2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.30 2002/05/31 03:56:11 theoddone33
11 * Change tmapper polygon winding and enable culling
13 * Revision 1.29 2002/05/31 03:34:02 theoddone33
17 * Revision 1.28 2002/05/31 00:06:59 relnev
20 * Revision 1.27 2002/05/30 23:46:29 theoddone33
21 * some minor key changes (not necessarily fixes)
23 * Revision 1.26 2002/05/30 23:33:12 relnev
24 * implemented a few more functions.
26 * Revision 1.25 2002/05/30 23:01:16 relnev
27 * implement gr_opengl_set_state.
29 * Revision 1.24 2002/05/30 22:12:57 relnev
30 * finish default texture case
32 * Revision 1.23 2002/05/30 22:02:30 theoddone33
35 * Revision 1.22 2002/05/30 21:44:48 relnev
36 * implemented some missing texture stuff.
38 * enable bitmap polys for opengl.
40 * work around greenness in bitmaps.
42 * Revision 1.21 2002/05/30 17:29:30 theoddone33
43 * Fix some more stubs, change at least one polygon winding since culling is now
46 * Revision 1.20 2002/05/30 16:50:24 theoddone33
47 * Keyboard partially fixed
49 * Revision 1.19 2002/05/30 08:13:14 relnev
52 * Revision 1.18 2002/05/29 23:37:36 relnev
55 * Revision 1.17 2002/05/29 23:17:49 theoddone33
56 * Non working text code and fixed keys
58 * Revision 1.16 2002/05/29 19:45:13 theoddone33
59 * More changes on texture loading
61 * Revision 1.15 2002/05/29 19:06:48 theoddone33
62 * Enable string printing. Enable texture mapping
64 * Revision 1.14 2002/05/29 08:54:40 relnev
65 * "fixed" bitmap drawing.
67 * copied more d3d code over.
69 * Revision 1.13 2002/05/29 06:25:13 theoddone33
70 * Keyboard input, mouse tracking now work
72 * Revision 1.12 2002/05/29 04:52:45 relnev
75 * Revision 1.11 2002/05/29 04:29:56 relnev
76 * removed some unncessary stubbing, implemented opengl rect
78 * Revision 1.10 2002/05/29 04:13:27 theoddone33
81 * Revision 1.9 2002/05/29 03:35:51 relnev
84 * Revision 1.8 2002/05/29 03:30:05 relnev
87 * Revision 1.7 2002/05/29 02:52:32 theoddone33
88 * Enable OpenGL renderer
90 * Revision 1.6 2002/05/28 04:56:51 theoddone33
91 * runs a little bit now
93 * Revision 1.5 2002/05/28 04:07:28 theoddone33
94 * New graphics stubbing arrangement
96 * Revision 1.4 2002/05/27 23:39:34 relnev
99 * Revision 1.3 2002/05/27 22:35:01 theoddone33
102 * Revision 1.2 2002/05/27 22:32:02 theoddone33
103 * throw all d3d stuff at opengl
105 * Revision 1.1.1.1 2002/05/03 03:28:09 root
109 * 10 7/14/99 9:42a Dave
110 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
113 * 9 7/09/99 9:51a Dave
114 * Added thick polyline code.
116 * 8 6/29/99 10:35a Dave
117 * Interface polygon bitmaps! Whee!
119 * 7 2/03/99 11:44a Dave
120 * Fixed d3d transparent textures.
122 * 6 1/24/99 11:37p Dave
123 * First full rev of beam weapons. Very customizable. Removed some bogus
124 * Int3()'s in low level net code.
126 * 5 12/18/98 1:13a Dave
127 * Rough 1024x768 support for Direct3D. Proper detection and usage through
130 * 4 12/06/98 2:36p Dave
131 * Drastically improved nebula fogging.
133 * 3 11/11/98 5:37p Dave
134 * Checkin for multiplayer testing.
136 * 2 10/07/98 10:53a Dave
139 * 1 10/07/98 10:49a Dave
141 * 14 5/20/98 9:46p John
142 * added code so the places in code that change half the palette don't
143 * have to clear the screen.
145 * 13 5/06/98 5:30p John
146 * Removed unused cfilearchiver. Removed/replaced some unused/little used
147 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
148 * DirectX header files and libs that fixed the Direct3D alpha blending
151 * 12 4/14/98 12:15p John
152 * Made 16-bpp movies work.
154 * 11 3/12/98 5:36p John
155 * Took out any unused shaders. Made shader code take rgbc instead of
156 * matrix and vector since noone used it like a matrix and it would have
157 * been impossible to do in hardware. Made Glide implement a basic
158 * shader for online help.
160 * 10 3/10/98 4:18p John
161 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
162 * & Glide have popups and print screen. Took out all >8bpp software
163 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
164 * support Fred. Made zbuffering key off of functions rather than one
167 * 9 12/02/97 4:00p John
168 * Added first rev of thruster glow, along with variable levels of
169 * translucency, which retquired some restructing of palman.
171 * 8 10/03/97 9:10a John
172 * added better antialiased line drawer
174 * 7 9/23/97 10:45a John
175 * made so you can tell bitblt code to rle a bitmap by passing flag to
178 * 6 9/09/97 11:01a Sandeep
179 * fixed warning level 4 bugs
181 * 5 7/10/97 2:06p John
182 * added code to specify alphablending type for bitmaps.
184 * 4 6/17/97 7:04p John
185 * added d3d support for gradients.
186 * fixed some color bugs by adding screen signatures instead of watching
187 * flags and palette changes.
189 * 3 6/12/97 2:50a Lawrance
190 * bm_unlock() now passed bitmap number, not pointer
192 * 2 6/11/97 1:12p John
193 * Started fixing all the text colors in the game.
