2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.43 2002/06/02 11:34:00 relnev
13 * Revision 1.42 2002/06/02 10:28:17 relnev
14 * fix texture handle leak
16 * Revision 1.41 2002/06/01 09:00:34 relnev
17 * silly debug memmanager
19 * Revision 1.40 2002/06/01 07:12:33 relnev
20 * a few NDEBUG updates.
22 * removed a few warnings.
24 * Revision 1.39 2002/06/01 05:33:15 relnev
25 * copied more code over.
27 * added scissor clipping.
29 * Revision 1.38 2002/06/01 03:35:27 relnev
32 * Revision 1.37 2002/06/01 03:32:00 relnev
33 * fix texture loading mistake.
35 * enable some d3d stuff for opengl also
37 * Revision 1.36 2002/05/31 23:25:03 relnev
40 * Revision 1.34 2002/05/31 22:15:22 relnev
43 * Revision 1.33 2002/05/31 22:04:55 relnev
44 * use d3d rect_internal
46 * Revision 1.32 2002/05/31 06:28:23 relnev
49 * Revision 1.31 2002/05/31 06:04:39 relnev
52 * Revision 1.30 2002/05/31 03:56:11 theoddone33
53 * Change tmapper polygon winding and enable culling
55 * Revision 1.29 2002/05/31 03:34:02 theoddone33
59 * Revision 1.28 2002/05/31 00:06:59 relnev
62 * Revision 1.27 2002/05/30 23:46:29 theoddone33
63 * some minor key changes (not necessarily fixes)
65 * Revision 1.26 2002/05/30 23:33:12 relnev
66 * implemented a few more functions.
68 * Revision 1.25 2002/05/30 23:01:16 relnev
69 * implement gr_opengl_set_state.
71 * Revision 1.24 2002/05/30 22:12:57 relnev
72 * finish default texture case
74 * Revision 1.23 2002/05/30 22:02:30 theoddone33
77 * Revision 1.22 2002/05/30 21:44:48 relnev
78 * implemented some missing texture stuff.
80 * enable bitmap polys for opengl.
82 * work around greenness in bitmaps.
84 * Revision 1.21 2002/05/30 17:29:30 theoddone33
85 * Fix some more stubs, change at least one polygon winding since culling is now
88 * Revision 1.20 2002/05/30 16:50:24 theoddone33
89 * Keyboard partially fixed
91 * Revision 1.19 2002/05/30 08:13:14 relnev
94 * Revision 1.18 2002/05/29 23:37:36 relnev
97 * Revision 1.17 2002/05/29 23:17:49 theoddone33
98 * Non working text code and fixed keys
100 * Revision 1.16 2002/05/29 19:45:13 theoddone33
101 * More changes on texture loading
103 * Revision 1.15 2002/05/29 19:06:48 theoddone33
104 * Enable string printing. Enable texture mapping
106 * Revision 1.14 2002/05/29 08:54:40 relnev
107 * "fixed" bitmap drawing.
109 * copied more d3d code over.
111 * Revision 1.13 2002/05/29 06:25:13 theoddone33
112 * Keyboard input, mouse tracking now work
114 * Revision 1.12 2002/05/29 04:52:45 relnev
117 * Revision 1.11 2002/05/29 04:29:56 relnev
118 * removed some unncessary stubbing, implemented opengl rect
120 * Revision 1.10 2002/05/29 04:13:27 theoddone33
123 * Revision 1.9 2002/05/29 03:35:51 relnev
126 * Revision 1.8 2002/05/29 03:30:05 relnev
127 * update opengl stubs
129 * Revision 1.7 2002/05/29 02:52:32 theoddone33
130 * Enable OpenGL renderer
132 * Revision 1.6 2002/05/28 04:56:51 theoddone33
133 * runs a little bit now
135 * Revision 1.5 2002/05/28 04:07:28 theoddone33
136 * New graphics stubbing arrangement
138 * Revision 1.4 2002/05/27 23:39:34 relnev
141 * Revision 1.3 2002/05/27 22:35:01 theoddone33
144 * Revision 1.2 2002/05/27 22:32:02 theoddone33
145 * throw all d3d stuff at opengl
147 * Revision 1.1.1.1 2002/05/03 03:28:09 root
151 * 10 7/14/99 9:42a Dave
152 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
155 * 9 7/09/99 9:51a Dave
156 * Added thick polyline code.
158 * 8 6/29/99 10:35a Dave
159 * Interface polygon bitmaps! Whee!
161 * 7 2/03/99 11:44a Dave
162 * Fixed d3d transparent textures.
164 * 6 1/24/99 11:37p Dave
165 * First full rev of beam weapons. Very customizable. Removed some bogus
166 * Int3()'s in low level net code.
168 * 5 12/18/98 1:13a Dave
169 * Rough 1024x768 support for Direct3D. Proper detection and usage through
172 * 4 12/06/98 2:36p Dave
173 * Drastically improved nebula fogging.
175 * 3 11/11/98 5:37p Dave
176 * Checkin for multiplayer testing.
178 * 2 10/07/98 10:53a Dave
181 * 1 10/07/98 10:49a Dave
183 * 14 5/20/98 9:46p John
184 * added code so the places in code that change half the palette don't
185 * have to clear the screen.
187 * 13 5/06/98 5:30p John
188 * Removed unused cfilearchiver. Removed/replaced some unused/little used
189 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
190 * DirectX header files and libs that fixed the Direct3D alpha blending
193 * 12 4/14/98 12:15p John
194 * Made 16-bpp movies work.
196 * 11 3/12/98 5:36p John
197 * Took out any unused shaders. Made shader code take rgbc instead of
198 * matrix and vector since noone used it like a matrix and it would have
199 * been impossible to do in hardware. Made Glide implement a basic
200 * shader for online help.
