL_last_section_y = -1;
1855 void opengl_tcache_init (int use_sections)
1859 // DDOI - FIXME skipped a lot of stuff here
1860 GL_should_preload = 0;
1862 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1865 if ( tmp_pl == 0 ) {
1866 GL_should_preload = 0;
1867 } else if ( tmp_pl == 1 ) {
1868 GL_should_preload = 1;
1870 GL_should_preload = 1;
1875 GL_min_texture_width = 16;
1876 GL_min_texture_height = 16;
1877 GL_max_texture_width = 256;
1878 GL_max_texture_height = 256;
1880 GL_square_textures = 1;
1882 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1888 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1889 if(!Texture_sections){
1892 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1895 // Init the texture structures
1896 int section_count = 0;
1897 for( i=0; i<MAX_BITMAPS; i++ ) {
1899 Textures[i].vram_texture = NULL;
1900 Textures[i].vram_texture_surface = NULL;
1902 Textures[i].texture_handle = 0;
1904 Textures[i].bitmap_id = -1;
1905 Textures[i].size = 0;
1906 Textures[i].used_this_frame = 0;
1908 Textures[i].parent = NULL;
1910 // allocate sections
1912 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1913 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1914 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1915 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1917 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1918 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1920 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1921 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1922 Textures[i].data_sections[idx][s_idx]->size = 0;
1923 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1927 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1928 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1929 Textures[i].data_sections[idx][s_idx] = NULL;
1935 GL_texture_sections = use_sections;
1937 //GL_last_detail = Detail.hardware_textures;
1938 GL_last_bitmap_id = -1;
1939 GL_last_bitmap_type = -1;
1941 GL_last_section_x = -1;
1942 GL_last_section_y = -1;
1945 GL_textures_in_frame = 0;
1948 int opengl_free_texture (tcache_slot_opengl *t);
1950 void opengl_tcache_flush ()
1954 for( i=0; i<MAX_BITMAPS; i++ ) {
1955 opengl_free_texture ( &Textures[i] );
1957 if (GL_textures_in != 0) {
1958 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1962 GL_last_bitmap_id = -1;
1963 GL_last_section_x = -1;
1964 GL_last_section_y = -1;
1967 void opengl_tcache_cleanup ()
1969 opengl_tcache_flush ();
1972 GL_textures_in_frame = 0;
1979 if( Texture_sections != NULL ){
1980 free(Texture_sections);
1981 Texture_sections = NULL;
1985 void opengl_tcache_frame ()
1989 GL_last_bitmap_id = -1;
1990 GL_textures_in_frame = 0;
1995 for( i=0; i<MAX_BITMAPS; i++ ) {
1996 Textures[i].used_this_frame = 0;
1999 if(Textures[i].data_sections[0][0] != NULL){
2000 Assert(GL_texture_sections);
2001 if(GL_texture_sections){
2002 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2003 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2004 if(Textures[i].data_sections[idx][s_idx] != NULL){
2005 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2014 opengl_tcache_flush();
2019 int opengl_free_texture ( tcache_slot_opengl *t )
2025 if ( t->bitmap_id > -1 ) {
2026 // if I, or any of my children have been used this frame, bail
2027 if(t->used_this_frame){
2030 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2031 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2032 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2038 // ok, now we know its legal to free everything safely
2039 glDeleteTextures (1, &t->texture_handle);
2040 t->texture_handle = 0;
2042 if ( GL_last_bitmap_id == t->bitmap_id ) {
2043 GL_last_bitmap_id = -1;
2046 // if this guy has children, free them too, since the children
2047 // actually make up his size
2048 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2049 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2050 if(t->data_sections[idx][s_idx] != NULL){
2051 opengl_free_texture(t->data_sections[idx][s_idx]);
2057 t->used_this_frame = 0;
2058 GL_textures_in -= t->size;
2064 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2069 if((w_out == NULL) || (h_out == NULL)){
2079 for (i=0; i<16; i++ ) {
2080 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2086 for (i=0; i<16; i++ ) {
2087 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2094 if ( tex_w < GL_min_texture_width ) {