195 * 1 5/12/97 12:14p John
202 #include <windowsx.h>
209 #include "floating.h"
211 #include "grinternal.h"
212 #include "gropengl.h"
215 static int Inited = 0;
217 static GLuint bitmapTex;
218 static GLubyte *bitmapMem;
220 typedef enum gr_texture_source {
222 TEXTURE_SOURCE_DECAL,
223 TEXTURE_SOURCE_NO_FILTERING,
226 typedef enum gr_alpha_blend {
227 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
228 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
229 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
230 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
233 typedef enum gr_zbuffer_type {
240 float z_mult = 30000.0f;
241 #define NEBULA_COLORS 20
244 // Throw in some dummy functions - DDOI
246 int D3D_32bit = 0; // grd3d.cpp
247 int D3D_fog_mode = -1; // grd3d.cpp
248 int D3D_inited = 0; // grd3d.cpp
249 int D3D_zbias = 1; // grd3d.cpp
250 int D3d_rendition_uvs = 0; // grd3d.cpp
252 void gr_dd_activate(int active) // grdirectdraw.cpp
257 void gr_directdraw_cleanup() // grdirectdraw.cpp
262 void gr_directdraw_force_windowed() // grdirectdraw.cpp
267 void gr_directdraw_init()
272 extern int gr_opengl_preload (int x, int y);
273 int gr_d3d_preload (int x, int y)
275 return gr_opengl_preload(x, y);
278 void d3d_start_frame()
283 void d3d_stop_frame()
293 void d3d_zbias (int a)
299 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
302 case TEXTURE_SOURCE_NONE:
303 glBindTexture(GL_TEXTURE_2D, 0);
304 gr_tcache_set(-1, -1, NULL, NULL );
306 case TEXTURE_SOURCE_DECAL:
307 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
308 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
309 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
311 case TEXTURE_SOURCE_NO_FILTERING:
312 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
313 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
314 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
321 case ALPHA_BLEND_NONE:
322 glBlendFunc(GL_ONE, GL_ZERO);
324 case ALPHA_BLEND_ALPHA_ADDITIVE:
325 glBlendFunc(GL_ONE, GL_ONE);
327 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
328 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
330 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
331 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
338 case ZBUFFER_TYPE_NONE:
339 glDepthFunc(GL_ALWAYS);
340 glDepthMask(GL_FALSE);
342 case ZBUFFER_TYPE_READ:
343 glDepthFunc(GL_LEQUAL);
344 glDepthMask(GL_FALSE);
346 case ZBUFFER_TYPE_WRITE:
347 glDepthFunc(GL_ALWAYS);
348 glDepthMask(GL_TRUE);
350 case ZBUFFER_TYPE_FULL:
351 glDepthFunc(GL_LEQUAL);
352 glDepthMask(GL_TRUE);
359 void gr_opengl_activate(int b)
365 void opengl_tcache_flush ();
367 void gr_opengl_preload_init()
369 if (gr_screen.mode != GR_OPENGL) {
373 opengl_tcache_flush ();
376 int GL_should_preload = 0;
377 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
379 if ( gr_screen.mode != GR_OPENGL) {
383 if ( !GL_should_preload ) {
387 float u_scale, v_scale;
391 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
393 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
397 mprintf(("Texture upload failed!\n" ));
403 void gr_opengl_pixel(int x, int y)
408 void gr_opengl_clear()
410 glClearColor(gr_screen.current_clear_color.red / 255.0,
411 gr_screen.current_clear_color.red / 255.0,
412 gr_screen.current_clear_color.red / 255.0, 1.0);
414 glClear ( GL_COLOR_BUFFER_BIT );
417 void opengl_tcache_frame ();
418 void gr_opengl_flip()
422 SDL_GL_SwapBuffers ();
424 opengl_tcache_frame ();
427 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
432 void gr_opengl_set_clip(int x,int y,int w,int h)
434 // check for sanity of parameters
440 if (x >= gr_screen.max_w)
441 x = gr_screen.max_w - 1;
442 if (y >= gr_screen.max_h)
443 y = gr_screen.max_h - 1;
445 if (x + w > gr_screen.max_w)
446 w = gr_screen.max_w - x;
447 if (y + h > gr_screen.max_h)
448 h = gr_screen.max_h - y;
450 if (w > gr_screen.max_w)
452 if (h > gr_screen.max_h)
455 gr_screen.offset_x = x;
456 gr_screen.offset_y = y;
457 gr_screen.clip_left = 0;
458 gr_screen.clip_right = w-1;
459 gr_screen.clip_top = 0;
460 gr_screen.clip_bottom = h-1;
461 gr_screen.clip_width = w;
462 gr_screen.clip_height = h;
464 // glViewport(x, y, w, h);
467 void gr_opengl_reset_clip()
469 gr_screen.offset_x = 0;
470 gr_screen.offset_y = 0;
471 gr_screen.clip_left = 0;
472 gr_screen.clip_top = 0;
473 gr_screen.clip_right = gr_screen.max_w - 1;
474 gr_screen.clip_bottom = gr_screen.max_h - 1;
475 gr_screen.clip_width = gr_screen.max_w;
476 gr_screen.clip_height = gr_screen.max_h;
478 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
481 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
483 gr_screen.current_alpha = alpha;
484 gr_screen.current_alphablend_mode = alphablend_mode;
485 gr_screen.current_bitblt_mode = bitblt_mode;
486 gr_screen.current_bitmap = bitmap_num;
488 gr_screen.current_bitmap_sx = sx;
489 gr_screen.current_bitmap_sy = sy;
492 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
494 shade->screen_sig = gr_screen.signature;
501 void gr_opengl_set_shader( shader * shade )
504 if (shade->screen_sig != gr_screen.signature) {
505 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
507 gr_screen.current_shader = *shade;
509 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
514 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
516 STUB_FUNCTION; /* who called me? */
519 extern int GL_last_bitmap_id;
520 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
524 GLubyte *sptr, *dptr;
528 int cw = min(bmp->w, w);
529 int ch = min(bmp->h, h);
531 GL_last_bitmap_id = -1; /* HACK! */
533 glColor4f(1.0, 1.0, 1.0, 1.0);
534 glBindTexture(GL_TEXTURE_2D, bitmapTex);
537 for (iy = sy; iy < ch; iy += 256) {
539 ih = min(256, (ch-iy));
541 for (ix = sx; ix < cw; ix += 256) {
543 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
545 iw = min(256, (cw-ix));
551 memcpy(dptr, sptr, iw*2);
559 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
569 t = (float)ih / 256.0;
574 s = (float)iw / 256.0;
575 t = (float)ih / 256.0;
580 s = (float)iw / 256.0;
592 bm_unlock(gr_screen.current_bitmap);
597 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
604 int dx1=x, dx2=x+w-1;
605 int dy1=y, dy2=y+h-1;
608 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
613 if ( count > 1 ) Int3();
617 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
618 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
619 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
620 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
621 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
622 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
649 if ( w < 1 ) return; // clipped away!