202 * 10 3/10/98 4:18p John
203 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
204 * & Glide have popups and print screen. Took out all >8bpp software
205 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
206 * support Fred. Made zbuffering key off of functions rather than one
209 * 9 12/02/97 4:00p John
210 * Added first rev of thruster glow, along with variable levels of
211 * translucency, which retquired some restructing of palman.
213 * 8 10/03/97 9:10a John
214 * added better antialiased line drawer
216 * 7 9/23/97 10:45a John
217 * made so you can tell bitblt code to rle a bitmap by passing flag to
220 * 6 9/09/97 11:01a Sandeep
221 * fixed warning level 4 bugs
223 * 5 7/10/97 2:06p John
224 * added code to specify alphablending type for bitmaps.
226 * 4 6/17/97 7:04p John
227 * added d3d support for gradients.
228 * fixed some color bugs by adding screen signatures instead of watching
229 * flags and palette changes.
231 * 3 6/12/97 2:50a Lawrance
232 * bm_unlock() now passed bitmap number, not pointer
234 * 2 6/11/97 1:12p John
235 * Started fixing all the text colors in the game.
237 * 1 5/12/97 12:14p John
244 #include <windowsx.h>
253 #include "floating.h"
255 #include "systemvars.h"
256 #include "grinternal.h"
257 #include "gropengl.h"
262 static int Inited = 0;
264 //static GLuint bitmapTex;
265 //static GLubyte *bitmapMem;
267 typedef enum gr_texture_source {
269 TEXTURE_SOURCE_DECAL,
270 TEXTURE_SOURCE_NO_FILTERING,
273 typedef enum gr_alpha_blend {
274 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
275 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
276 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
277 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
280 typedef enum gr_zbuffer_type {
287 #define NEBULA_COLORS 20
289 volatile int GL_activate = 0;
290 volatile int GL_deactivate = 0;
292 static char *Gr_saved_screen = NULL;
295 // Throw in some dummy functions - DDOI
297 int D3D_32bit = 0; // grd3d.cpp
298 int D3D_fog_mode = -1; // grd3d.cpp
299 int D3D_inited = 0; // grd3d.cpp
300 int D3D_zbias = 1; // grd3d.cpp
301 int D3d_rendition_uvs = 0; // grd3d.cpp
303 void gr_dd_activate(int active) // grdirectdraw.cpp
308 void gr_directdraw_cleanup() // grdirectdraw.cpp
313 void gr_directdraw_force_windowed() // grdirectdraw.cpp
318 void gr_directdraw_init()
323 extern int gr_opengl_preload (int x, int y);
324 int gr_d3d_preload (int x, int y)
326 return gr_opengl_preload(x, y);
329 void d3d_start_frame()
334 void d3d_stop_frame()
344 void d3d_zbias (int a)
350 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
353 case TEXTURE_SOURCE_NONE:
354 glBindTexture(GL_TEXTURE_2D, 0);
355 gr_tcache_set(-1, -1, NULL, NULL );
357 case TEXTURE_SOURCE_DECAL:
358 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
359 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
360 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
362 case TEXTURE_SOURCE_NO_FILTERING:
363 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
364 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
365 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
372 case ALPHA_BLEND_NONE:
373 glBlendFunc(GL_ONE, GL_ZERO);
375 case ALPHA_BLEND_ALPHA_ADDITIVE:
376 glBlendFunc(GL_ONE, GL_ONE);
378 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
379 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
381 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
382 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
389 case ZBUFFER_TYPE_NONE:
390 glDepthFunc(GL_ALWAYS);
391 glDepthMask(GL_FALSE);
393 case ZBUFFER_TYPE_READ:
394 glDepthFunc(GL_LESS);
395 glDepthMask(GL_FALSE);
397 case ZBUFFER_TYPE_WRITE:
398 glDepthFunc(GL_ALWAYS);
399 glDepthMask(GL_TRUE);
401 case ZBUFFER_TYPE_FULL:
402 glDepthFunc(GL_LESS);
403 glDepthMask(GL_TRUE);
410 void gr_opengl_activate(int active)
416 make sure window is active and mouse grabbed
422 make sure mouse is not grabbed and window minimized
430 void opengl_tcache_flush ();
432 void gr_opengl_preload_init()
434 if (gr_screen.mode != GR_OPENGL) {
438 opengl_tcache_flush ();
441 int GL_should_preload = 0;
442 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
444 if ( gr_screen.mode != GR_OPENGL) {
448 if ( !GL_should_preload ) {
452 float u_scale, v_scale;
456 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
458 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
462 mprintf(("Texture upload failed!\n" ));
468 void gr_opengl_pixel(int x, int y)
473 void gr_opengl_clear()
475 glClearColor(gr_screen.current_clear_color.red / 255.0,
476 gr_screen.current_clear_color.green / 255.0,
477 gr_screen.current_clear_color.blue / 255.0, 1.0);
479 glClear ( GL_COLOR_BUFFER_BIT );
482 void opengl_tcache_frame ();
483 void gr_opengl_flip()
489 #if 0 // TODO - set cursor, save_screen
492 if ( mouse_is_visible() ) {
496 mouse_get_pos( &mx, &my );
498 // TODO: implement this when adding the save_screen code
499 // gr_opengl_save_mouse_area(mx,my,32,32);
501 if ( Gr_cursor == -1 ) {
504 gr_set_bitmap(Gr_cursor);
511 GLenum error = glGetError();
514 error = glGetError();
516 if (error != GL_NO_ERROR) {
517 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
520 } while (error != GL_NO_ERROR);
523 SDL_GL_SwapBuffers ();
525 opengl_tcache_frame ();
527 int cnt = GL_activate;
530 opengl_tcache_flush();
531 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
537 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
541 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
546 void gr_opengl_set_clip(int x,int y,int w,int h)
548 // check for sanity of parameters
554 if (x >= gr_screen.max_w)
555 x = gr_screen.max_w - 1;
556 if (y >= gr_screen.max_h)
557 y = gr_screen.max_h - 1;
559 if (x + w > gr_screen.max_w)
560 w = gr_screen.max_w - x;
561 if (y + h > gr_screen.max_h)
562 h = gr_screen.max_h - y;
564 if (w > gr_screen.max_w)
566 if (h > gr_screen.max_h)
569 gr_screen.offset_x = x;
570 gr_screen.offset_y = y;
571 gr_screen.clip_left = 0;
572 gr_screen.clip_right = w-1;
573 gr_screen.clip_top = 0;
574 gr_screen.clip_bottom = h-1;
575 gr_screen.clip_width = w;
576 gr_screen.clip_height = h;
578 glEnable(GL_SCISSOR_TEST);
579 glScissor(x, gr_screen.max_h-y-h, w, h);
582 void gr_opengl_reset_clip()
584 gr_screen.offset_x = 0;
585 gr_screen.offset_y = 0;
586 gr_screen.clip_left = 0;
587 gr_screen.clip_top = 0;
588 gr_screen.clip_right = gr_screen.max_w - 1;
589 gr_screen.clip_bottom = gr_screen.max_h - 1;
590 gr_screen.clip_width = gr_screen.max_w;
591 gr_screen.clip_height = gr_screen.max_h;
593 glDisable(GL_SCISSOR_TEST);
