2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
15 * Code that uses the OpenGL graphics library
18 * Revision 1.70 2004/09/20 01:31:44 theoddone33
21 * Revision 1.69 2004/07/04 11:31:43 taylor
22 * amd64 support, compiler warning fixes, don't use software rendering
24 * Revision 1.68 2004/06/11 01:01:07 tigital
25 * added FSAA support: switched on in .ini
27 * Revision 1.67 2003/08/03 15:59:40 taylor
28 * GL_RGB5_A1 as TexImage internal format; cleaner input grab; min window title; cleanup
30 * Revision 1.66 2003/06/22 12:52:34 taylor
31 * more texture size fixin
33 * Revision 1.65 2003/06/19 11:52:47 taylor
34 * fix texture size issue with lower detail settings
36 * Revision 1.64 2003/05/28 06:02:04 taylor
37 * fix transparency in green weapon blobs
39 * Revision 1.63 2003/05/09 05:05:52 taylor
40 * improve gr_(de)activate, mouse grab, default fullscreen
42 * Revision 1.62 2003/05/04 04:56:53 taylor
43 * move SDL_Quit to os_deinit to fix fonttool segfault
45 * Revision 1.61 2003/02/02 21:13:27 relnev
46 * minor updates (made functions static, tried to improve texture sizes)
48 * Revision 1.60 2003/02/02 20:20:03 relnev
49 * add large texture support (Taylor Richards)
51 * Revision 1.59 2002/09/04 01:38:09 relnev
54 * Revision 1.57 2002/08/31 01:39:13 theoddone33
55 * Speed up the renderer a tad
57 * Revision 1.56 2002/08/01 05:03:11 relnev
60 * Revision 1.55 2002/08/01 04:55:45 relnev
61 * experimenting with texture state
63 * Revision 1.54 2002/07/30 15:00:15 relnev
64 * not use luminance alpha by default
66 * Revision 1.53 2002/06/22 17:08:16 relnev
67 * more fixes to unused alpha code
69 * Revision 1.52 2002/06/21 23:59:14 relnev
70 * moved a gr_opengl_set_state to after the gr_tcache_set
72 * Revision 1.51 2002/06/19 04:52:45 relnev
73 * MacOS X updates (Ryan)
75 * Revision 1.50 2002/06/18 23:20:44 relnev
78 * adjusted line offsets.
80 * Revision 1.49 2002/06/17 23:11:39 relnev
81 * enable sdl key repeating.
85 * Revision 1.48 2002/06/09 04:41:17 relnev
86 * added copyright header
88 * Revision 1.47 2002/06/09 03:16:04 relnev
91 * removed unneeded asm, old sdl 2d setup.
93 * fixed crash caused by opengl_get_region.
95 * Revision 1.46 2002/06/05 04:03:32 relnev
96 * finished cfilesystem.
98 * removed some old code.
100 * fixed mouse save off-by-one.
104 * Revision 1.45 2002/06/03 09:25:37 relnev
105 * implement mouse cursor and screen save/restore
107 * Revision 1.44 2002/06/02 18:46:59 relnev
110 * Revision 1.43 2002/06/02 11:34:00 relnev
113 * Revision 1.42 2002/06/02 10:28:17 relnev
114 * fix texture handle leak
116 * Revision 1.41 2002/06/01 09:00:34 relnev
117 * silly debug memmanager
119 * Revision 1.40 2002/06/01 07:12:33 relnev
120 * a few NDEBUG updates.
122 * removed a few warnings.
124 * Revision 1.39 2002/06/01 05:33:15 relnev
125 * copied more code over.
127 * added scissor clipping.
129 * Revision 1.38 2002/06/01 03:35:27 relnev
132 * Revision 1.37 2002/06/01 03:32:00 relnev
133 * fix texture loading mistake.
135 * enable some d3d stuff for opengl also
137 * Revision 1.36 2002/05/31 23:25:03 relnev
140 * Revision 1.34 2002/05/31 22:15:22 relnev
143 * Revision 1.33 2002/05/31 22:04:55 relnev
144 * use d3d rect_internal
146 * Revision 1.32 2002/05/31 06:28:23 relnev
149 * Revision 1.31 2002/05/31 06:04:39 relnev
152 * Revision 1.30 2002/05/31 03:56:11 theoddone33
153 * Change tmapper polygon winding and enable culling
155 * Revision 1.29 2002/05/31 03:34:02 theoddone33
159 * Revision 1.28 2002/05/31 00:06:59 relnev
162 * Revision 1.27 2002/05/30 23:46:29 theoddone33
163 * some minor key changes (not necessarily fixes)
165 * Revision 1.26 2002/05/30 23:33:12 relnev
166 * implemented a few more functions.
168 * Revision 1.25 2002/05/30 23:01:16 relnev
169 * implement gr_opengl_set_state.
171 * Revision 1.24 2002/05/30 22:12:57 relnev
172 * finish default texture case
174 * Revision 1.23 2002/05/30 22:02:30 theoddone33
177 * Revision 1.22 2002/05/30 21:44:48 relnev
178 * implemented some missing texture stuff.
180 * enable bitmap polys for opengl.
182 * work around greenness in bitmaps.
184 * Revision 1.21 2002/05/30 17:29:30 theoddone33
185 * Fix some more stubs, change at least one polygon winding since culling is now
188 * Revision 1.20 2002/05/30 16:50:24 theoddone33
189 * Keyboard partially fixed
191 * Revision 1.19 2002/05/30 08:13:14 relnev
194 * Revision 1.18 2002/05/29 23:37:36 relnev
197 * Revision 1.17 2002/05/29 23:17:49 theoddone33
198 * Non working text code and fixed keys
200 * Revision 1.16 2002/05/29 19:45:13 theoddone33
201 * More changes on texture loading
203 * Revision 1.15 2002/05/29 19:06:48 theoddone33
204 * Enable string printing. Enable texture mapping
206 * Revision 1.14 2002/05/29 08:54:40 relnev
207 * "fixed" bitmap drawing.
209 * copied more d3d code over.
211 * Revision 1.13 2002/05/29 06:25:13 theoddone33
212 * Keyboard input, mouse tracking now work
214 * Revision 1.12 2002/05/29 04:52:45 relnev
217 * Revision 1.11 2002/05/29 04:29:56 relnev
218 * removed some unncessary stubbing, implemented opengl rect
220 * Revision 1.10 2002/05/29 04:13:27 theoddone33
223 * Revision 1.9 2002/05/29 03:35:51 relnev
226 * Revision 1.8 2002/05/29 03:30:05 relnev
227 * update opengl stubs
229 * Revision 1.7 2002/05/29 02:52:32 theoddone33
230 * Enable OpenGL renderer
232 * Revision 1.6 2002/05/28 04:56:51 theoddone33
233 * runs a little bit now
235 * Revision 1.5 2002/05/28 04:07:28 theoddone33
236 * New graphics stubbing arrangement
238 * Revision 1.4 2002/05/27 23:39:34 relnev
241 * Revision 1.3 2002/05/27 22:35:01 theoddone33
244 * Revision 1.2 2002/05/27 22:32:02 theoddone33
245 * throw all d3d stuff at opengl
247 * Revision 1.1.1.1 2002/05/03 03:28:09 root
251 * 10 7/14/99 9:42a Dave
252 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
255 * 9 7/09/99 9:51a Dave
256 * Added thick polyline code.
258 * 8 6/29/99 10:35a Dave
259 * Interface polygon bitmaps! Whee!
261 * 7 2/03/99 11:44a Dave
262 * Fixed d3d transparent textures.
264 * 6 1/24/99 11:37p Dave
265 * First full rev of beam weapons. Very customizable. Removed some bogus
266 * Int3()'s in low level net code.