650 if ( h < 1 ) return; // clipped away!
654 // Make sure clipping algorithm works
658 Assert( w == (dx2-dx1+1) );
659 Assert( h == (dy2-dy1+1) );
662 Assert( sx+w <= bw );
663 Assert( sy+h <= bh );
664 Assert( dx2 >= dx1 );
665 Assert( dy2 >= dy1 );
666 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
667 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
668 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
669 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
672 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
673 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
675 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
678 void gr_opengl_bitmap(int x, int y)
682 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
683 int dx1=x, dx2=x+w-1;
684 int dy1=y, dy2=y+h-1;
687 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
688 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
689 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
690 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
691 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
692 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
694 if ( sx < 0 ) return;
695 if ( sy < 0 ) return;
696 if ( sx >= w ) return;
697 if ( sy >= h ) return;
699 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
701 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
704 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
708 saved_zbuf = gr_zbuffer_get();
709 gr_zbuffer_set(GR_ZBUFF_NONE);
712 glColor4ub(r, g, b, a);
721 glVertex2f(x+w, y+h);
727 gr_zbuffer_set(saved_zbuf);
731 void gr_opengl_rect(int x,int y,int w,int h)
733 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);
736 void gr_opengl_shade(int x,int y,int w,int h)
743 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
744 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
745 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
746 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
747 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
748 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
749 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
750 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
752 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
755 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
760 if ( !gr_screen.current_color.is_alphacolor ) return;
762 float u_scale, v_scale;
764 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
766 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
767 // Couldn't set texture
768 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
772 float u0, u1, v0, v1;
773 float x1, x2, y1, y2;
776 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
778 u0 = u_scale*i2fl(sx)/i2fl(bw);
779 v0 = v_scale*i2fl(sy)/i2fl(bh);
781 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
782 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
784 x1 = i2fl(x+gr_screen.offset_x);
785 y1 = i2fl(y+gr_screen.offset_y);
786 x2 = i2fl(x+w+gr_screen.offset_x);
787 y2 = i2fl(y+h+gr_screen.offset_y);
789 if ( gr_screen.current_color.is_alphacolor ) {
790 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
792 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
796 glTexCoord2f (u0, v1);
797 glVertex3f (x1, y2, -0.99);
799 glTexCoord2f (u1, v1);
800 glVertex3f (x2, y2, -0.99);
802 glTexCoord2f (u1, v0);
803 glVertex3f (x2, y1, -0.99);
805 glTexCoord2f (u0, v0);
806 glVertex3f (x1, y1, -0.99);
810 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
817 int dx1=x, dx2=x+w-1;
818 int dy1=y, dy2=y+h-1;
821 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
826 if ( count > 1 ) Int3();
830 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
831 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
832 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
833 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
834 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
835 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
862 if ( w < 1 ) return; // clipped away!
863 if ( h < 1 ) return; // clipped away!
867 // Make sure clipping algorithm works
871 Assert( w == (dx2-dx1+1) );
872 Assert( h == (dy2-dy1+1) );
875 Assert( sx+w <= bw );
876 Assert( sy+h <= bh );
877 Assert( dx2 >= dx1 );
878 Assert( dy2 >= dy1 );
879 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
880 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
881 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
882 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
885 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
886 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
889 void gr_opengl_aabitmap(int x, int y)
893 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
894 int dx1=x, dx2=x+w-1;
895 int dy1=y, dy2=y+h-1;
898 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
899 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
900 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
901 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
902 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
903 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
905 if ( sx < 0 ) return;
906 if ( sy < 0 ) return;
907 if ( sx >= w ) return;
908 if ( sy >= h ) return;
910 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
911 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
915 void gr_opengl_string( int sx, int sy, char *s )
917 int width, spacing, letter;
920 if ( !Current_font ) {
924 gr_set_bitmap(Current_font->bitmap_id);
929 if (sx==0x8000) { //centered
930 x = get_centered_x(s);
942 y += Current_font->h;
943 if (sx==0x8000) { //centered
944 x = get_centered_x(s);
951 letter = get_char_width(s[0],s[1],&width,&spacing);
954 //not in font, draw as space
962 // Check if this character is totally clipped
963 if ( x + width < gr_screen.clip_left ) continue;
964 if ( y + Current_font->h < gr_screen.clip_top ) continue;
965 if ( x > gr_screen.clip_right ) continue;
966 if ( y > gr_screen.clip_bottom ) continue;
969 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
970 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
974 wc = width - xd; hc = Current_font->h - yd;
975 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
976 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
978 if ( wc < 1 ) continue;
979 if ( hc < 1 ) continue;
981 int u = Current_font->bm_u[letter];
982 int v = Current_font->bm_v[letter];
984 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
988 void gr_opengl_line(int x1,int y1,int x2,int y2)
990 int clipped = 0, swapped=0;
992 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
994 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);
997 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
998 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
999 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1003 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1005 int clipped = 0, swapped=0;
1007 if ( !gr_screen.current_color.is_alphacolor ) {
1008 gr_line( x1, y1, x2, y2 );
1012 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);
1014 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1017 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1018 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1019 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0);
1020 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1024 void gr_opengl_circle( int xc, int yc, int d )
1034 if ( (xc+r) < gr_screen.clip_left ) return;
1035 if ( (xc-r) > gr_screen.clip_right ) return;
1036 if ( (yc+r) < gr_screen.clip_top ) return;
1037 if ( (yc-r) > gr_screen.clip_bottom ) return;
1040 // Draw the first octant
1041 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1042 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1047 // Draw the second octant
1048 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1049 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1057 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1058 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1063 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1066 float u_scale = 1.0f, v_scale = 1.0f;
1068 // Make nebula use the texture mapper... this blends the colors better.