594 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
597 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
599 gr_screen.current_alpha = alpha;
600 gr_screen.current_alphablend_mode = alphablend_mode;
601 gr_screen.current_bitblt_mode = bitblt_mode;
602 gr_screen.current_bitmap = bitmap_num;
604 gr_screen.current_bitmap_sx = sx;
605 gr_screen.current_bitmap_sy = sy;
608 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
610 shade->screen_sig = gr_screen.signature;
617 void gr_opengl_set_shader( shader * shade )
620 if (shade->screen_sig != gr_screen.signature) {
621 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
623 gr_screen.current_shader = *shade;
625 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
630 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
632 STUB_FUNCTION; /* who called me? */
635 extern int GL_last_bitmap_id;
636 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
640 GLubyte *sptr, *dptr;
644 int cw = min(bmp->w, w);
645 int ch = min(bmp->h, h);
647 GL_last_bitmap_id = -1; /* HACK! */
649 glColor4f(1.0, 1.0, 1.0, 1.0);
650 glBindTexture(GL_TEXTURE_2D, bitmapTex);
653 for (iy = sy; iy < ch; iy += 256) {
655 ih = min(256, (ch-iy));
657 for (ix = sx; ix < cw; ix += 256) {
659 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
661 iw = min(256, (cw-ix));
667 memcpy(dptr, sptr, iw*2);
675 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
685 t = (float)ih / 256.0;
690 s = (float)iw / 256.0;
691 t = (float)ih / 256.0;
696 s = (float)iw / 256.0;
708 bm_unlock(gr_screen.current_bitmap);
713 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
720 int dx1=x, dx2=x+w-1;
721 int dy1=y, dy2=y+h-1;
724 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
729 if ( count > 1 ) Int3();
733 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
734 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
735 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
736 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
737 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
738 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
765 if ( w < 1 ) return; // clipped away!
766 if ( h < 1 ) return; // clipped away!
770 // Make sure clipping algorithm works
774 Assert( w == (dx2-dx1+1) );
775 Assert( h == (dy2-dy1+1) );
778 Assert( sx+w <= bw );
779 Assert( sy+h <= bh );
780 Assert( dx2 >= dx1 );
781 Assert( dy2 >= dy1 );
782 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
783 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
784 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
785 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
788 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
789 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
791 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
794 void gr_opengl_bitmap(int x, int y)
798 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
799 int dx1=x, dx2=x+w-1;
800 int dy1=y, dy2=y+h-1;
803 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
804 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
805 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
806 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
807 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
808 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
810 if ( sx < 0 ) return;
811 if ( sy < 0 ) return;
812 if ( sx >= w ) return;
813 if ( sy >= h ) return;
815 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
817 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
820 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
824 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
826 saved_zbuf = gr_zbuffer_get();
828 // start the frame, no zbuffering, no culling
830 gr_zbuffer_set(GR_ZBUFF_NONE);
839 v[0].flags = PF_PROJECTED;
846 v[1].sx = i2fl(x + w);
851 v[1].flags = PF_PROJECTED;
858 v[2].sx = i2fl(x + w);
859 v[2].sy = i2fl(y + h);
863 v[2].flags = PF_PROJECTED;
871 v[3].sy = i2fl(y + h);
875 v[3].flags = PF_PROJECTED;
883 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
887 // restore zbuffer and culling
888 gr_zbuffer_set(saved_zbuf);
892 void gr_opengl_rect(int x,int y,int w,int h)
894 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);
897 void gr_opengl_shade(int x,int y,int w,int h)
904 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
905 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
906 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
907 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
908 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
909 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
910 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
911 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
913 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
916 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
921 if ( !gr_screen.current_color.is_alphacolor ) return;
923 float u_scale, v_scale;
925 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
927 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
928 // Couldn't set texture
929 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
933 float u0, u1, v0, v1;
934 float x1, x2, y1, y2;
937 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
939 u0 = u_scale*i2fl(sx)/i2fl(bw);
940 v0 = v_scale*i2fl(sy)/i2fl(bh);
942 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
943 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
945 x1 = i2fl(x+gr_screen.offset_x);
946 y1 = i2fl(y+gr_screen.offset_y);
947 x2 = i2fl(x+w+gr_screen.offset_x);
948 y2 = i2fl(y+h+gr_screen.offset_y);
950 if ( gr_screen.current_color.is_alphacolor ) {
951 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
953 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
957 glTexCoord2f (u0, v1);
958 glVertex3f (x1, y2, -0.99);
960 glTexCoord2f (u1, v1);
961 glVertex3f (x2, y2, -0.99);
963 glTexCoord2f (u1, v0);
964 glVertex3f (x2, y1, -0.99);
966 glTexCoord2f (u0, v0);
967 glVertex3f (x1, y1, -0.99);
971 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
978 int dx1=x, dx2=x+w-1;
979 int dy1=y, dy2=y+h-1;
982 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
987 if ( count > 1 ) Int3();
991 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
992 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
993 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
994 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
995 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
996 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1013 if ( sx + w > bw ) {
1018 if ( sy + h > bh ) {
1023 if ( w < 1 ) return; // clipped away!