268 * 5 12/18/98 1:13a Dave
269 * Rough 1024x768 support for Direct3D. Proper detection and usage through
272 * 4 12/06/98 2:36p Dave
273 * Drastically improved nebula fogging.
275 * 3 11/11/98 5:37p Dave
276 * Checkin for multiplayer testing.
278 * 2 10/07/98 10:53a Dave
281 * 1 10/07/98 10:49a Dave
283 * 14 5/20/98 9:46p John
284 * added code so the places in code that change half the palette don't
285 * have to clear the screen.
287 * 13 5/06/98 5:30p John
288 * Removed unused cfilearchiver. Removed/replaced some unused/little used
289 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
290 * DirectX header files and libs that fixed the Direct3D alpha blending
293 * 12 4/14/98 12:15p John
294 * Made 16-bpp movies work.
296 * 11 3/12/98 5:36p John
297 * Took out any unused shaders. Made shader code take rgbc instead of
298 * matrix and vector since noone used it like a matrix and it would have
299 * been impossible to do in hardware. Made Glide implement a basic
300 * shader for online help.
302 * 10 3/10/98 4:18p John
303 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
304 * & Glide have popups and print screen. Took out all >8bpp software
305 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
306 * support Fred. Made zbuffering key off of functions rather than one
309 * 9 12/02/97 4:00p John
310 * Added first rev of thruster glow, along with variable levels of
311 * translucency, which retquired some restructing of palman.
313 * 8 10/03/97 9:10a John
314 * added better antialiased line drawer
316 * 7 9/23/97 10:45a John
317 * made so you can tell bitblt code to rle a bitmap by passing flag to
320 * 6 9/09/97 11:01a Sandeep
321 * fixed warning level 4 bugs
323 * 5 7/10/97 2:06p John
324 * added code to specify alphablending type for bitmaps.
326 * 4 6/17/97 7:04p John
327 * added d3d support for gradients.
328 * fixed some color bugs by adding screen signatures instead of watching
329 * flags and palette changes.
331 * 3 6/12/97 2:50a Lawrance
332 * bm_unlock() now passed bitmap number, not pointer
334 * 2 6/11/97 1:12p John
335 * Started fixing all the text colors in the game.
337 * 1 5/12/97 12:14p John
344 #include <windowsx.h>
348 #include <OpenGL/gl.h>
358 #include "floating.h"
360 #include "systemvars.h"
361 #include "grinternal.h"
362 #include "gropengl.h"
366 #include "osregistry.h"
369 static int Inited = 0;
371 typedef enum gr_texture_source {
373 TEXTURE_SOURCE_DECAL,
374 TEXTURE_SOURCE_NO_FILTERING,
377 typedef enum gr_alpha_blend {
378 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
379 ALPHA_BLEND_ADDITIVE, // 1*SrcPixel + 1*DestPixel
380 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
381 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
382 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
385 typedef enum gr_zbuffer_type {
392 #define NEBULA_COLORS 20
394 volatile int GL_activate = 0;
395 volatile int GL_deactivate = 0;
397 static int GL_use_luminance_alpha;
400 static char *Gr_saved_screen = NULL;
401 static int Gr_saved_screen_bitmap;
404 // Throw in some dummy functions - DDOI
406 int D3D_32bit = 0; // grd3d.cpp
407 int D3D_fog_mode = -1; // grd3d.cpp
408 int D3D_inited = 0; // grd3d.cpp
409 int D3D_zbias = 1; // grd3d.cpp
410 int D3d_rendition_uvs = 0; // grd3d.cpp
417 void d3d_zbias (int a)
423 static void gr_opengl_set_texture_state(gr_texture_source ts);
425 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
426 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
428 static void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
430 gr_opengl_set_texture_state(ts);
432 if (ab != GL_current_alpha_blend) {
434 case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
435 glBlendFunc(GL_ONE, GL_ZERO);
437 case ALPHA_BLEND_ADDITIVE: // 1*SrcPixel + 1*DestPixel
438 glBlendFunc(GL_ONE, GL_ONE);
440 case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
441 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
443 case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
444 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
446 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
447 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
453 GL_current_alpha_blend = ab;
456 if (zt != GL_current_zbuffer_type) {
458 case ZBUFFER_TYPE_NONE:
459 glDepthFunc(GL_ALWAYS);
460 glDepthMask(GL_FALSE);
462 case ZBUFFER_TYPE_READ:
463 glDepthFunc(GL_LESS);
464 glDepthMask(GL_FALSE);
466 case ZBUFFER_TYPE_WRITE:
467 glDepthFunc(GL_ALWAYS);
468 glDepthMask(GL_TRUE);
470 case ZBUFFER_TYPE_FULL:
471 glDepthFunc(GL_LESS);
472 glDepthMask(GL_TRUE);
478 GL_current_zbuffer_type = zt;
482 void gr_opengl_activate(int active)
487 // don't grab key/mouse if cmdline says so or if we're fullscreen
488 if(!Cmdline_no_grab && !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN)) {
489 SDL_WM_GrabInput(SDL_GRAB_ON);
494 // let go of mouse/keyboard
495 SDL_WM_GrabInput(SDL_GRAB_OFF);
500 static void opengl_tcache_flush ();
502 void gr_opengl_preload_init()
504 if (gr_screen.mode != GR_OPENGL) {
508 opengl_tcache_flush ();
511 int GL_should_preload = 0;
512 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
514 if ( gr_screen.mode != GR_OPENGL) {
518 if ( !GL_should_preload ) {
522 float u_scale, v_scale;
526 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1, -1, -1, 0 );
528 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1, -1, -1, 0 );
532 mprintf(("Texture upload failed!\n" ));
538 void gr_opengl_pixel(int x, int y)
543 void gr_opengl_clear()
545 glClearColor(gr_screen.current_clear_color.red / 255.0,
546 gr_screen.current_clear_color.green / 255.0,
547 gr_screen.current_clear_color.blue / 255.0, 1.0);
549 glClear ( GL_COLOR_BUFFER_BIT );
552 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
553 static void opengl_tcache_frame ();
555 void gr_opengl_flip()
563 extern int Gr_opengl_mouse_saved;
564 Gr_opengl_mouse_saved = 0;
566 if ( mouse_is_visible() ) {
570 mouse_get_pos( &mx, &my );
572 gr_opengl_save_mouse_area(mx,my,32,32);
574 if ( Gr_cursor == -1 ) {
577 gr_set_bitmap(Gr_cursor, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
583 GLenum error = glGetError();
586 error = glGetError();
588 if (error != GL_NO_ERROR) {
589 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
592 } while (error != GL_NO_ERROR);
595 SDL_GL_SwapBuffers ();
597 opengl_tcache_frame ();
599 int cnt = GL_activate;
602 opengl_tcache_flush();
603 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
609 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
613 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
618 void gr_opengl_set_clip(int x,int y,int w,int h)
620 // check for sanity of parameters
626 if (x >= gr_screen.max_w)
627 x = gr_screen.max_w - 1;
628 if (y >= gr_screen.max_h)
629 y = gr_screen.max_h - 1;
631 if (x + w > gr_screen.max_w)
632 w = gr_screen.max_w - x;
633 if (y + h > gr_screen.max_h)
634 h = gr_screen.max_h - y;
636 if (w > gr_screen.max_w)
638 if (h > gr_screen.max_h)
641 gr_screen.offset_x = x;
642 gr_screen.offset_y = y;
643 gr_screen.clip_left = 0;
644 gr_screen.clip_right = w-1;
645 gr_screen.clip_top = 0;
646 gr_screen.clip_bottom = h-1;
647 gr_screen.clip_width = w;
648 gr_screen.clip_height = h;
650 glEnable(GL_SCISSOR_TEST);
651 glScissor(x, gr_screen.max_h-y-h, w, h);
654 void gr_opengl_reset_clip()
656 gr_screen.offset_x = 0;
657 gr_screen.offset_y = 0;
658 gr_screen.clip_left = 0;
659 gr_screen.clip_top = 0;
660 gr_screen.clip_right = gr_screen.max_w - 1;
661 gr_screen.clip_bottom = gr_screen.max_h - 1;
662 gr_screen.clip_width = gr_screen.max_w;
663 gr_screen.clip_height = gr_screen.max_h;
665 glDisable(GL_SCISSOR_TEST);
666 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
669 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
671 gr_screen.current_alpha = alpha;
672 gr_screen.current_alphablend_mode = alphablend_mode;
673 gr_screen.current_bitblt_mode = bitblt_mode;
674 gr_screen.current_bitmap = bitmap_num;
676 gr_screen.current_bitmap_sx = sx;
677 gr_screen.current_bitmap_sy = sy;
680 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
682 shade->screen_sig = gr_screen.signature;
689 void gr_opengl_set_shader( shader * shade )
692 if (shade->screen_sig != gr_screen.signature) {
693 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
695 gr_screen.current_shader = *shade;
697 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
702 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