1069 if ( flags & TMAP_FLAG_NEBULA ){
1073 gr_texture_source texture_source = (gr_texture_source)-1;
1074 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1075 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1077 if ( gr_zbuffering ) {
1078 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1079 zbuffer_type = ZBUFFER_TYPE_READ;
1081 zbuffer_type = ZBUFFER_TYPE_FULL;
1084 zbuffer_type = ZBUFFER_TYPE_NONE;
1089 int tmap_type = TCACHE_TYPE_NORMAL;
1093 if ( flags & TMAP_FLAG_TEXTURED ) {
1096 r = gr_screen.current_color.red;
1097 g = gr_screen.current_color.green;
1098 b = gr_screen.current_color.blue;
1101 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1104 tmap_type = TCACHE_TYPE_NORMAL;
1105 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1107 // Blend with screen pixel using src*alpha+dst
1108 float factor = gr_screen.current_alpha;
1112 if ( factor <= 1.0f ) {
1113 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1114 r = (r*tmp_alpha)/255;
1115 g = (g*tmp_alpha)/255;
1116 b = (b*tmp_alpha)/255;
1119 tmap_type = TCACHE_TYPE_XPARENT;
1121 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1123 // Blend with screen pixel using src*alpha+dst
1124 float factor = gr_screen.current_alpha;
1126 if ( factor > 1.0f ) {
1129 alpha = fl2i(gr_screen.current_alpha*255.0f);
1133 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1134 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1136 alpha_blend = ALPHA_BLEND_NONE;
1141 if(flags & TMAP_FLAG_BITMAP_SECTION){
1142 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1145 texture_source = TEXTURE_SOURCE_NONE;
1147 if ( flags & TMAP_FLAG_TEXTURED ) {
1148 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 ))
1150 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1154 // use nonfiltered textures for bitmap sections
1155 if(flags & TMAP_FLAG_BITMAP_SECTION){
1156 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1158 texture_source = TEXTURE_SOURCE_DECAL;
1163 x1 = gr_screen.clip_left*16;
1164 x2 = gr_screen.clip_right*16+15;
1165 y1 = gr_screen.clip_top*16;
1166 y2 = gr_screen.clip_bottom*16+15;
1168 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1170 if ( flags & TMAP_FLAG_TEXTURED )
1176 glBegin (GL_TRIANGLE_FAN);
1177 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1179 vertex * va = verts[i];
1180 float sx, sy, sz, sw;
1185 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1186 sz = va->z / z_mult;
1194 if ( flags & TMAP_FLAG_CORRECT ) {
1200 if (flags & TMAP_FLAG_ALPHA) {
1206 if (flags & TMAP_FLAG_NEBULA ) {
1207 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1208 r = gr_palette[pal*3+0];
1209 g = gr_palette[pal*3+1];
1210 b = gr_palette[pal*3+2];
1211 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1212 r = Gr_gamma_lookup[verts[i]->b];
1213 g = Gr_gamma_lookup[verts[i]->b];
1214 b = Gr_gamma_lookup[verts[i]->b];
1215 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1216 // Make 0.75 be 256.0f
1217 r = Gr_gamma_lookup[verts[i]->r];
1218 g = Gr_gamma_lookup[verts[i]->g];
1219 b = Gr_gamma_lookup[verts[i]->b];
1221 // use constant RGB values...
1223 glColor4ub (r,g,b,a);
1225 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1226 // gr_d3d_stuff_fog_value(va->z, &src_v->specular);
1228 // i hate you, specular color
1232 x = fl2i(va->sx*16.0f);
1233 y = fl2i(va->sy*16.0f);
1235 x += gr_screen.offset_x*16;
1236 y += gr_screen.offset_y*16;
1238 sx = i2fl(x) / 16.0f;
1239 sy = i2fl(y) / 16.0f;
1241 if ( flags & TMAP_FLAG_TEXTURED ) {
1245 glTexCoord2d(tu, tv);
1253 if(flags & TMAP_FLAG_PIXEL_FOG){
1256 glVertex4f(sx, sy, -sz, sw);
1261 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1263 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1266 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1268 void gr_opengl_scaler(vertex *va, vertex *vb )
1270 float x0, y0, x1, y1;
1271 float u0, v0, u1, v1;
1272 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1273 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1274 float xmin, xmax, ymin, ymax;
1275 int dx0, dy0, dx1, dy1;
1277 //============= CLIP IT =====================
1279 x0 = va->sx; y0 = va->sy;
1280 x1 = vb->sx; y1 = vb->sy;
1282 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1283 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1285 u0 = va->u; v0 = va->v;
1286 u1 = vb->u; v1 = vb->v;
1288 // Check for obviously offscreen bitmaps...