1024 if ( h < 1 ) return; // clipped away!
1028 // Make sure clipping algorithm works
1032 Assert( w == (dx2-dx1+1) );
1033 Assert( h == (dy2-dy1+1) );
1036 Assert( sx+w <= bw );
1037 Assert( sy+h <= bh );
1038 Assert( dx2 >= dx1 );
1039 Assert( dy2 >= dy1 );
1040 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1041 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1042 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1043 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1046 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1047 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1050 void gr_opengl_aabitmap(int x, int y)
1054 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1055 int dx1=x, dx2=x+w-1;
1056 int dy1=y, dy2=y+h-1;
1059 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1060 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1061 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1062 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1063 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1064 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1066 if ( sx < 0 ) return;
1067 if ( sy < 0 ) return;
1068 if ( sx >= w ) return;
1069 if ( sy >= h ) return;
1071 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1072 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1076 void gr_opengl_string( int sx, int sy, char *s )
1078 int width, spacing, letter;
1081 if ( !Current_font ) {
1085 gr_set_bitmap(Current_font->bitmap_id);
1090 if (sx==0x8000) { //centered
1091 x = get_centered_x(s);
1101 while (*s== '\n' ) {
1103 y += Current_font->h;
1104 if (sx==0x8000) { //centered
1105 x = get_centered_x(s);
1110 if (*s == 0 ) break;
1112 letter = get_char_width(s[0],s[1],&width,&spacing);
1115 //not in font, draw as space
1123 // Check if this character is totally clipped
1124 if ( x + width < gr_screen.clip_left ) continue;
1125 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1126 if ( x > gr_screen.clip_right ) continue;
1127 if ( y > gr_screen.clip_bottom ) continue;
1130 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1131 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1135 wc = width - xd; hc = Current_font->h - yd;
1136 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1137 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1139 if ( wc < 1 ) continue;
1140 if ( hc < 1 ) continue;
1142 int u = Current_font->bm_u[letter];
1143 int v = Current_font->bm_v[letter];
1145 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1149 void gr_opengl_line(int x1,int y1,int x2,int y2)
1151 int clipped = 0, swapped=0;
1153 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1155 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);
1160 sx1 = i2fl(x1 + gr_screen.offset_x);
1161 sy1 = i2fl(y1 + gr_screen.offset_y);
1162 sx2 = i2fl(x2 + gr_screen.offset_x);
1163 sy2 = i2fl(y2 + gr_screen.offset_y);
1165 if ( x1 == x2 && y1 == y2 ) {
1166 glBegin (GL_POINTS);
1167 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1168 glVertex3f (sx1, sy1, -0.99f);
1180 } else if ( y1 == y2 ) {
1189 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1190 glVertex3f (sx2, sy2, -0.99f);
1191 glVertex3f (sx1, sy1, -0.99f);
1195 void gr_opengl_aaline(vertex *v1, vertex *v2)
1197 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1200 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1202 int clipped = 0, swapped=0;
1204 if ( !gr_screen.current_color.is_alphacolor ) {
1205 gr_line( x1, y1, x2, y2 );
1209 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);
1211 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1213 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1214 int ba = swapped ? gr_screen.current_color.alpha : 0;
1219 sx1 = i2fl(x1 + gr_screen.offset_x);
1220 sy1 = i2fl(y1 + gr_screen.offset_y);
1221 sx2 = i2fl(x2 + gr_screen.offset_x);
1222 sy2 = i2fl(y2 + gr_screen.offset_y);
1230 } else if ( y1 == y2 ) {
1239 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1240 glVertex3f (sx2, sy2, -0.99f);
1241 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1242 glVertex3f (sx1, sy1, -0.99f);
1246 void gr_opengl_circle( int xc, int yc, int d )
1256 if ( (xc+r) < gr_screen.clip_left ) return;
1257 if ( (xc-r) > gr_screen.clip_right ) return;
1258 if ( (yc+r) < gr_screen.clip_top ) return;
1259 if ( (yc-r) > gr_screen.clip_bottom ) return;
1262 // Draw the first octant
1263 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1264 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1269 // Draw the second octant
1270 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1271 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1279 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1280 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1285 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1289 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1290 if (f_float < 0.0f) {
1298 *a = (int)(f_float * 255.0);
1301 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1304 float u_scale = 1.0f, v_scale = 1.0f;
1306 // Make nebula use the texture mapper... this blends the colors better.