704 STUB_FUNCTION; /* who called me? */
707 void gr_opengl_bitmap(int x, int y)
709 STUB_FUNCTION; /* who called me? */
712 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
716 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
718 saved_zbuf = gr_zbuffer_get();
720 // start the frame, no zbuffering, no culling
722 gr_zbuffer_set(GR_ZBUFF_NONE);
731 v[0].flags = PF_PROJECTED;
738 v[1].sx = i2fl(x + w);
743 v[1].flags = PF_PROJECTED;
750 v[2].sx = i2fl(x + w);
751 v[2].sy = i2fl(y + h);
755 v[2].flags = PF_PROJECTED;
763 v[3].sy = i2fl(y + h);
767 v[3].flags = PF_PROJECTED;
775 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
779 // restore zbuffer and culling
780 gr_zbuffer_set(saved_zbuf);
784 void gr_opengl_rect(int x,int y,int w,int h)
786 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);
789 void gr_opengl_shade(int x,int y,int w,int h)
796 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
797 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
798 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
799 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
800 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
801 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
802 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
803 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
805 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
808 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
813 if ( !gr_screen.current_color.is_alphacolor ) return;
815 float u_scale, v_scale;
817 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 0, -1, -1, 0 ) ) {
818 // Couldn't set texture
819 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
823 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
825 float u0, u1, v0, v1;
826 float x1, x2, y1, y2;
829 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
831 u0 = u_scale*i2fl(sx)/i2fl(bw);
832 v0 = v_scale*i2fl(sy)/i2fl(bh);
834 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
835 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
837 x1 = i2fl(x+gr_screen.offset_x);
838 y1 = i2fl(y+gr_screen.offset_y);
839 x2 = i2fl(x+w+gr_screen.offset_x);
840 y2 = i2fl(y+h+gr_screen.offset_y);
842 if ( gr_screen.current_color.is_alphacolor ) {
843 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
845 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
849 glTexCoord2f (u0, v1);
850 glVertex3f (x1, y2, -0.99);
852 glTexCoord2f (u1, v1);
853 glVertex3f (x2, y2, -0.99);
855 glTexCoord2f (u1, v0);
856 glVertex3f (x2, y1, -0.99);
858 glTexCoord2f (u0, v0);
859 glVertex3f (x1, y1, -0.99);
863 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
870 int dx1=x, dx2=x+w-1;
871 int dy1=y, dy2=y+h-1;
874 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
879 if ( count > 1 ) Int3();
883 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
884 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
885 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
886 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
887 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
888 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
915 if ( w < 1 ) return; // clipped away!
916 if ( h < 1 ) return; // clipped away!
920 // Make sure clipping algorithm works
924 Assert( w == (dx2-dx1+1) );
925 Assert( h == (dy2-dy1+1) );
928 Assert( sx+w <= bw );
929 Assert( sy+h <= bh );
930 Assert( dx2 >= dx1 );
931 Assert( dy2 >= dy1 );
932 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
933 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
934 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
935 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
938 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
939 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
942 void gr_opengl_aabitmap(int x, int y)
946 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
947 int dx1=x, dx2=x+w-1;
948 int dy1=y, dy2=y+h-1;
951 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
952 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
953 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
954 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
955 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
956 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
958 if ( sx < 0 ) return;
959 if ( sy < 0 ) return;
960 if ( sx >= w ) return;
961 if ( sy >= h ) return;
963 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
964 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
967 void gr_opengl_string( int sx, int sy, char *s )
969 int width, spacing, letter;
972 if ( !Current_font ) {
976 gr_set_bitmap(Current_font->bitmap_id, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
981 if (sx==0x8000) { //centered
982 x = get_centered_x(s);
994 y += Current_font->h;
995 if (sx==0x8000) { //centered
996 x = get_centered_x(s);
1001 if (*s == 0 ) break;
1003 letter = get_char_width(s[0],s[1],&width,&spacing);
1006 //not in font, draw as space
1014 // Check if this character is totally clipped
1015 if ( x + width < gr_screen.clip_left ) continue;
1016 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1017 if ( x > gr_screen.clip_right ) continue;
1018 if ( y > gr_screen.clip_bottom ) continue;
1021 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1022 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1026 wc = width - xd; hc = Current_font->h - yd;
1027 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1028 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1030 if ( wc < 1 ) continue;
1031 if ( hc < 1 ) continue;
1033 int u = Current_font->bm_u[letter];
1034 int v = Current_font->bm_v[letter];
1036 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1040 void gr_opengl_line(int x1,int y1,int x2,int y2)
1042 int clipped = 0, swapped=0;
1044 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1046 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);
1051 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1052 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1053 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1054 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1056 if ( x1 == x2 && y1 == y2 ) {
1057 glBegin (GL_POINTS);
1058 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1059 glVertex3f (sx1, sy1, -0.99f);
1071 } else if ( y1 == y2 ) {
1080 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1081 glVertex3f (sx2, sy2, -0.99f);
1082 glVertex3f (sx1, sy1, -0.99f);
1086 void gr_opengl_aaline(vertex *v1, vertex *v2)
1088 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1091 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1093 int clipped = 0, swapped=0;
1095 if ( !gr_screen.current_color.is_alphacolor ) {
1096 gr_line( x1, y1, x2, y2 );
1100 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);
1102 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1104 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1105 int ba = swapped ? gr_screen.current_color.alpha : 0;
1110 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1111 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1112 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1113 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1121 } else if ( y1 == y2 ) {
1130 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1131 glVertex3f (sx2, sy2, -0.99f);
1132 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1133 glVertex3f (sx1, sy1, -0.99f);
1137 void gr_opengl_circle( int xc, int yc, int d )
1147 if ( (xc+r) < gr_screen.clip_left ) return;
1148 if ( (xc-r) > gr_screen.clip_right ) return;
1149 if ( (yc+r) < gr_screen.clip_top ) return;
1150 if ( (yc-r) > gr_screen.clip_bottom ) return;
1153 // Draw the first octant
1154 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1155 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1160 // Draw the second octant
1161 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1162 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1170 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1171 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1176 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1180 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1181 if (f_float < 0.0f) {
1189 *a = (int)(f_float * 255.0);
1192 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1195 float u_scale = 1.0f, v_scale = 1.0f;
1197 // Make nebula use the texture mapper... this blends the colors better.