2095 tex_w = GL_min_texture_width;
2096 } else if ( tex_w > GL_max_texture_width ) {
2097 tex_w = GL_max_texture_width;
2100 if ( tex_h < GL_min_texture_height ) {
2101 tex_h = GL_min_texture_height;
2102 } else if ( tex_h > GL_max_texture_height ) {
2103 tex_h = GL_max_texture_height;
2106 if ( GL_square_textures ) {
2108 // Make the both be equal to larger of the two
2109 new_size = max(tex_w, tex_h);
2114 // store the outgoing size
2119 // data == start of bitmap data
2120 // sx == x offset into bitmap
2121 // sy == y offset into bitmap
2122 // src_w == absolute width of section on source bitmap
2123 // src_h == absolute height of section on source bitmap
2124 // bmap_w == width of source bitmap
2125 // bmap_h == height of source bitmap
2126 // tex_w == width of final texture
2127 // tex_h == height of final texture
2128 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)
2137 if ( t->used_this_frame ) {
2138 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2143 if(!opengl_free_texture(t)){
2148 // get final texture size
2149 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2151 if ( (tex_w < 1) || (tex_h < 1) ) {
2152 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2156 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2157 t->u_scale = (float)bmap_w / (float)tex_w;
2158 t->v_scale = (float)bmap_h / (float)tex_h;
2159 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2160 t->u_scale = (float)src_w / (float)tex_w;
2161 t->v_scale = (float)src_h / (float)tex_h;
2167 glGenTextures (1, &t->texture_handle);
2168 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2170 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2171 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2172 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2173 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2175 switch (bitmap_type) {
2177 case TCACHE_TYPE_AABITMAP:
2180 ubyte *bmp_data = ((ubyte*)data);
2181 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2182 ubyte *texmemp = texmem;
2185 for (i=0; i<16; i++) {
2186 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2189 for ( ; i<256; i++ ) {
2193 for (i=0;i<tex_h;i++)
2195 for (j=0;j<tex_w;j++)
2197 if (i < bmap_h && j < bmap_w) {
2199 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2207 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2212 case TCACHE_TYPE_BITMAP_SECTION:
2215 ubyte *bmp_data = ((ubyte*)data);
2216 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2217 ubyte *texmemp = texmem;
2219 for (i=0;i<tex_h;i++)
2221 for (j=0;j<tex_w;j++)
2223 if (i < src_h && j < src_w) {
2224 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2225 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2232 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2233 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2241 ubyte *bmp_data = ((ubyte*)data);
2242 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2243 ubyte *texmemp = texmem;
2245 fix u, utmp, v, du, dv;
2249 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2250 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2252 for (j=0;j<tex_h;j++)
2255 for (i=0;i<tex_w;i++)
2257 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2258 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2264 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2265 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2273 t->bitmap_id = texture_handle;
2274 t->time_created = GL_frame_count;
2275 t->used_this_frame = 0;
2276 t->size = tex_w * tex_h * 2;
2277 t->w = (ushort)tex_w;
2278 t->h = (ushort)tex_h;
2279 GL_textures_in_frame += t->size;
2281 GL_textures_in += t->size;
2287 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2291 int final_w, final_h;
2295 // setup texture/bitmap flags
2297 switch(bitmap_type){
2298 case TCACHE_TYPE_AABITMAP:
2299 flags |= BMP_AABITMAP;
2302 case TCACHE_TYPE_NORMAL:
2303 flags |= BMP_TEX_OTHER;
2304 case TCACHE_TYPE_XPARENT:
2305 flags |= BMP_TEX_XPARENT;
2307 case TCACHE_TYPE_NONDARKENING:
2309 flags |= BMP_TEX_NONDARK;
2313 // lock the bitmap into the proper format
2314 bmp = bm_lock(bitmap_handle, bpp, flags);
2315 if ( bmp == NULL ) {
2316 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2325 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2326 max_w /= D3D_texture_divider;
2327 max_h /= D3D_texture_divider;
2329 // Detail.debris_culling goes from 0 to 4.