1307 if ( flags & TMAP_FLAG_NEBULA ){
1311 gr_texture_source texture_source = (gr_texture_source)-1;
1312 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1313 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1315 if ( gr_zbuffering ) {
1316 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1317 zbuffer_type = ZBUFFER_TYPE_READ;
1319 zbuffer_type = ZBUFFER_TYPE_FULL;
1322 zbuffer_type = ZBUFFER_TYPE_NONE;
1327 int tmap_type = TCACHE_TYPE_NORMAL;
1331 if ( flags & TMAP_FLAG_TEXTURED ) {
1334 r = gr_screen.current_color.red;
1335 g = gr_screen.current_color.green;
1336 b = gr_screen.current_color.blue;
1339 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1342 tmap_type = TCACHE_TYPE_NORMAL;
1343 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1345 // Blend with screen pixel using src*alpha+dst
1346 float factor = gr_screen.current_alpha;
1350 if ( factor <= 1.0f ) {
1351 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1352 r = (r*tmp_alpha)/255;
1353 g = (g*tmp_alpha)/255;
1354 b = (b*tmp_alpha)/255;
1357 tmap_type = TCACHE_TYPE_XPARENT;
1359 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1361 // Blend with screen pixel using src*alpha+dst
1362 float factor = gr_screen.current_alpha;
1364 if ( factor > 1.0f ) {
1367 alpha = fl2i(gr_screen.current_alpha*255.0f);
1371 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1372 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1374 alpha_blend = ALPHA_BLEND_NONE;
1379 if(flags & TMAP_FLAG_BITMAP_SECTION){
1380 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1383 texture_source = TEXTURE_SOURCE_NONE;
1385 if ( flags & TMAP_FLAG_TEXTURED ) {
1386 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 ))
1388 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1392 // use nonfiltered textures for bitmap sections
1393 if(flags & TMAP_FLAG_BITMAP_SECTION){
1394 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1396 texture_source = TEXTURE_SOURCE_DECAL;
1401 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1403 if ( flags & TMAP_FLAG_TEXTURED )
1409 if (flags & TMAP_FLAG_PIXEL_FOG) {
1415 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1417 vertex * va = verts[i];
1421 x = fl2i(va->sx*16.0f);
1422 y = fl2i(va->sy*16.0f);
1424 x += gr_screen.offset_x*16;
1425 y += gr_screen.offset_y*16;
1427 sx = i2fl(x) / 16.0f;
1428 sy = i2fl(y) / 16.0f;
1430 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1441 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1447 x1 = gr_screen.clip_left*16;
1448 x2 = gr_screen.clip_right*16+15;
1449 y1 = gr_screen.clip_top*16;
1450 y2 = gr_screen.clip_bottom*16+15;
1453 glBegin(GL_TRIANGLE_FAN);
1454 for (i = nv-1; i >= 0; i--) {
1455 vertex * va = verts[i];
1461 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1462 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1471 if ( flags & TMAP_FLAG_CORRECT ) {
1477 if (flags & TMAP_FLAG_ALPHA) {
1483 if (flags & TMAP_FLAG_NEBULA ) {
1484 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1485 r = gr_palette[pal*3+0];
1486 g = gr_palette[pal*3+1];
1487 b = gr_palette[pal*3+2];
1488 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1489 r = Gr_gamma_lookup[verts[i]->b];
1490 g = Gr_gamma_lookup[verts[i]->b];
1491 b = Gr_gamma_lookup[verts[i]->b];
1492 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1493 // Make 0.75 be 256.0f
1494 r = Gr_gamma_lookup[verts[i]->r];
1495 g = Gr_gamma_lookup[verts[i]->g];
1496 b = Gr_gamma_lookup[verts[i]->b];
1498 // use constant RGB values...
1500 glColor4ub (r,g,b,a);
1502 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1505 /* this is for GL_EXT_SECONDARY_COLOR */
1506 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1507 /* do separate color call here */
1513 x = fl2i(va->sx*16.0f);
1514 y = fl2i(va->sy*16.0f);
1518 if ( flags & TMAP_FLAG_CORRECT ) {
1522 } else if ( x > x2 ) {
1527 } else if ( y > y2 ) {
1534 x += gr_screen.offset_x*16;
1535 y += gr_screen.offset_y*16;
1537 sx = i2fl(x) / 16.0f;
1538 sy = i2fl(y) / 16.0f;
1540 if ( flags & TMAP_FLAG_TEXTURED ) {
1543 glTexCoord2f(tu, tv);
1546 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1551 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1553 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1556 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1558 void gr_opengl_scaler(vertex *va, vertex *vb )
1560 float x0, y0, x1, y1;
1561 float u0, v0, u1, v1;
1562 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1563 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1564 float xmin, xmax, ymin, ymax;
1565 int dx0, dy0, dx1, dy1;
1567 //============= CLIP IT =====================
1569 x0 = va->sx; y0 = va->sy;
1570 x1 = vb->sx; y1 = vb->sy;
1572 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1573 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1575 u0 = va->u; v0 = va->v;
1576 u1 = vb->u; v1 = vb->v;
1578 // Check for obviously offscreen bitmaps...