1198 if ( flags & TMAP_FLAG_NEBULA ){
1202 gr_texture_source texture_source = (gr_texture_source)-1;
1203 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1204 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1206 if ( gr_zbuffering ) {
1207 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1208 zbuffer_type = ZBUFFER_TYPE_READ;
1210 zbuffer_type = ZBUFFER_TYPE_FULL;
1213 zbuffer_type = ZBUFFER_TYPE_NONE;
1218 int tmap_type = TCACHE_TYPE_NORMAL;
1222 if ( flags & TMAP_FLAG_TEXTURED ) {
1225 r = gr_screen.current_color.red;
1226 g = gr_screen.current_color.green;
1227 b = gr_screen.current_color.blue;
1230 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1233 tmap_type = TCACHE_TYPE_NORMAL;
1234 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1236 // Blend with screen pixel using src*alpha+dst
1237 float factor = gr_screen.current_alpha;
1241 if ( factor <= 1.0f ) {
1242 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1243 r = (r*tmp_alpha)/255;
1244 g = (g*tmp_alpha)/255;
1245 b = (b*tmp_alpha)/255;
1248 tmap_type = TCACHE_TYPE_XPARENT;
1250 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1252 // Blend with screen pixel using src*alpha+dst
1253 float factor = gr_screen.current_alpha;
1255 if ( factor > 1.0f ) {
1258 alpha = fl2i(gr_screen.current_alpha*255.0f);
1262 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1263 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1265 alpha_blend = ALPHA_BLEND_NONE;
1270 if(flags & TMAP_FLAG_BITMAP_SECTION){
1271 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1274 texture_source = TEXTURE_SOURCE_NONE;
1276 if ( flags & TMAP_FLAG_TEXTURED ) {
1277 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, 0 ))
1279 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1283 // use nonfiltered textures for bitmap sections
1284 if(flags & TMAP_FLAG_BITMAP_SECTION){
1285 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1287 texture_source = TEXTURE_SOURCE_DECAL;
1292 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1294 if ( flags & TMAP_FLAG_TEXTURED )
1300 if (flags & TMAP_FLAG_PIXEL_FOG) {
1306 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1308 vertex * va = verts[i];
1312 x = fl2i(va->sx*16.0f);
1313 y = fl2i(va->sy*16.0f);
1315 x += gr_screen.offset_x*16;
1316 y += gr_screen.offset_y*16;
1318 sx = i2fl(x) / 16.0f;
1319 sy = i2fl(y) / 16.0f;
1321 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1332 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba, -1.0f, -1.0f);
1335 glBegin(GL_TRIANGLE_FAN);
1336 for (i = nv-1; i >= 0; i--) {
1337 vertex * va = verts[i];
1343 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1344 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1353 if ( flags & TMAP_FLAG_CORRECT ) {
1359 if (flags & TMAP_FLAG_ALPHA) {
1365 if (flags & TMAP_FLAG_NEBULA ) {
1366 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1367 r = gr_palette[pal*3+0];
1368 g = gr_palette[pal*3+1];
1369 b = gr_palette[pal*3+2];
1370 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1371 r = Gr_gamma_lookup[verts[i]->b];
1372 g = Gr_gamma_lookup[verts[i]->b];
1373 b = Gr_gamma_lookup[verts[i]->b];
1374 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1375 // Make 0.75 be 256.0f
1376 r = Gr_gamma_lookup[verts[i]->r];
1377 g = Gr_gamma_lookup[verts[i]->g];
1378 b = Gr_gamma_lookup[verts[i]->b];
1380 // use constant RGB values...
1382 glColor4ub (r,g,b,a);
1384 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1387 /* this is for GL_EXT_SECONDARY_COLOR */
1388 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1389 /* do separate color call here */
1395 x = fl2i(va->sx*16.0f);
1396 y = fl2i(va->sy*16.0f);
1398 x += gr_screen.offset_x*16;
1399 y += gr_screen.offset_y*16;
1401 sx = i2fl(x) / 16.0f;
1402 sy = i2fl(y) / 16.0f;
1404 if ( flags & TMAP_FLAG_TEXTURED ) {
1407 glTexCoord2f(tu, tv);
1410 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1415 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1417 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1420 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1422 void gr_opengl_scaler(vertex *va, vertex *vb )
1424 float x0, y0, x1, y1;
1425 float u0, v0, u1, v1;
1426 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1427 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1428 float xmin, xmax, ymin, ymax;
1429 int dx0, dy0, dx1, dy1;
1431 //============= CLIP IT =====================
1433 x0 = va->sx; y0 = va->sy;
1434 x1 = vb->sx; y1 = vb->sy;
1436 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1437 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1439 u0 = va->u; v0 = va->v;
1440 u1 = vb->u; v1 = vb->v;
1442 // Check for obviously offscreen bitmaps...
1443 if ( (y1<=y0) || (x1<=x0) ) return;
1444 if ( (x1<xmin ) || (x0>xmax) ) return;
1445 if ( (y1<ymin ) || (y0>ymax) ) return;
1447 clipped_u0 = u0; clipped_v0 = v0;
1448 clipped_u1 = u1; clipped_v1 = v1;
1450 clipped_x0 = x0; clipped_y0 = y0;
1451 clipped_x1 = x1; clipped_y1 = y1;
1453 // Clip the left, moving u0 right as necessary
1455 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1459 // Clip the right, moving u1 left as necessary
1461 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1465 // Clip the top, moving v0 down as necessary
1467 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1471 // Clip the bottom, moving v1 up as necessary
1473 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1477 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1478 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1480 if (dx1<=dx0) return;
1481 if (dy1<=dy0) return;
1483 //============= DRAW IT =====================
1497 v[1].sx = clipped_x1;
1498 v[1].sy = clipped_y0;
1501 v[1].u = clipped_u1;
1502 v[1].v = clipped_v0;
1505 v[2].sx = clipped_x1;
1506 v[2].sy = clipped_y1;
1509 v[2].u = clipped_u1;
1510 v[2].v = clipped_v1;
1513 v[3].sx = clipped_x0;
1514 v[3].sy = clipped_y1;
1517 v[3].u = clipped_u0;
1518 v[3].v = clipped_v1;
1520 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1523 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1527 void gr_opengl_get_color( int * r, int * g, int * b )
1529 if (r) *r = gr_screen.current_color.red;
1530 if (g) *g = gr_screen.current_color.green;
1531 if (b) *b = gr_screen.current_color.blue;
1534 void gr_opengl_init_color(color *c, int r, int g, int b)
1536 c->screen_sig = gr_screen.signature;
1537 c->red = (unsigned char)r;
1538 c->green = (unsigned char)g;
1539 c->blue = (unsigned char)b;
1541 c->ac_type = AC_TYPE_NONE;
1543 c->is_alphacolor = 0;
1547 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1549 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1550 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1551 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1552 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1554 gr_opengl_init_color( clr, r, g, b );
1556 clr->alpha = (unsigned char)alpha;
1557 clr->ac_type = (ubyte)type;
1558 clr->alphacolor = -1;
1559 clr->is_alphacolor = 1;
1562 void gr_opengl_set_color( int r, int g, int b )
1564 Assert((r >= 0) && (r < 256));
1565 Assert((g >= 0) && (g < 256));
1566 Assert((b >= 0) && (b < 256));
1568 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1571 void gr_opengl_set_color_fast(color *dst)
1573 if ( dst->screen_sig != gr_screen.signature ) {
1574 if ( dst->is_alphacolor ) {
1575 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1577 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1580 gr_screen.current_color = *dst;
1583 void gr_opengl_print_screen(char *filename)
1588 int gr_opengl_supports_res_ingame(int res)
1595 int gr_opengl_supports_res_interface(int res)
1602 static void opengl_tcache_cleanup ();
1604 void gr_opengl_cleanup()
1606 if ( !Inited ) return;
1613 opengl_tcache_cleanup ();
1618 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1620 Assert((r >= 0) && (r < 256));
1621 Assert((g >= 0) && (g < 256));
1622 Assert((b >= 0) && (b < 256));
1624 if (fog_mode == GR_FOGMODE_NONE) {
1625 if (gr_screen.current_fog_mode != fog_mode) {
1628 gr_screen.current_fog_mode = fog_mode;