2330 max_w /= 16 >> Detail.hardware_textures;
2331 max_h /= 16 >> Detail.hardware_textures;
2335 // get final texture size as it will be allocated as a DD surface
2336 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2338 // if this tcache slot has no bitmap
2339 if ( tslot->bitmap_id < 0) {
2342 // different bitmap altogether - determine if the new one can use the old one's slot
2343 else if (tslot->bitmap_id != bitmap_handle) {
2344 if((final_w == tslot->w) && (final_h == tslot->h)){
2346 //ml_printf("Reloading texture %d\n", bitmap_handle);
2353 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);
2355 // unlock the bitmap
2356 bm_unlock(bitmap_handle);
2361 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2365 int final_w, final_h;
2366 int section_x, section_y;
2369 // setup texture/bitmap flags
2370 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2371 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2372 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2374 flags = BMP_TEX_XPARENT;
2376 // lock the bitmap in the proper format
2377 bmp = bm_lock(bitmap_handle, 16, flags);
2378 if ( bmp == NULL ) {
2379 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2382 // determine the width and height of this section
2383 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2385 // get final texture size as it will be allocated as an opengl texture
2386 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2388 // if this tcache slot has no bitmap
2389 if ( tslot->bitmap_id < 0) {
2392 // different bitmap altogether - determine if the new one can use the old one's slot
2393 else if (tslot->bitmap_id != bitmap_handle) {
2394 if((final_w == tslot->w) && (final_h == tslot->h)){
2402 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);
2404 // unlock the bitmap
2405 bm_unlock(bitmap_handle);
2411 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2412 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)
2421 GL_last_bitmap_id = -1;
2426 if ( GL_last_detail != Detail.hardware_textures ) {
2427 GL_last_detail = Detail.hardware_textures;
2428 opengl_tcache_flush();
2436 int n = bm_get_cache_slot (bitmap_id, 1);
2437 tcache_slot_opengl *t = &Textures[n];
2439 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)) {
2440 t->used_this_frame++;
2442 // mark all children as used
2443 if(GL_texture_sections){
2444 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2445 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2446 if(t->data_sections[idx][s_idx] != NULL){
2447 t->data_sections[idx][s_idx]->used_this_frame++;
2453 *u_scale = t->u_scale;
2454 *v_scale = t->v_scale;
2458 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2459 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2460 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2466 // if the texture sections haven't been created yet
2467 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2469 // lock the bitmap in the proper format
2470 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2471 bm_unlock(bitmap_id);
2473 // now lets do something for each texture
2475 for(idx=0; idx<bmp->sections.num_x; idx++){
2476 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2477 // hmm. i'd rather we didn't have to do it this way...
2478 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2482 // not used this frame
2483 t->data_sections[idx][s_idx]->used_this_frame = 0;
2487 // zero out pretty much everything in the parent struct since he's just the root
2488 t->bitmap_id = bitmap_id;
2489 t->texture_handle = 0;
2490 t->time_created = t->data_sections[sx][sy]->time_created;
2491 t->used_this_frame = 0;
2493 t->vram_texture = NULL;
2494 t->vram_texture_surface = NULL
2498 // argh. we failed to upload. free anything we can
2500 opengl_free_texture(t);
2502 // swap in the texture we want
2504 t = t->data_sections[sx][sy];
2507 // all other "normal" textures
2508 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2509 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2512 // everything went ok
2513 if(ret_val && (t->texture_handle) && !vram_full){
2514 *u_scale = t->u_scale;
2515 *v_scale = t->v_scale;
2517 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2519 GL_last_bitmap_id = t->bitmap_id;
2520 GL_last_bitmap_type = bitmap_type;
2521 GL_last_section_x = sx;
2522 GL_last_section_y = sy;
2524 t->used_this_frame++;
2528 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2535 void gr_opengl_set_clear_color(int r, int g, int b)
2537 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2540 void gr_opengl_flash(int r, int g, int b)
2546 if ( r || g || b ) {
2547 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2549 float x1, x2, y1, y2;