1579 if ( (y1<=y0) || (x1<=x0) ) return;
1580 if ( (x1<xmin ) || (x0>xmax) ) return;
1581 if ( (y1<ymin ) || (y0>ymax) ) return;
1583 clipped_u0 = u0; clipped_v0 = v0;
1584 clipped_u1 = u1; clipped_v1 = v1;
1586 clipped_x0 = x0; clipped_y0 = y0;
1587 clipped_x1 = x1; clipped_y1 = y1;
1589 // Clip the left, moving u0 right as necessary
1591 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1595 // Clip the right, moving u1 left as necessary
1597 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1601 // Clip the top, moving v0 down as necessary
1603 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1607 // Clip the bottom, moving v1 up as necessary
1609 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1613 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1614 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1616 if (dx1<=dx0) return;
1617 if (dy1<=dy0) return;
1619 //============= DRAW IT =====================
1633 v[1].sx = clipped_x1;
1634 v[1].sy = clipped_y0;
1637 v[1].u = clipped_u1;
1638 v[1].v = clipped_v0;
1641 v[2].sx = clipped_x1;
1642 v[2].sy = clipped_y1;
1645 v[2].u = clipped_u1;
1646 v[2].v = clipped_v1;
1649 v[3].sx = clipped_x0;
1650 v[3].sy = clipped_y1;
1653 v[3].u = clipped_u0;
1654 v[3].v = clipped_v1;
1656 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1659 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1663 void gr_opengl_get_color( int * r, int * g, int * b )
1665 if (r) *r = gr_screen.current_color.red;
1666 if (g) *g = gr_screen.current_color.green;
1667 if (b) *b = gr_screen.current_color.blue;
1670 void gr_opengl_init_color(color *c, int r, int g, int b)
1672 c->screen_sig = gr_screen.signature;
1673 c->red = (unsigned char)r;
1674 c->green = (unsigned char)g;
1675 c->blue = (unsigned char)b;
1677 c->ac_type = AC_TYPE_NONE;
1679 c->is_alphacolor = 0;
1683 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1685 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1686 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1687 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1688 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1690 gr_opengl_init_color( clr, r, g, b );
1692 clr->alpha = (unsigned char)alpha;
1693 clr->ac_type = (ubyte)type;
1694 clr->alphacolor = -1;
1695 clr->is_alphacolor = 1;
1698 void gr_opengl_set_color( int r, int g, int b )
1700 Assert((r >= 0) && (r < 256));
1701 Assert((g >= 0) && (g < 256));
1702 Assert((b >= 0) && (b < 256));
1704 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1707 void gr_opengl_set_color_fast(color *dst)
1709 if ( dst->screen_sig != gr_screen.signature ) {
1710 if ( dst->is_alphacolor ) {
1711 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1713 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1716 gr_screen.current_color = *dst;
1719 void gr_opengl_print_screen(char *filename)
1724 int gr_opengl_supports_res_ingame(int res)
1731 int gr_opengl_supports_res_interface(int res)
1738 void opengl_tcache_cleanup ();
1739 void gr_opengl_cleanup()
1741 if ( !Inited ) return;
1748 opengl_tcache_cleanup ();
1753 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1755 Assert((r >= 0) && (r < 256));
1756 Assert((g >= 0) && (g < 256));
1757 Assert((b >= 0) && (b < 256));
1759 if (fog_mode == GR_FOGMODE_NONE) {
1760 if (gr_screen.current_fog_mode != fog_mode) {
1763 gr_screen.current_fog_mode = fog_mode;
1768 if (gr_screen.current_fog_mode != fog_mode) {
1771 if (D3D_fog_mode == 2) {
1772 glFogi(GL_FOG_MODE, GL_LINEAR);
1775 gr_screen.current_fog_mode = fog_mode;
1778 if ( (gr_screen.current_fog_color.red != r) ||
1779 (gr_screen.current_fog_color.green != g) ||
1780 (gr_screen.current_fog_color.blue != b) ) {
1783 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1785 fc[0] = (float)r/255.0;
1786 fc[1] = (float)g/255.0;
1787 fc[2] = (float)b/255.0;
1790 glFogfv(GL_FOG_COLOR, fc);
1793 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1794 ((fog_near != gr_screen.fog_near) ||
1795 (fog_far != gr_screen.fog_far)) ) {
1796 gr_screen.fog_near = fog_near;
1797 gr_screen.fog_far = fog_far;
1799 if (D3D_fog_mode == 2) {
1800 glFogf(GL_FOG_START, fog_near);
1801 glFogf(GL_FOG_END, fog_far);
1806 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1811 void gr_opengl_set_cull(int cull)
1814 glEnable (GL_CULL_FACE);
1815 glFrontFace (GL_CCW);
1817 glDisable (GL_CULL_FACE);
1821 void gr_opengl_filter_set(int filter)
1826 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1832 typedef struct tcache_slot_opengl {
1833 GLuint texture_handle;
1834 float u_scale, v_scale;
1837 char used_this_frame;
1842 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1843 tcache_slot_opengl *parent;
1844 } tcache_slot_opengl;
1846 static void *Texture_sections = NULL;
1847 tcache_slot_opengl *Textures = NULL;
1849 int GL_texture_sections = 0;
1850 int GL_texture_ram = 0;
1851 int GL_frame_count = 0;
1852 int GL_min_texture_width = 0;
1853 int GL_max_texture_width = 0;
1854 int GL_min_texture_height = 0;
1855 int GL_max_texture_height = 0;
1856 int GL_square_textures = 0;
1857 int GL_textures_in = 0;
1858 int GL_textures_in_frame = 0;
1859 int GL_last_bitmap_id = -1;
1860 int GL_last_detail = -1;
1861 int GL_last_bitmap_type = -1;
1862 int GL_last_section_x = -1;
1863 int GL_last_section_y = -1;
1867 void opengl_tcache_init (int use_sections)
1871 // DDOI - FIXME skipped a lot of stuff here
1872 GL_should_preload = 0;
1874 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1877 if ( tmp_pl == 0 ) {
1878 GL_should_preload = 0;
1879 } else if ( tmp_pl == 1 ) {
1880 GL_should_preload = 1;
1882 GL_should_preload = 1;
1887 GL_min_texture_width = 16;
1888 GL_min_texture_height = 16;
1889 GL_max_texture_width = 256;
1890 GL_max_texture_height = 256;
1892 GL_square_textures = 1;
1894 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1900 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1901 if(!Texture_sections){
1904 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1907 // Init the texture structures
1908 int section_count = 0;
1909 for( i=0; i<MAX_BITMAPS; i++ ) {
1911 Textures[i].vram_texture = NULL;
1912 Textures[i].vram_texture_surface = NULL;
1914 Textures[i].texture_handle = 0;
1916 Textures[i].bitmap_id = -1;
1917 Textures[i].size = 0;
1918 Textures[i].used_this_frame = 0;
1920 Textures[i].parent = NULL;
1922 // allocate sections
1924 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1925 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1926 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1927 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1929 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1930 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1932 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1933 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1934 Textures[i].data_sections[idx][s_idx]->size = 0;
1935 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1939 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1940 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1941 Textures[i].data_sections[idx][s_idx] = NULL;