1633 if (gr_screen.current_fog_mode != fog_mode) {
1636 if (D3D_fog_mode == 2) {
1637 glFogi(GL_FOG_MODE, GL_LINEAR);
1640 gr_screen.current_fog_mode = fog_mode;
1643 if ( (gr_screen.current_fog_color.red != r) ||
1644 (gr_screen.current_fog_color.green != g) ||
1645 (gr_screen.current_fog_color.blue != b) ) {
1648 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1650 fc[0] = (float)r/255.0;
1651 fc[1] = (float)g/255.0;
1652 fc[2] = (float)b/255.0;
1655 glFogfv(GL_FOG_COLOR, fc);
1658 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1659 ((fog_near != gr_screen.fog_near) ||
1660 (fog_far != gr_screen.fog_far)) ) {
1661 gr_screen.fog_near = fog_near;
1662 gr_screen.fog_far = fog_far;
1664 if (D3D_fog_mode == 2) {
1665 glFogf(GL_FOG_START, fog_near);
1666 glFogf(GL_FOG_END, fog_far);
1671 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1676 void gr_opengl_set_cull(int cull)
1679 glEnable (GL_CULL_FACE);
1680 glFrontFace (GL_CCW);
1682 glDisable (GL_CULL_FACE);
1686 void gr_opengl_filter_set(int filter)
1691 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1694 gr_set_bitmap(bmap1, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1697 gr_set_bitmap(bmap2, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
1703 typedef struct tcache_slot_opengl {
1704 GLuint texture_handle;
1705 float u_scale, v_scale;
1708 int used_this_frame;
1713 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1714 tcache_slot_opengl *parent;
1716 gr_texture_source texture_mode;
1717 } tcache_slot_opengl;
1719 static void *Texture_sections = NULL;
1720 static tcache_slot_opengl *Textures = NULL;
1722 static tcache_slot_opengl *GL_bound_texture;
1724 int GL_texture_sections = 0;
1725 int GL_texture_ram = 0;
1726 int GL_frame_count = 0;
1727 int GL_min_texture_width = 0;
1728 int GL_max_texture_width = 0;
1729 int GL_min_texture_height = 0;
1730 int GL_max_texture_height = 0;
1731 int GL_square_textures = 0;
1732 int GL_textures_in = 0;
1733 int GL_textures_in_frame = 0;
1734 int GL_last_bitmap_id = -1;
1735 int GL_last_detail = -1;
1736 int GL_last_bitmap_type = -1;
1737 int GL_last_section_x = -1;
1738 int GL_last_section_y = -1;
1742 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
1744 static void gr_opengl_set_texture_state(gr_texture_source ts)
1746 if (ts == TEXTURE_SOURCE_NONE) {
1747 GL_bound_texture = NULL;
1749 glBindTexture(GL_TEXTURE_2D, 0);
1750 gr_tcache_set(-1, -1, NULL, NULL, 0, -1, -1, 0 );
1751 } else if (GL_bound_texture &&
1752 GL_bound_texture->texture_mode != ts) {
1754 case TEXTURE_SOURCE_DECAL:
1755 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1756 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1758 case TEXTURE_SOURCE_NO_FILTERING:
1759 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1760 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1766 GL_bound_texture->texture_mode = ts;
1769 GL_current_texture_source = ts;
1772 static int opengl_max_tex_size_get()
1774 GLint max_texture_size = 0;
1776 glGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_texture_size );
1777 return max_texture_size;
1780 static void opengl_tcache_init (int use_sections)
1784 // DDOI - FIXME skipped a lot of stuff here
1785 GL_should_preload = 0;
1787 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1790 if ( tmp_pl == 0 ) {
1791 GL_should_preload = 0;
1792 } else if ( tmp_pl == 1 ) {
1793 GL_should_preload = 1;
1795 GL_should_preload = 1;
1800 GL_min_texture_width = 16;
1801 GL_min_texture_height = 16;
1803 GL_max_texture_width = opengl_max_tex_size_get();
1804 GL_max_texture_height = opengl_max_tex_size_get();
1806 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1812 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1813 if(!Texture_sections){
1816 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1819 // Init the texture structures
1820 int section_count = 0;
1821 for( i=0; i<MAX_BITMAPS; i++ ) {
1823 Textures[i].vram_texture = NULL;
1824 Textures[i].vram_texture_surface = NULL;
1826 Textures[i].texture_handle = 0;
1828 Textures[i].bitmap_id = -1;
1829 Textures[i].size = 0;
1830 Textures[i].used_this_frame = 0;
1832 Textures[i].parent = NULL;
1834 // allocate sections
1836 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1837 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1838 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1839 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1841 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1842 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1844 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1845 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1846 Textures[i].data_sections[idx][s_idx]->size = 0;
1847 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1851 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1852 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1853 Textures[i].data_sections[idx][s_idx] = NULL;
1859 GL_texture_sections = use_sections;
1861 GL_last_detail = Detail.hardware_textures;
1862 GL_last_bitmap_id = -1;
1863 GL_last_bitmap_type = -1;
1865 GL_last_section_x = -1;
1866 GL_last_section_y = -1;
1869 GL_textures_in_frame = 0;
1872 static int opengl_free_texture (tcache_slot_opengl *t);
1874 void opengl_free_texture_with_handle(int handle)
1876 for(int i=0; i<MAX_BITMAPS; i++ ) {
1877 if (Textures[i].bitmap_id == handle) {
1878 Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1879 opengl_free_texture ( &Textures[i] );
1884 static void opengl_tcache_flush ()
1888 for( i=0; i<MAX_BITMAPS; i++ ) {
1889 opengl_free_texture ( &Textures[i] );
1891 if (GL_textures_in != 0) {
1892 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1896 GL_last_bitmap_id = -1;
1897 GL_last_section_x = -1;
1898 GL_last_section_y = -1;
1901 static void opengl_tcache_cleanup ()
1903 opengl_tcache_flush ();
1906 GL_textures_in_frame = 0;
1913 if( Texture_sections != NULL ){
1914 free(Texture_sections);
1915 Texture_sections = NULL;
1919 static void opengl_tcache_frame ()
1921 GL_last_bitmap_id = -1;
1922 GL_textures_in_frame = 0;
1929 for( i=0; i<MAX_BITMAPS; i++ ) {
1930 Textures[i].used_this_frame = 0;
1933 if(Textures[i].data_sections[0][0] != NULL){
1934 Assert(GL_texture_sections);
1935 if(GL_texture_sections){
1936 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1937 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1938 if(Textures[i].data_sections[idx][s_idx] != NULL){
1939 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1949 opengl_tcache_flush();
1954 static int opengl_free_texture ( tcache_slot_opengl *t )
1960 if ( t->bitmap_id > -1 ) {
1961 // if I, or any of my children have been used this frame, bail
1962 if(t->used_this_frame == GL_frame_count){
1965 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1966 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1967 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame == GL_frame_count)){
1973 // ok, now we know its legal to free everything safely
1974 t->texture_mode = (gr_texture_source) -1;
1975 glDeleteTextures (1, &t->texture_handle);
1976 t->texture_handle = 0;
1978 if ( GL_last_bitmap_id == t->bitmap_id ) {
1979 GL_last_bitmap_id = -1;
1982 // if this guy has children, free them too, since the children
1983 // actually make up his size
1984 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1985 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1986 if(t->data_sections[idx][s_idx] != NULL){
1987 opengl_free_texture(t->data_sections[idx][s_idx]);
1993 t->used_this_frame = 0;
1994 GL_textures_in -= t->size;
2000 static void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2006 if((w_out == NULL) || (h_out == NULL)){
2014 // set height and width to a power of 2
2015 for (i=0; i<16; i++ ) {
2016 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2022 for (i=0; i<16; i++ ) {
2023 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2029 // try to keep an 8:1 size ratio
2030 if (tex_w/tex_h > 8)
2032 if (tex_h/tex_w > 8)
2035 if ( tex_w < GL_min_texture_width ) {
2036 tex_w = GL_min_texture_width;
2037 } else if ( tex_w > GL_max_texture_width ) {