1289 if ( (y1<=y0) || (x1<=x0) ) return;
1290 if ( (x1<xmin ) || (x0>xmax) ) return;
1291 if ( (y1<ymin ) || (y0>ymax) ) return;
1293 clipped_u0 = u0; clipped_v0 = v0;
1294 clipped_u1 = u1; clipped_v1 = v1;
1296 clipped_x0 = x0; clipped_y0 = y0;
1297 clipped_x1 = x1; clipped_y1 = y1;
1299 // Clip the left, moving u0 right as necessary
1301 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1305 // Clip the right, moving u1 left as necessary
1307 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1311 // Clip the top, moving v0 down as necessary
1313 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1317 // Clip the bottom, moving v1 up as necessary
1319 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1323 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1324 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1326 if (dx1<=dx0) return;
1327 if (dy1<=dy0) return;
1329 //============= DRAW IT =====================
1343 v[1].sx = clipped_x1;
1344 v[1].sy = clipped_y0;
1347 v[1].u = clipped_u1;
1348 v[1].v = clipped_v0;
1351 v[2].sx = clipped_x1;
1352 v[2].sy = clipped_y1;
1355 v[2].u = clipped_u1;
1356 v[2].v = clipped_v1;
1359 v[3].sx = clipped_x0;
1360 v[3].sy = clipped_y1;
1363 v[3].u = clipped_u0;
1364 v[3].v = clipped_v1;
1366 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1369 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1373 void gr_opengl_get_color( int * r, int * g, int * b )
1375 if (r) *r = gr_screen.current_color.red;
1376 if (g) *g = gr_screen.current_color.green;
1377 if (b) *b = gr_screen.current_color.blue;
1380 void gr_opengl_init_color(color *c, int r, int g, int b)
1382 c->screen_sig = gr_screen.signature;
1383 c->red = (unsigned char)r;
1384 c->green = (unsigned char)g;
1385 c->blue = (unsigned char)b;
1387 c->ac_type = AC_TYPE_NONE;
1389 c->is_alphacolor = 0;
1393 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1395 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1396 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1397 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1398 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1400 gr_opengl_init_color( clr, r, g, b );
1402 clr->alpha = (unsigned char)alpha;
1403 clr->ac_type = (ubyte)type;
1404 clr->alphacolor = -1;
1405 clr->is_alphacolor = 1;
1408 void gr_opengl_set_color( int r, int g, int b )
1410 Assert((r >= 0) && (r < 256));
1411 Assert((g >= 0) && (g < 256));
1412 Assert((b >= 0) && (b < 256));
1414 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1417 void gr_opengl_set_color_fast(color *dst)
1419 if ( dst->screen_sig != gr_screen.signature ) {
1420 if ( dst->is_alphacolor ) {
1421 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1423 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1426 gr_screen.current_color = *dst;
1429 void gr_opengl_print_screen(char *filename)
1434 int gr_opengl_supports_res_ingame(int res)
1441 int gr_opengl_supports_res_interface(int res)
1448 void opengl_tcache_cleanup ();
1449 void gr_opengl_cleanup()
1451 if ( !Inited ) return;
1458 opengl_tcache_cleanup ();
1463 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float near, float far)
1468 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1473 void gr_opengl_get_region(int front, int w, int g, ubyte *data)
1478 void gr_opengl_set_cull(int cull)
1481 // DDOI - disabled for debugging purposes
1482 glEnable (GL_CULL_FACE);
1483 glFrontFace (GL_CCW);
1485 glDisable (GL_CULL_FACE);
1489 void gr_opengl_filter_set(int filter)
1494 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1500 typedef struct tcache_slot_opengl {
1501 GLuint texture_handle;
1502 float u_scale, v_scale;
1505 char used_this_frame;
1510 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1511 tcache_slot_opengl *parent;
1512 } tcache_slot_opengl;
1514 static void *Texture_sections = NULL;
1515 tcache_slot_opengl *Textures = NULL;
1517 int GL_texture_sections = 0;
1518 int GL_texture_ram = 0;
1519 int GL_frame_count = 0;
1520 int GL_min_texture_width = 0;
1521 int GL_max_texture_width = 0;
1522 int GL_min_texture_height = 0;
1523 int GL_max_texture_height = 0;
1524 int GL_square_textures = 0;
1525 int GL_textures_in = 0;
1526 int GL_textures_in_frame = 0;
1527 int GL_last_bitmap_id = -1;
1528 int GL_last_detail = -1;
1529 int GL_last_bitmap_type = -1;
1530 int GL_last_section_x = -1;
1531 int GL_last_section_y = -1;
1535 void opengl_tcache_init (int use_sections)
1539 // DDOI - FIXME skipped a lot of stuff here
1540 GL_should_preload = 0;
1542 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1545 if ( tmp_pl == 0 ) {
1546 GL_should_preload = 0;
1547 } else if ( tmp_pl == 1 ) {
1548 GL_should_preload = 1;
1550 GL_should_preload = 1;
1555 GL_min_texture_width = 16;
1556 GL_min_texture_height = 16;
1557 GL_max_texture_width = 256;
1558 GL_max_texture_height = 256;
1560 GL_square_textures = 1;
1562 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1568 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1569 if(!Texture_sections){
1572 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1575 // Init the texture structures
1576 int section_count = 0;
1577 for( i=0; i<MAX_BITMAPS; i++ ) {
1579 Textures[i].vram_texture = NULL;
1580 Textures[i].vram_texture_surface = NULL;
1582 Textures[i].texture_handle = 0;
1584 Textures[i].bitmap_id = -1;
1585 Textures[i].size = 0;
1586 Textures[i].used_this_frame = 0;
1588 Textures[i].parent = NULL;
1590 // allocate sections
1592 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1593 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1594 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1595 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1597 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1598 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1600 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1601 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1602 Textures[i].data_sections[idx][s_idx]->size = 0;
1603 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1607 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1608 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1609 Textures[i].data_sections[idx][s_idx] = NULL;
1615 GL_texture_sections = use_sections;
1617 //GL_last_detail = Detail.hardware_textures;
1618 GL_last_bitmap_id = -1;
1619 GL_last_bitmap_type = -1;
1621 GL_last_section_x = -1;
1622 GL_last_section_y = -1;
1625 GL_textures_in_frame = 0;
1628 int opengl_free_texture (tcache_slot_opengl *t);
1630 void opengl_tcache_flush ()
1634 for( i=0; i<MAX_BITMAPS; i++ ) {
1635 opengl_free_texture ( &Textures[i] );