1947 GL_texture_sections = use_sections;
1949 //GL_last_detail = Detail.hardware_textures;
1950 GL_last_bitmap_id = -1;
1951 GL_last_bitmap_type = -1;
1953 GL_last_section_x = -1;
1954 GL_last_section_y = -1;
1957 GL_textures_in_frame = 0;
1960 int opengl_free_texture (tcache_slot_opengl *t);
1962 void opengl_tcache_flush ()
1966 for( i=0; i<MAX_BITMAPS; i++ ) {
1967 opengl_free_texture ( &Textures[i] );
1969 if (GL_textures_in != 0) {
1970 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1974 GL_last_bitmap_id = -1;
1975 GL_last_section_x = -1;
1976 GL_last_section_y = -1;
1979 void opengl_tcache_cleanup ()
1981 opengl_tcache_flush ();
1984 GL_textures_in_frame = 0;
1991 if( Texture_sections != NULL ){
1992 free(Texture_sections);
1993 Texture_sections = NULL;
1997 void opengl_tcache_frame ()
2001 GL_last_bitmap_id = -1;
2002 GL_textures_in_frame = 0;
2007 for( i=0; i<MAX_BITMAPS; i++ ) {
2008 Textures[i].used_this_frame = 0;
2011 if(Textures[i].data_sections[0][0] != NULL){
2012 Assert(GL_texture_sections);
2013 if(GL_texture_sections){
2014 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2015 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2016 if(Textures[i].data_sections[idx][s_idx] != NULL){
2017 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2026 opengl_tcache_flush();
2031 int opengl_free_texture ( tcache_slot_opengl *t )
2037 if ( t->bitmap_id > -1 ) {
2038 // if I, or any of my children have been used this frame, bail
2039 if(t->used_this_frame){
2042 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2043 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2044 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2050 // ok, now we know its legal to free everything safely
2051 glDeleteTextures (1, &t->texture_handle);
2052 t->texture_handle = 0;
2054 if ( GL_last_bitmap_id == t->bitmap_id ) {
2055 GL_last_bitmap_id = -1;
2058 // if this guy has children, free them too, since the children
2059 // actually make up his size
2060 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2061 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2062 if(t->data_sections[idx][s_idx] != NULL){
2063 opengl_free_texture(t->data_sections[idx][s_idx]);
2069 t->used_this_frame = 0;
2070 GL_textures_in -= t->size;
2076 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2081 if((w_out == NULL) || (h_out == NULL)){
2091 for (i=0; i<16; i++ ) {
2092 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2098 for (i=0; i<16; i++ ) {
2099 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2106 if ( tex_w < GL_min_texture_width ) {
2107 tex_w = GL_min_texture_width;
2108 } else if ( tex_w > GL_max_texture_width ) {
2109 tex_w = GL_max_texture_width;
2112 if ( tex_h < GL_min_texture_height ) {
2113 tex_h = GL_min_texture_height;
2114 } else if ( tex_h > GL_max_texture_height ) {
2115 tex_h = GL_max_texture_height;
2118 if ( GL_square_textures ) {
2120 // Make the both be equal to larger of the two
2121 new_size = max(tex_w, tex_h);
2126 // store the outgoing size
2131 // data == start of bitmap data
2132 // sx == x offset into bitmap
2133 // sy == y offset into bitmap
2134 // src_w == absolute width of section on source bitmap
2135 // src_h == absolute height of section on source bitmap
2136 // bmap_w == width of source bitmap
2137 // bmap_h == height of source bitmap
2138 // tex_w == width of final texture
2139 // tex_h == height of final texture
2140 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)
2149 if ( t->used_this_frame ) {
2150 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2155 if(!opengl_free_texture(t)){
2160 // get final texture size
2161 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2163 if ( (tex_w < 1) || (tex_h < 1) ) {
2164 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2168 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2169 t->u_scale = (float)bmap_w / (float)tex_w;
2170 t->v_scale = (float)bmap_h / (float)tex_h;
2171 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2172 t->u_scale = (float)src_w / (float)tex_w;
2173 t->v_scale = (float)src_h / (float)tex_h;
2180 glGenTextures (1, &t->texture_handle);
2183 if (t->texture_handle == 0) {
2184 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2188 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2190 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2191 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2192 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2193 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2195 switch (bitmap_type) {
2197 case TCACHE_TYPE_AABITMAP:
2200 ubyte *bmp_data = ((ubyte*)data);
2201 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2202 ubyte *texmemp = texmem;
2205 for (i=0; i<16; i++) {
2206 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2209 for ( ; i<256; i++ ) {
2213 for (i=0;i<tex_h;i++)
2215 for (j=0;j<tex_w;j++)
2217 if (i < bmap_h && j < bmap_w) {
2219 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2227 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2232 case TCACHE_TYPE_BITMAP_SECTION:
2235 ubyte *bmp_data = ((ubyte*)data);
2236 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2237 ubyte *texmemp = texmem;
2239 for (i=0;i<tex_h;i++)
2241 for (j=0;j<tex_w;j++)
2243 if (i < src_h && j < src_w) {
2244 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2245 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2252 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2253 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2261 ubyte *bmp_data = ((ubyte*)data);
2262 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2263 ubyte *texmemp = texmem;
2265 fix u, utmp, v, du, dv;
2269 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2270 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2272 for (j=0;j<tex_h;j++)
2275 for (i=0;i<tex_w;i++)
2277 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2278 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2284 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2285 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2293 t->bitmap_id = texture_handle;
2294 t->time_created = GL_frame_count;
2295 t->used_this_frame = 0;
2296 t->size = tex_w * tex_h * 2;
2297 t->w = (ushort)tex_w;
2298 t->h = (ushort)tex_h;
2299 GL_textures_in_frame += t->size;
2301 GL_textures_in += t->size;
2307 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2311 int final_w, final_h;
2315 // setup texture/bitmap flags
2317 switch(bitmap_type){
2318 case TCACHE_TYPE_AABITMAP:
2319 flags |= BMP_AABITMAP;
2322 case TCACHE_TYPE_NORMAL:
2323 flags |= BMP_TEX_OTHER;
2324 case TCACHE_TYPE_XPARENT:
2325 flags |= BMP_TEX_XPARENT;
2327 case TCACHE_TYPE_NONDARKENING:
2329 flags |= BMP_TEX_NONDARK;
2333 // lock the bitmap into the proper format
2334 bmp = bm_lock(bitmap_handle, bpp, flags);
2335 if ( bmp == NULL ) {
2336 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2345 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2346 // max_w /= D3D_texture_divider;
2347 // max_h /= D3D_texture_divider;
2349 // Detail.debris_culling goes from 0 to 4.