2038 tex_w = GL_max_texture_width;
2041 if ( tex_h < GL_min_texture_height ) {
2042 tex_h = GL_min_texture_height;
2043 } else if ( tex_h > GL_max_texture_height ) {
2044 tex_h = GL_max_texture_height;
2047 if ( GL_square_textures) {
2049 // Make the both be equal to larger of the two
2050 new_size = max(tex_w, tex_h);
2055 // store the outgoing size
2060 // data == start of bitmap data
2061 // sx == x offset into bitmap
2062 // sy == y offset into bitmap
2063 // src_w == absolute width of section on source bitmap
2064 // src_h == absolute height of section on source bitmap
2065 // bmap_w == width of source bitmap
2066 // bmap_h == height of source bitmap
2067 // tex_w == width of final texture
2068 // tex_h == height of final texture
2069 static 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)
2079 if ( t->used_this_frame == GL_frame_count ) {
2080 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2085 if(!opengl_free_texture(t)){
2090 // get final texture size
2091 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2093 if ( (tex_w < 1) || (tex_h < 1) ) {
2094 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2098 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2099 t->u_scale = (float)bmap_w / (float)tex_w;
2100 t->v_scale = (float)bmap_h / (float)tex_h;
2101 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2102 t->u_scale = (float)src_w / (float)tex_w;
2103 t->v_scale = (float)src_h / (float)tex_h;
2110 glGenTextures (1, &t->texture_handle);
2113 if (t->texture_handle == 0) {
2114 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2118 GL_bound_texture = t;
2120 GL_bound_texture->texture_mode = (gr_texture_source) -1;
2122 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2124 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2125 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2126 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2128 /* this should be set next anyway */
2129 // if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2130 // gr_opengl_set_texture_state(GL_current_texture_source);
2135 switch (bitmap_type) {
2137 case TCACHE_TYPE_AABITMAP:
2140 ubyte *bmp_data = ((ubyte*)data);
2146 for (i=0; i<16; i++) {
2147 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2150 for ( ; i<256; i++ ) {
2154 texmem = (ubyte *) malloc (tex_w*tex_h);
2157 for (i=0;i<tex_h;i++)
2159 for (j=0;j<tex_w;j++)
2161 if (i < bmap_h && j < bmap_w) {
2162 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2171 glTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, tex_w, tex_h, 0, GL_ALPHA, GL_UNSIGNED_BYTE, texmem);
2177 case TCACHE_TYPE_BITMAP_SECTION:
2180 ubyte *bmp_data = ((ubyte*)data);
2181 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2182 ubyte *texmemp = texmem;
2184 for (i=0;i<tex_h;i++)
2186 for (j=0;j<tex_w;j++)
2188 if (i < src_h && j < src_w) {
2189 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2190 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2198 size = tex_w*tex_h*2;
2200 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB5_A1, tex_w, tex_h, 0, GL_BGRA,
2201 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2209 ubyte *bmp_data = ((ubyte*)data);
2210 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2211 ubyte *texmemp = texmem;
2213 fix u, utmp, v, du, dv;
2217 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2218 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2220 for (j=0;j<tex_h;j++)
2223 for (i=0;i<tex_w;i++)
2225 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2226 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2232 size = tex_w*tex_h*2;
2234 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB5_A1, tex_w, tex_h, 0, GL_BGRA,
2235 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2243 t->bitmap_id = texture_handle;
2244 t->time_created = GL_frame_count;
2245 t->used_this_frame = 0;
2247 t->w = (ushort)tex_w;
2248 t->h = (ushort)tex_h;
2250 GL_textures_in_frame += t->size;
2252 GL_textures_in += t->size;
2258 static int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2262 int final_w, final_h;
2266 // setup texture/bitmap flags
2268 switch(bitmap_type){
2269 case TCACHE_TYPE_AABITMAP:
2270 flags |= BMP_AABITMAP;
2273 case TCACHE_TYPE_NORMAL:
2274 flags |= BMP_TEX_OTHER;
2275 case TCACHE_TYPE_XPARENT:
2276 flags |= BMP_TEX_XPARENT;
2278 case TCACHE_TYPE_NONDARKENING:
2280 flags |= BMP_TEX_NONDARK;
2284 // lock the bitmap into the proper format
2285 bmp = bm_lock(bitmap_handle, bpp, flags);
2286 if ( bmp == NULL ) {
2287 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2296 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2297 // max_w /= D3D_texture_divider;
2298 // max_h /= D3D_texture_divider;
2300 // Detail.debris_culling goes from 0 to 4.
2301 max_w /= (16 >> Detail.hardware_textures);
2302 max_h /= (16 >> Detail.hardware_textures);
2306 // get final texture size as it will be allocated as a DD surface
2307 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2309 // if this tcache slot has no bitmap
2310 if ( tslot->bitmap_id < 0) {
2313 // different bitmap altogether - determine if the new one can use the old one's slot
2314 else if (tslot->bitmap_id != bitmap_handle) {
2315 if((final_w == tslot->w) && (final_h == tslot->h)){
2317 //ml_printf("Reloading texture %d\n", bitmap_handle);
2324 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);
2326 // unlock the bitmap
2327 bm_unlock(bitmap_handle);
2332 static int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2336 int final_w, final_h;
2337 int section_x, section_y;
2340 // setup texture/bitmap flags
2341 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2342 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2343 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2345 flags = BMP_TEX_XPARENT;
2347 // lock the bitmap in the proper format
2348 bmp = bm_lock(bitmap_handle, 16, flags);
2349 if ( bmp == NULL ) {
2350 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2353 // determine the width and height of this section
2354 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2356 // get final texture size as it will be allocated as an opengl texture
2357 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2359 // if this tcache slot has no bitmap
2360 if ( tslot->bitmap_id < 0) {
2363 // different bitmap altogether - determine if the new one can use the old one's slot
2364 else if (tslot->bitmap_id != bitmap_handle) {
2365 if((final_w == tslot->w) && (final_h == tslot->h)){
2373 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);
2375 // unlock the bitmap
2376 bm_unlock(bitmap_handle);
2382 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2383 static 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)
2392 GL_last_bitmap_id = -1;
2396 if ( GL_last_detail != Detail.hardware_textures ) {
2397 GL_last_detail = Detail.hardware_textures;
2398 opengl_tcache_flush();
2405 int n = bm_get_cache_slot (bitmap_id, 1);
2406 tcache_slot_opengl *t = &Textures[n];
2408 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)) {
2409 t->used_this_frame = GL_frame_count;
2411 // mark all children as used
2412 if(GL_texture_sections){
2413 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2414 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2415 if(t->data_sections[idx][s_idx] != NULL){
2416 t->data_sections[idx][s_idx]->used_this_frame = GL_frame_count;
2422 *u_scale = t->u_scale;
2423 *v_scale = t->v_scale;
2427 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2428 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2429 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2435 // if the texture sections haven't been created yet
2436 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2438 // lock the bitmap in the proper format
2439 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2440 bm_unlock(bitmap_id);
2442 // now lets do something for each texture
2444 for(idx=0; idx<bmp->sections.num_x; idx++){
2445 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2446 // hmm. i'd rather we didn't have to do it this way...