1637 if (GL_textures_in != 0) {
1638 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1642 GL_last_bitmap_id = -1;
1643 GL_last_section_x = -1;
1644 GL_last_section_y = -1;
1647 void opengl_tcache_cleanup ()
1649 opengl_tcache_flush ();
1652 GL_textures_in_frame = 0;
1659 if( Texture_sections != NULL ){
1660 free(Texture_sections);
1661 Texture_sections = NULL;
1665 void opengl_tcache_frame ()
1669 GL_last_bitmap_id = -1;
1670 GL_textures_in_frame = 0;
1675 for( i=0; i<MAX_BITMAPS; i++ ) {
1676 Textures[i].used_this_frame = 0;
1679 if(Textures[i].data_sections[0][0] != NULL){
1680 Assert(GL_texture_sections);
1681 if(GL_texture_sections){
1682 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1683 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1684 if(Textures[i].data_sections[idx][s_idx] != NULL){
1685 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1694 opengl_tcache_flush();
1699 int opengl_free_texture ( tcache_slot_opengl *t )
1705 if ( t->bitmap_id > -1 ) {
1706 // if I, or any of my children have been used this frame, bail
1707 if(t->used_this_frame){
1710 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1711 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1712 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1718 // ok, now we know its legal to free everything safely
1719 glDeleteTextures (1, &t->texture_handle);
1720 t->texture_handle = 0;
1722 if ( GL_last_bitmap_id == t->bitmap_id ) {
1723 GL_last_bitmap_id = -1;
1726 // if this guy has children, free them too, since the children
1727 // actually make up his size
1728 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1729 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1730 if(t->data_sections[idx][s_idx] != NULL){
1731 opengl_free_texture(t->data_sections[idx][s_idx]);
1737 t->used_this_frame = 0;
1738 GL_textures_in -= t->size;
1744 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1749 if((w_out == NULL) || (h_out == NULL)){
1759 for (i=0; i<16; i++ ) {
1760 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1766 for (i=0; i<16; i++ ) {
1767 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1774 if ( tex_w < GL_min_texture_width ) {
1775 tex_w = GL_min_texture_width;
1776 } else if ( tex_w > GL_max_texture_width ) {
1777 tex_w = GL_max_texture_width;
1780 if ( tex_h < GL_min_texture_height ) {
1781 tex_h = GL_min_texture_height;
1782 } else if ( tex_h > GL_max_texture_height ) {
1783 tex_h = GL_max_texture_height;
1786 if ( GL_square_textures ) {
1788 // Make the both be equal to larger of the two
1789 new_size = max(tex_w, tex_h);
1794 // store the outgoing size
1799 // data == start of bitmap data
1800 // sx == x offset into bitmap
1801 // sy == y offset into bitmap
1802 // src_w == absolute width of section on source bitmap
1803 // src_h == absolute height of section on source bitmap
1804 // bmap_w == width of source bitmap
1805 // bmap_h == height of source bitmap
1806 // tex_w == width of final texture
1807 // tex_h == height of final texture
1808 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)
1817 if ( t->used_this_frame ) {
1818 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1823 if(!opengl_free_texture(t)){
1828 // get final texture size
1829 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1831 if ( (tex_w < 1) || (tex_h < 1) ) {
1832 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1836 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1837 t->u_scale = (float)bmap_w / (float)tex_w;
1838 t->v_scale = (float)bmap_h / (float)tex_h;
1839 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1840 t->u_scale = (float)src_w / (float)tex_w;
1841 t->v_scale = (float)src_h / (float)tex_h;
1847 glGenTextures (1, &t->texture_handle);
1848 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1850 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1851 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1852 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1853 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1855 switch (bitmap_type) {
1857 case TCACHE_TYPE_AABITMAP:
1860 ubyte *bmp_data = ((ubyte*)data);
1861 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1862 ubyte *texmemp = texmem;
1865 for (i=0; i<16; i++) {
1866 xlat[i] = Gr_gamma_lookup[(i*255)/15];
1869 for ( ; i<256; i++ ) {
1873 for (i=0;i<tex_h;i++)
1875 for (j=0;j<tex_w;j++)
1877 if (i < bmap_h && j < bmap_w) {
1879 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
1887 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
1892 case TCACHE_TYPE_BITMAP_SECTION:
1895 ubyte *bmp_data = ((ubyte*)data);
1896 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1897 ubyte *texmemp = texmem;
1899 for (i=0;i<tex_h;i++)
1901 for (j=0;j<tex_w;j++)
1903 if (i < src_h && j < src_w) {
1904 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
1905 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
1912 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1913 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1921 ubyte *bmp_data = ((ubyte*)data);
1922 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1923 ubyte *texmemp = texmem;
1925 fix u, utmp, v, du, dv;
1929 du = ( (bmap_w-1)*F1_0 ) / tex_w;
1930 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
1932 for (j=0;j<tex_h;j++)
1935 for (i=0;i<tex_w;i++)
1937 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
1938 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
1943 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1944 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1952 t->bitmap_id = texture_handle;
1953 t->time_created = GL_frame_count;
1954 t->used_this_frame = 0;
1955 t->size = tex_w * tex_h * 2;
1956 t->w = (ushort)tex_w;
1957 t->h = (ushort)tex_h;
1958 GL_textures_in_frame += t->size;
1960 GL_textures_in += t->size;
1966 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
1970 int final_w, final_h;
1974 // setup texture/bitmap flags
1976 switch(bitmap_type){
1977 case TCACHE_TYPE_AABITMAP:
1978 flags |= BMP_AABITMAP;
1981 case TCACHE_TYPE_NORMAL:
1982 flags |= BMP_TEX_OTHER;
1983 case TCACHE_TYPE_XPARENT:
1984 flags |= BMP_TEX_XPARENT;
1986 case TCACHE_TYPE_NONDARKENING:
1988 flags |= BMP_TEX_NONDARK;
1992 // lock the bitmap into the proper format
1993 bmp = bm_lock(bitmap_handle, bpp, flags);
1994 if ( bmp == NULL ) {
1995 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2004 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2005 max_w /= D3D_texture_divider;
2006 max_h /= D3D_texture_divider;
2008 // Detail.debris_culling goes from 0 to 4.