2550 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2551 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2552 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2553 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2555 glColor4ub(r, g, b, 255);
2557 glVertex3f (x1, y2, -0.99);
2559 glVertex3f (x2, y2, -0.99);
2561 glVertex3f (x2, y1, -0.99);
2563 glVertex3f (x1, y1, -0.99);
2568 int gr_opengl_zbuffer_get()
2570 if ( !gr_global_zbuffering ) {
2571 return GR_ZBUFF_NONE;
2573 return gr_zbuffering_mode;
2576 int gr_opengl_zbuffer_set(int mode)
2578 int tmp = gr_zbuffering_mode;
2580 gr_zbuffering_mode = mode;
2582 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2590 void gr_opengl_zbuffer_clear(int mode)
2594 gr_zbuffering_mode = GR_ZBUFF_FULL;
2595 gr_global_zbuffering = 1;
2597 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2598 glClear ( GL_DEPTH_BUFFER_BIT );
2601 gr_zbuffering_mode = GR_ZBUFF_NONE;
2602 gr_global_zbuffering = 0;
2606 void gr_opengl_set_gamma(float gamma)
2609 Gr_gamma_int = int (Gr_gamma*10);
2611 // Create the Gamma lookup table
2613 for (i=0;i<256; i++) {
2614 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2617 } else if ( v < 0 ) {
2620 Gr_gamma_lookup[i] = v;
2623 // Flush any existing textures
2624 opengl_tcache_flush();
2627 void gr_opengl_fade_in(int instantaneous)
2632 void gr_opengl_fade_out(int instantaneous)
2637 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2640 glReadBuffer(GL_FRONT);
2642 glReadBuffer(GL_BACK);
2648 // glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2651 int gr_opengl_save_screen()
2655 if ( Gr_saved_screen ) {
2656 mprintf(( "Screen alread saved!\n" ));
2660 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2661 if (!Gr_saved_screen) {
2662 mprintf(( "Couldn't get memory for saved screen!\n" ));
2668 gr_opengl_get_region(1, gr_screen.max_w, gr_screen.max_h, (ubyte *)Gr_saved_screen);
2673 void gr_opengl_restore_screen(int id)
2677 if ( !Gr_saved_screen ) {
2685 // glDrawPixels(gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen);
2688 void gr_opengl_free_screen(int id)
2690 if ( Gr_saved_screen ) {
2691 free( Gr_saved_screen );
2692 Gr_saved_screen = NULL;
2696 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2701 void gr_opengl_dump_frame_stop()
2706 void gr_opengl_dump_frame()
2711 uint gr_opengl_lock()
2718 void gr_opengl_unlock()
2722 void opengl_zbias(int bias)
2725 glEnable(GL_POLYGON_OFFSET_FILL);
2726 glPolygonOffset(0, bias);
2728 glDisable(GL_POLYGON_OFFSET_FILL);
2732 extern char *Osreg_title;
2733 void gr_opengl_init()
2736 gr_opengl_cleanup();
2740 mprintf(( "Initializing opengl graphics device...\n" ));
2744 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2746 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2752 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2753 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2754 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2755 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2756 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2758 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2760 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2764 SDL_WM_SetCaption (Osreg_title, "FS2");
2766 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2768 glMatrixMode(GL_PROJECTION);
2770 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2771 glMatrixMode(GL_MODELVIEW);
2774 glShadeModel(GL_SMOOTH);
2775 glEnable(GL_DITHER);
2776 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2777 glHint(GL_FOG_HINT, GL_NICEST);
2779 glEnable(GL_DEPTH_TEST);
2782 glEnable(GL_TEXTURE_2D);
2784 glDepthRange(0.0, 1.0);
2786 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2788 //glGenTextures(1, &bitmapTex);
2789 //glBindTexture(GL_TEXTURE_2D, bitmapTex);
2790 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2791 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2792 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2793 //bitmapMem = (GLubyte *)malloc(256*256*4);
2794 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2796 D3D_32bit = 1; // grd3d.cpp
2797 extern int D3D_enabled;
2800 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2801 1 = use secondary color ext
2802 2 = use opengl linear fog
2804 D3D_fog_mode = 2; // grd3d.cpp
2808 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2818 Gr_red.mask = 0xff0000;
2823 Gr_green.mask = 0xff00;
2828 Gr_blue.mask = 0xff;
2836 Gr_red.mask = 0x7C00;
2841 Gr_green.mask = 0x3E0;
2846 Gr_blue.mask = 0x1F;
2854 Gr_red.mask = 0xF800;
2859 Gr_green.mask = 0x7E0;
2864 Gr_blue.mask = 0x1F;
2873 Gr_red.mask = 0xff0000;
2878 Gr_green.mask = 0xff00;
2883 Gr_blue.mask = 0xff;
2888 Int3(); // Illegal bpp
2891 // DDOI - set these so no one else does!