2447 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2451 // not used this frame
2452 t->data_sections[idx][s_idx]->used_this_frame = 0;
2456 // zero out pretty much everything in the parent struct since he's just the root
2457 t->bitmap_id = bitmap_id;
2458 t->texture_handle = 0;
2459 t->time_created = t->data_sections[sx][sy]->time_created;
2460 t->used_this_frame = 0;
2462 t->vram_texture = NULL;
2463 t->vram_texture_surface = NULL
2467 // argh. we failed to upload. free anything we can
2469 opengl_free_texture(t);
2471 // swap in the texture we want
2473 t = t->data_sections[sx][sy];
2476 // all other "normal" textures
2477 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2478 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2481 // everything went ok
2482 if(ret_val && (t->texture_handle) && !vram_full){
2483 *u_scale = t->u_scale;
2484 *v_scale = t->v_scale;
2486 GL_bound_texture = t;
2488 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2490 /* this should be set next anyway */
2491 // if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2492 // gr_opengl_set_texture_state(GL_current_texture_source);
2495 GL_last_bitmap_id = t->bitmap_id;
2496 GL_last_bitmap_type = bitmap_type;
2497 GL_last_section_x = sx;
2498 GL_last_section_y = sy;
2500 t->used_this_frame = GL_frame_count;
2504 GL_last_bitmap_id = -1;
2505 GL_last_bitmap_type = -1;
2507 GL_last_section_x = -1;
2508 GL_last_section_y = -1;
2510 GL_bound_texture = NULL;
2512 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2519 void gr_opengl_set_clear_color(int r, int g, int b)
2521 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2524 void gr_opengl_flash(int r, int g, int b)
2530 if ( r || g || b ) {
2531 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2533 float x1, x2, y1, y2;
2534 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2535 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2536 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2537 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2539 glColor4ub(r, g, b, 255);
2541 glVertex3f (x1, y2, -0.99);
2543 glVertex3f (x2, y2, -0.99);
2545 glVertex3f (x2, y1, -0.99);
2547 glVertex3f (x1, y1, -0.99);
2552 int gr_opengl_zbuffer_get()
2554 if ( !gr_global_zbuffering ) {
2555 return GR_ZBUFF_NONE;
2557 return gr_zbuffering_mode;
2560 int gr_opengl_zbuffer_set(int mode)
2562 int tmp = gr_zbuffering_mode;
2564 gr_zbuffering_mode = mode;
2566 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2574 void gr_opengl_zbuffer_clear(int mode)
2578 gr_zbuffering_mode = GR_ZBUFF_FULL;
2579 gr_global_zbuffering = 1;
2581 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2582 glClear ( GL_DEPTH_BUFFER_BIT );
2585 gr_zbuffering_mode = GR_ZBUFF_NONE;
2586 gr_global_zbuffering = 0;
2590 void gr_opengl_set_gamma(float gamma)
2593 Gr_gamma_int = int (Gr_gamma*10);
2595 // Create the Gamma lookup table
2597 for (i=0;i<256; i++) {
2598 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2601 } else if ( v < 0 ) {
2604 Gr_gamma_lookup[i] = v;
2607 // Flush any existing textures
2608 opengl_tcache_flush();
2611 void gr_opengl_fade_in(int instantaneous)
2616 void gr_opengl_fade_out(int instantaneous)
2621 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2624 glReadBuffer(GL_FRONT);
2626 glReadBuffer(GL_BACK);
2629 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2631 glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2633 if (gr_screen.bits_per_pixel == 15) {
2634 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2635 } else if (gr_screen.bits_per_pixel == 32) {
2636 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2639 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2642 static int Gr_opengl_mouse_saved = 0;
2643 static int Gr_opengl_mouse_saved_x1 = 0;
2644 static int Gr_opengl_mouse_saved_y1 = 0;
2645 static int Gr_opengl_mouse_saved_x2 = 0;
2646 static int Gr_opengl_mouse_saved_y2 = 0;
2647 static int Gr_opengl_mouse_saved_w = 0;
2648 static int Gr_opengl_mouse_saved_h = 0;
2649 #define MAX_SAVE_SIZE (32*32)
2650 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2652 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2654 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2656 Gr_opengl_mouse_saved_x1 = x;
2657 Gr_opengl_mouse_saved_y1 = y;
2658 Gr_opengl_mouse_saved_x2 = x+w-1;
2659 Gr_opengl_mouse_saved_y2 = y+h-1;
2661 CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2662 CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2663 CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2664 CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2666 Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2667 Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2669 if ( Gr_opengl_mouse_saved_w < 1 ) return;
2670 if ( Gr_opengl_mouse_saved_h < 1 ) return;
2672 Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2674 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2676 glReadBuffer(GL_BACK);
2677 glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_opengl_mouse_saved_data);
2679 Gr_opengl_mouse_saved = 1;
2682 int gr_opengl_save_screen()
2686 if ( Gr_saved_screen ) {
2687 mprintf(( "Screen alread saved!\n" ));
2691 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2692 if (!Gr_saved_screen) {
2693 mprintf(( "Couldn't get memory for saved screen!\n" ));
2697 char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2698 if (!Gr_saved_screen_tmp) {
2699 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2703 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2705 glReadBuffer(GL_FRONT);
2706 glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen_tmp);
2710 sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2711 dptr = (ubyte *)Gr_saved_screen;
2712 for (int j = 0; j < gr_screen.max_h; j++) {
2713 sptr -= gr_screen.max_w*2;
2714 memcpy(dptr, sptr, gr_screen.max_w*2);
2715 dptr += gr_screen.max_w*2;
2718 free(Gr_saved_screen_tmp);
2720 if (Gr_opengl_mouse_saved) {
2721 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2722 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
2723 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2724 memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2727 dptr -= gr_screen.max_w*2;
2731 // this leaks texture handles, and the opengl doesn't currently
2732 // perform some sort of garbage collection, so a hack was added
2733 // to bmpman to make it free textures when released
2734 Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2736 return Gr_saved_screen_bitmap;
2739 void gr_opengl_restore_screen(int id)
2743 if ( !Gr_saved_screen ) {
2748 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2750 gr_set_bitmap(Gr_saved_screen_bitmap, GR_ALPHABLEND_NONE, GR_BITBLT_MODE_NORMAL, 1.0f, -1, -1);
2754 void gr_opengl_free_screen(int id)
2756 bm_release(Gr_saved_screen_bitmap);
2758 if ( Gr_saved_screen ) {
2759 free( Gr_saved_screen );
2760 Gr_saved_screen = NULL;
2764 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2769 void gr_opengl_dump_frame_stop()
2774 void gr_opengl_dump_frame()
2779 uint gr_opengl_lock()
2786 void gr_opengl_unlock()
2790 void opengl_zbias(int bias)
2793 glEnable(GL_POLYGON_OFFSET_FILL);
2794 glPolygonOffset(0.0, -bias);
2796 glDisable(GL_POLYGON_OFFSET_FILL);
2800 extern char *Osreg_title;
2801 void gr_opengl_init()
2804 gr_opengl_cleanup();
2808 mprintf(( "Initializing opengl graphics device...\n" ));
2812 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2814 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2818 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2819 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2820 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2821 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2822 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2824 int flags = SDL_OPENGL;