2009 max_w /= 16 >> Detail.hardware_textures;
2010 max_h /= 16 >> Detail.hardware_textures;
2014 // get final texture size as it will be allocated as a DD surface
2015 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2017 // if this tcache slot has no bitmap
2018 if ( tslot->bitmap_id < 0) {
2021 // different bitmap altogether - determine if the new one can use the old one's slot
2022 else if (tslot->bitmap_id != bitmap_handle) {
2023 if((final_w == tslot->w) && (final_h == tslot->h)){
2025 //ml_printf("Reloading texture %d\n", bitmap_handle);
2032 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);
2034 // unlock the bitmap
2035 bm_unlock(bitmap_handle);
2040 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2044 int final_w, final_h;
2045 int section_x, section_y;
2048 // setup texture/bitmap flags
2049 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2050 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2051 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2053 flags = BMP_TEX_XPARENT;
2055 // lock the bitmap in the proper format
2056 bmp = bm_lock(bitmap_handle, 16, flags);
2057 if ( bmp == NULL ) {
2058 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2061 // determine the width and height of this section
2062 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2064 // get final texture size as it will be allocated as an opengl texture
2065 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2067 // if this tcache slot has no bitmap
2068 if ( tslot->bitmap_id < 0) {
2071 // different bitmap altogether - determine if the new one can use the old one's slot
2072 else if (tslot->bitmap_id != bitmap_handle) {
2073 if((final_w == tslot->w) && (final_h == tslot->h)){
2081 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);
2083 // unlock the bitmap
2084 bm_unlock(bitmap_handle);
2090 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2091 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)
2100 GL_last_bitmap_id = -1;
2105 if ( GL_last_detail != Detail.hardware_textures ) {
2106 GL_last_detail = Detail.hardware_textures;
2107 opengl_tcache_flush();
2115 int n = bm_get_cache_slot (bitmap_id, 1);
2116 tcache_slot_opengl *t = &Textures[n];
2118 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)) {
2119 t->used_this_frame++;
2121 // mark all children as used
2122 if(GL_texture_sections){
2123 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2124 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2125 if(t->data_sections[idx][s_idx] != NULL){
2126 t->data_sections[idx][s_idx]->used_this_frame++;
2132 *u_scale = t->u_scale;
2133 *v_scale = t->v_scale;
2137 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2138 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2139 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2145 // if the texture sections haven't been created yet
2146 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2148 // lock the bitmap in the proper format
2149 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2150 bm_unlock(bitmap_id);
2152 // now lets do something for each texture
2154 for(idx=0; idx<bmp->sections.num_x; idx++){
2155 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2156 // hmm. i'd rather we didn't have to do it this way...
2157 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2161 // not used this frame
2162 t->data_sections[idx][s_idx]->used_this_frame = 0;
2166 // zero out pretty much everything in the parent struct since he's just the root
2167 t->bitmap_id = bitmap_id;
2168 t->texture_handle = 0;
2169 t->time_created = t->data_sections[sx][sy]->time_created;
2170 t->used_this_frame = 0;
2172 t->vram_texture = NULL;
2173 t->vram_texture_surface = NULL
2177 // argh. we failed to upload. free anything we can
2179 opengl_free_texture(t);
2181 // swap in the texture we want
2183 t = t->data_sections[sx][sy];
2186 // all other "normal" textures
2187 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2188 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2191 // everything went ok
2192 if(ret_val && (t->texture_handle) && !vram_full){
2193 *u_scale = t->u_scale;
2194 *v_scale = t->v_scale;
2196 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2198 GL_last_bitmap_id = t->bitmap_id;
2199 GL_last_bitmap_type = bitmap_type;
2200 GL_last_section_x = sx;
2201 GL_last_section_y = sy;
2203 t->used_this_frame++;
2207 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2214 void gr_opengl_set_clear_color(int r, int g, int b)
2216 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2219 void gr_opengl_aaline(vertex *v1, vertex *v2)
2221 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2224 void gr_opengl_flash(int r, int g, int b)
2229 int gr_opengl_zbuffer_get()
2231 if ( !gr_global_zbuffering ) {
2232 return GR_ZBUFF_NONE;
2234 return gr_zbuffering_mode;
2237 int gr_opengl_zbuffer_set(int mode)
2239 int tmp = gr_zbuffering_mode;
2241 gr_zbuffering_mode = mode;
2243 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2251 void gr_opengl_zbuffer_clear(int mode)
2255 gr_zbuffering_mode = GR_ZBUFF_FULL;
2256 gr_global_zbuffering = 1;
2258 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2259 glClear(GL_DEPTH_BUFFER_BIT);
2262 gr_zbuffering_mode = GR_ZBUFF_NONE;
2263 gr_global_zbuffering = 0;
2267 void gr_opengl_set_gamma(float gamma)
2270 Gr_gamma_int = int (Gr_gamma*10);
2272 // Create the Gamma lookup table
2274 for (i=0;i<256; i++) {
2275 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2278 } else if ( v < 0 ) {
2281 Gr_gamma_lookup[i] = v;
2284 // Flush any existing textures
2285 opengl_tcache_flush();
2288 void gr_opengl_fade_in(int instantaneous)
2293 void gr_opengl_fade_out(int instantaneous)
2298 int gr_opengl_save_screen()
2303 if ( Gr_saved_screen ) {