2892 Gr_ta_red.mask = 0x0f00;
2893 Gr_ta_red.shift = 8;
2894 Gr_ta_red.scale = 16;
2896 Gr_ta_green.mask = 0x00f0;
2897 Gr_ta_green.shift = 4;
2898 Gr_ta_green.scale = 16;
2900 Gr_ta_blue.mask = 0x000f;
2901 Gr_ta_blue.shift = 0;
2902 Gr_ta_blue.scale = 16;
2904 Gr_ta_alpha.mask = 0xf000;
2905 Gr_ta_alpha.shift = 12;
2906 Gr_ta_alpha.scale = 16;
2909 opengl_tcache_init (1);
2912 Gr_current_red = &Gr_red;
2913 Gr_current_blue = &Gr_blue;
2914 Gr_current_green = &Gr_green;
2915 Gr_current_alpha = &Gr_alpha;
2917 gr_screen.gf_flip = gr_opengl_flip;
2918 gr_screen.gf_flip_window = gr_opengl_flip_window;
2919 gr_screen.gf_set_clip = gr_opengl_set_clip;
2920 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2921 gr_screen.gf_set_font = grx_set_font;
2923 gr_screen.gf_set_color = gr_opengl_set_color;
2924 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2925 gr_screen.gf_create_shader = gr_opengl_create_shader;
2926 gr_screen.gf_set_shader = gr_opengl_set_shader;
2927 gr_screen.gf_clear = gr_opengl_clear;
2928 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2929 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2930 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2931 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2933 gr_screen.gf_rect = gr_opengl_rect;
2934 gr_screen.gf_shade = gr_opengl_shade;
2935 gr_screen.gf_string = gr_opengl_string;
2936 gr_screen.gf_circle = gr_opengl_circle;
2938 gr_screen.gf_line = gr_opengl_line;
2939 gr_screen.gf_aaline = gr_opengl_aaline;
2940 gr_screen.gf_pixel = gr_opengl_pixel;
2941 gr_screen.gf_scaler = gr_opengl_scaler;
2942 gr_screen.gf_tmapper = gr_opengl_tmapper;
2944 gr_screen.gf_gradient = gr_opengl_gradient;
2946 gr_screen.gf_set_palette = gr_opengl_set_palette;
2947 gr_screen.gf_get_color = gr_opengl_get_color;
2948 gr_screen.gf_init_color = gr_opengl_init_color;
2949 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2950 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2951 gr_screen.gf_print_screen = gr_opengl_print_screen;
2953 gr_screen.gf_fade_in = gr_opengl_fade_in;
2954 gr_screen.gf_fade_out = gr_opengl_fade_out;
2955 gr_screen.gf_flash = gr_opengl_flash;
2957 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2958 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2959 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2961 gr_screen.gf_save_screen = gr_opengl_save_screen;
2962 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2963 gr_screen.gf_free_screen = gr_opengl_free_screen;
2965 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2966 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2967 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2969 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2971 gr_screen.gf_lock = gr_opengl_lock;
2972 gr_screen.gf_unlock = gr_opengl_unlock;
2974 gr_screen.gf_fog_set = gr_opengl_fog_set;
2976 gr_screen.gf_get_region = gr_opengl_get_region;
2978 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2980 gr_screen.gf_set_cull = gr_opengl_set_cull;
2982 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2984 gr_screen.gf_filter_set = gr_opengl_filter_set;
2986 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2988 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;