2826 if (!Cmdline_window && ( (os_config_read_uint( NULL, "Fullscreen", 1 ) == 1) || Cmdline_fullscreen ))
2827 flags |= SDL_FULLSCREEN;
2829 // grab mouse/key unless told otherwise, ignore when we are going fullscreen
2830 if ( !((flags & SDL_FULLSCREEN) || Cmdline_no_grab) ) {
2831 SDL_WM_GrabInput(SDL_GRAB_ON);
2834 FSAA = os_config_read_uint( NULL, "FSAA", 1 );
2836 SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
2837 SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, FSAA );
2840 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2842 mprintf(( "Couldn't set FSAA video mode: %s\n", SDL_GetError () ));
2843 SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 0 );
2844 SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 0 );
2846 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2848 fprintf (stderr, "Couldn't set video mode: %s\n", SDL_GetError ());
2853 mprintf(( "Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel ));
2855 mprintf(( "Vendor : %s\n", glGetString(GL_VENDOR) ));
2856 mprintf(( "Renderer : %s\n", glGetString(GL_RENDERER) ));
2857 mprintf(( "Version : %s\n", glGetString(GL_VERSION) ));
2858 mprintf(( "Extensions : %s\n", glGetString(GL_EXTENSIONS) ));
2868 SDL_GL_GetAttribute( SDL_GL_RED_SIZE, &value );
2869 mprintf(( "SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0],value ));
2870 SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, &value );
2871 mprintf(( "SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1],value ));
2872 SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, &value );
2873 mprintf(( "SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2],value ));
2874 SDL_GL_GetAttribute( SDL_GL_DEPTH_SIZE, &value );
2875 mprintf(( "SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value ));
2876 SDL_GL_GetAttribute( SDL_GL_DOUBLEBUFFER, &value );
2877 mprintf(( "SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value ));
2880 SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &value );
2881 mprintf(( "SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value ));
2882 SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &value );
2883 mprintf(( "SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", FSAA, value ));
2887 SDL_WM_SetCaption (Osreg_title, NULL);
2889 /* might as well put this here */
2890 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2893 GL_use_luminance_alpha = os_config_read_uint(NOX("OpenGL"), NOX("UseLuminanceAlpha"), 0);
2895 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2897 glMatrixMode(GL_PROJECTION);
2899 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2900 glMatrixMode(GL_MODELVIEW);
2903 glShadeModel(GL_SMOOTH);
2904 glEnable(GL_DITHER);
2905 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2906 glHint(GL_FOG_HINT, GL_NICEST);
2908 glEnable(GL_DEPTH_TEST);
2911 glEnable(GL_TEXTURE_2D);
2913 glDepthRange(0.0, 1.0);
2915 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2916 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2918 D3D_32bit = 1; // grd3d.cpp
2919 extern int D3D_enabled;
2922 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2923 1 = use secondary color ext
2924 2 = use opengl linear fog
2926 D3D_fog_mode = 2; // grd3d.cpp
2930 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2935 gr_screen.bits_per_pixel = 15;
2936 gr_screen.bytes_per_pixel = 2;
2941 Gr_red.mask = 0x7C00;
2946 Gr_green.mask = 0x3E0;
2951 Gr_blue.mask = 0x1F;
2956 gr_screen.bits_per_pixel = 16;
2957 gr_screen.bytes_per_pixel = 2;
2962 Gr_red.mask = 0xF800;
2967 Gr_green.mask = 0x7E0;
2972 Gr_blue.mask = 0x1F;
2977 gr_screen.bits_per_pixel = 32;
2978 gr_screen.bytes_per_pixel = 4;
2983 Gr_red.mask = 0xff0000;
2988 Gr_green.mask = 0xff00;
2993 Gr_blue.mask = 0xff;
2998 Int3(); // Illegal bpp
3001 // DDOI - set these so no one else does!
3002 Gr_t_red.mask = Gr_red.mask;
3003 Gr_t_red.shift = Gr_red.shift;
3004 Gr_t_red.scale = Gr_red.scale;
3006 Gr_t_green.mask = Gr_green.mask;
3007 Gr_t_green.shift = Gr_green.shift;
3008 Gr_t_green.scale = Gr_green.scale;
3010 Gr_t_blue.mask = Gr_blue.mask;
3011 Gr_t_blue.shift = Gr_blue.shift;
3012 Gr_t_blue.scale = Gr_blue.scale;
3014 Gr_t_alpha.mask = 0x8000;
3015 Gr_t_alpha.scale = 255;
3016 Gr_t_alpha.shift = 15;
3018 Gr_ta_red.mask = 0x0f00;
3019 Gr_ta_red.shift = 8;
3020 Gr_ta_red.scale = 16;
3022 Gr_ta_green.mask = 0x00f0;
3023 Gr_ta_green.shift = 4;
3024 Gr_ta_green.scale = 16;
3026 Gr_ta_blue.mask = 0x000f;
3027 Gr_ta_blue.shift = 0;
3028 Gr_ta_blue.scale = 16;
3030 Gr_ta_alpha.mask = 0xf000;
3031 Gr_ta_alpha.shift = 12;
3032 Gr_ta_alpha.scale = 16;
3035 opengl_tcache_init (1);
3038 Gr_current_red = &Gr_red;
3039 Gr_current_blue = &Gr_blue;
3040 Gr_current_green = &Gr_green;
3041 Gr_current_alpha = &Gr_alpha;
3043 gr_screen.gf_flip = gr_opengl_flip;
3044 gr_screen.gf_flip_window = gr_opengl_flip_window;
3045 gr_screen.gf_set_clip = gr_opengl_set_clip;
3046 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
3047 gr_screen.gf_set_font = grx_set_font;
3049 gr_screen.gf_set_color = gr_opengl_set_color;
3050 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
3051 gr_screen.gf_create_shader = gr_opengl_create_shader;
3052 gr_screen.gf_set_shader = gr_opengl_set_shader;
3053 gr_screen.gf_clear = gr_opengl_clear;
3054 // gr_screen.gf_bitmap = gr_opengl_bitmap;
3055 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
3056 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
3057 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
3059 gr_screen.gf_rect = gr_opengl_rect;
3060 gr_screen.gf_shade = gr_opengl_shade;
3061 gr_screen.gf_string = gr_opengl_string;
3062 gr_screen.gf_circle = gr_opengl_circle;
3064 gr_screen.gf_line = gr_opengl_line;
3065 gr_screen.gf_aaline = gr_opengl_aaline;
3066 gr_screen.gf_pixel = gr_opengl_pixel;
3067 gr_screen.gf_scaler = gr_opengl_scaler;
3068 gr_screen.gf_tmapper = gr_opengl_tmapper;
3070 gr_screen.gf_gradient = gr_opengl_gradient;
3072 gr_screen.gf_set_palette = gr_opengl_set_palette;
3073 gr_screen.gf_get_color = gr_opengl_get_color;
3074 gr_screen.gf_init_color = gr_opengl_init_color;
3075 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
3076 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
3077 gr_screen.gf_print_screen = gr_opengl_print_screen;
3079 gr_screen.gf_fade_in = gr_opengl_fade_in;
3080 gr_screen.gf_fade_out = gr_opengl_fade_out;
3081 gr_screen.gf_flash = gr_opengl_flash;
3083 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
3084 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
3085 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
3087 gr_screen.gf_save_screen = gr_opengl_save_screen;
3088 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
3089 gr_screen.gf_free_screen = gr_opengl_free_screen;
3091 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3092 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3093 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3095 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3097 gr_screen.gf_lock = gr_opengl_lock;
3098 gr_screen.gf_unlock = gr_opengl_unlock;
3100 gr_screen.gf_fog_set = gr_opengl_fog_set;
3102 gr_screen.gf_get_region = gr_opengl_get_region;
3104 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3106 gr_screen.gf_set_cull = gr_opengl_set_cull;
3108 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3110 gr_screen.gf_filter_set = gr_opengl_filter_set;
3112 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3114 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;