2304 mprintf(( "Screen alread saved!\n" ));
2308 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2309 if (!Gr_saved_screen) {
2310 mprintf(( "Couldn't get memory for saved screen!\n" ));
2319 void gr_opengl_restore_screen(int id)
2324 void gr_opengl_free_screen(int id)
2329 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2334 void gr_opengl_dump_frame_stop()
2339 void gr_opengl_dump_frame()
2344 uint gr_opengl_lock()
2351 void gr_opengl_unlock()
2355 extern char *Osreg_title;
2356 void gr_opengl_init()
2359 gr_opengl_cleanup();
2363 mprintf(( "Initializing opengl graphics device...\n" ));
2367 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2369 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2375 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2376 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2377 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2378 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2379 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2381 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2383 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2387 SDL_WM_SetCaption (Osreg_title, "FS2");
2389 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2391 glMatrixMode(GL_PROJECTION);
2393 glMatrixMode(GL_MODELVIEW);
2396 glShadeModel(GL_SMOOTH);
2397 glEnable(GL_DITHER);
2398 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2400 glEnable(GL_DEPTH_TEST);
2403 glEnable(GL_TEXTURE_2D);
2405 glGenTextures(1, &bitmapTex);
2406 glBindTexture(GL_TEXTURE_2D, bitmapTex);
2407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2408 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2409 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2411 glMatrixMode(GL_PROJECTION);
2415 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 1.0, -1.0);
2417 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2419 bitmapMem = (GLubyte *)malloc(256*256*4);
2420 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2421 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_CHAR, bitmapMem);
2425 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2435 Gr_red.mask = 0xff0000;
2440 Gr_green.mask = 0xff00;
2445 Gr_blue.mask = 0xff;
2453 Gr_red.mask = 0x7C00;
2458 Gr_green.mask = 0x3E0;
2463 Gr_blue.mask = 0x1F;
2471 Gr_red.mask = 0xF800;
2476 Gr_green.mask = 0x7E0;
2481 Gr_blue.mask = 0x1F;
2490 Gr_red.mask = 0xff0000;
2495 Gr_green.mask = 0xff00;
2500 Gr_blue.mask = 0xff;
2505 Int3(); // Illegal bpp
2508 // DDOI - set these so no one else does!
2509 Gr_ta_red.mask = 0x0f00;
2510 Gr_ta_red.shift = 8;
2511 Gr_ta_red.scale = 16;
2513 Gr_ta_green.mask = 0x00f0;
2514 Gr_ta_green.shift = 4;
2515 Gr_ta_green.scale = 16;
2517 Gr_ta_blue.mask = 0x000f;
2518 Gr_ta_blue.shift = 0;
2519 Gr_ta_blue.scale = 16;
2521 Gr_ta_alpha.mask = 0xf000;
2522 Gr_ta_alpha.shift = 12;
2523 Gr_ta_alpha.scale = 16;
2526 opengl_tcache_init (1);
2529 Gr_current_red = &Gr_red;
2530 Gr_current_blue = &Gr_blue;
2531 Gr_current_green = &Gr_green;
2532 Gr_current_alpha = &Gr_alpha;
2534 gr_screen.gf_flip = gr_opengl_flip;
2535 gr_screen.gf_flip_window = gr_opengl_flip_window;
2536 gr_screen.gf_set_clip = gr_opengl_set_clip;
2537 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2538 gr_screen.gf_set_font = grx_set_font;
2540 gr_screen.gf_set_color = gr_opengl_set_color;
2541 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2542 gr_screen.gf_create_shader = gr_opengl_create_shader;
2543 gr_screen.gf_set_shader = gr_opengl_set_shader;
2544 gr_screen.gf_clear = gr_opengl_clear;
2545 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2546 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2547 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2548 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2550 gr_screen.gf_rect = gr_opengl_rect;
2551 gr_screen.gf_shade = gr_opengl_shade;
2552 gr_screen.gf_string = gr_opengl_string;
2553 gr_screen.gf_circle = gr_opengl_circle;
2555 gr_screen.gf_line = gr_opengl_line;
2556 gr_screen.gf_aaline = gr_opengl_aaline;
2557 gr_screen.gf_pixel = gr_opengl_pixel;
2558 gr_screen.gf_scaler = gr_opengl_scaler;
2559 gr_screen.gf_tmapper = gr_opengl_tmapper;
2561 gr_screen.gf_gradient = gr_opengl_gradient;
2563 gr_screen.gf_set_palette = gr_opengl_set_palette;
2564 gr_screen.gf_get_color = gr_opengl_get_color;
2565 gr_screen.gf_init_color = gr_opengl_init_color;
2566 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2567 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2568 gr_screen.gf_print_screen = gr_opengl_print_screen;
2570 gr_screen.gf_fade_in = gr_opengl_fade_in;
2571 gr_screen.gf_fade_out = gr_opengl_fade_out;
2572 gr_screen.gf_flash = gr_opengl_flash;
2574 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2575 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2576 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2578 gr_screen.gf_save_screen = gr_opengl_save_screen;
2579 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2580 gr_screen.gf_free_screen = gr_opengl_free_screen;
2582 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2583 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2584 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2586 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2588 gr_screen.gf_lock = gr_opengl_lock;
2589 gr_screen.gf_unlock = gr_opengl_unlock;
2591 gr_screen.gf_fog_set = gr_opengl_fog_set;
2593 gr_screen.gf_get_region = gr_opengl_get_region;
2595 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2597 gr_screen.gf_set_cull = gr_opengl_set_cull;
2599 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2601 gr_screen.gf_filter_set = gr_opengl_filter_set;
2603 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2605 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;