2350 max_w /= (16 >> Detail.hardware_textures);
2351 max_h /= (16 >> Detail.hardware_textures);
2355 // get final texture size as it will be allocated as a DD surface
2356 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2358 // if this tcache slot has no bitmap
2359 if ( tslot->bitmap_id < 0) {
2362 // different bitmap altogether - determine if the new one can use the old one's slot
2363 else if (tslot->bitmap_id != bitmap_handle) {
2364 if((final_w == tslot->w) && (final_h == tslot->h)){
2366 //ml_printf("Reloading texture %d\n", bitmap_handle);
2373 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);
2375 // unlock the bitmap
2376 bm_unlock(bitmap_handle);
2381 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2385 int final_w, final_h;
2386 int section_x, section_y;
2389 // setup texture/bitmap flags
2390 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2391 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2392 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2394 flags = BMP_TEX_XPARENT;
2396 // lock the bitmap in the proper format
2397 bmp = bm_lock(bitmap_handle, 16, flags);
2398 if ( bmp == NULL ) {
2399 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2402 // determine the width and height of this section
2403 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2405 // get final texture size as it will be allocated as an opengl texture
2406 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2408 // if this tcache slot has no bitmap
2409 if ( tslot->bitmap_id < 0) {
2412 // different bitmap altogether - determine if the new one can use the old one's slot
2413 else if (tslot->bitmap_id != bitmap_handle) {
2414 if((final_w == tslot->w) && (final_h == tslot->h)){
2422 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);
2424 // unlock the bitmap
2425 bm_unlock(bitmap_handle);
2431 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2432 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)
2441 GL_last_bitmap_id = -1;
2445 if ( GL_last_detail != Detail.hardware_textures ) {
2446 GL_last_detail = Detail.hardware_textures;
2447 opengl_tcache_flush();
2454 int n = bm_get_cache_slot (bitmap_id, 1);
2455 tcache_slot_opengl *t = &Textures[n];
2457 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)) {
2458 t->used_this_frame++;
2460 // mark all children as used
2461 if(GL_texture_sections){
2462 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2463 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2464 if(t->data_sections[idx][s_idx] != NULL){
2465 t->data_sections[idx][s_idx]->used_this_frame++;
2471 *u_scale = t->u_scale;
2472 *v_scale = t->v_scale;
2476 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2477 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2478 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2484 // if the texture sections haven't been created yet
2485 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2487 // lock the bitmap in the proper format
2488 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2489 bm_unlock(bitmap_id);
2491 // now lets do something for each texture
2493 for(idx=0; idx<bmp->sections.num_x; idx++){
2494 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2495 // hmm. i'd rather we didn't have to do it this way...
2496 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2500 // not used this frame
2501 t->data_sections[idx][s_idx]->used_this_frame = 0;
2505 // zero out pretty much everything in the parent struct since he's just the root
2506 t->bitmap_id = bitmap_id;
2507 t->texture_handle = 0;
2508 t->time_created = t->data_sections[sx][sy]->time_created;
2509 t->used_this_frame = 0;
2511 t->vram_texture = NULL;
2512 t->vram_texture_surface = NULL
2516 // argh. we failed to upload. free anything we can
2518 opengl_free_texture(t);
2520 // swap in the texture we want
2522 t = t->data_sections[sx][sy];
2525 // all other "normal" textures
2526 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2527 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2530 // everything went ok
2531 if(ret_val && (t->texture_handle) && !vram_full){
2532 *u_scale = t->u_scale;
2533 *v_scale = t->v_scale;
2535 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2537 GL_last_bitmap_id = t->bitmap_id;
2538 GL_last_bitmap_type = bitmap_type;
2539 GL_last_section_x = sx;
2540 GL_last_section_y = sy;
2542 t->used_this_frame++;
2546 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2553 void gr_opengl_set_clear_color(int r, int g, int b)
2555 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2558 void gr_opengl_flash(int r, int g, int b)
2564 if ( r || g || b ) {
2565 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2567 float x1, x2, y1, y2;
2568 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2569 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2570 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2571 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2573 glColor4ub(r, g, b, 255);
2575 glVertex3f (x1, y2, -0.99);
2577 glVertex3f (x2, y2, -0.99);
2579 glVertex3f (x2, y1, -0.99);
2581 glVertex3f (x1, y1, -0.99);
2586 int gr_opengl_zbuffer_get()
2588 if ( !gr_global_zbuffering ) {
2589 return GR_ZBUFF_NONE;
2591 return gr_zbuffering_mode;
2594 int gr_opengl_zbuffer_set(int mode)
2596 int tmp = gr_zbuffering_mode;
2598 gr_zbuffering_mode = mode;
2600 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2608 void gr_opengl_zbuffer_clear(int mode)
2612 gr_zbuffering_mode = GR_ZBUFF_FULL;
2613 gr_global_zbuffering = 1;
2615 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2616 glClear ( GL_DEPTH_BUFFER_BIT );
2619 gr_zbuffering_mode = GR_ZBUFF_NONE;
2620 gr_global_zbuffering = 0;
2624 void gr_opengl_set_gamma(float gamma)
2627 Gr_gamma_int = int (Gr_gamma*10);
2629 // Create the Gamma lookup table
2631 for (i=0;i<256; i++) {
2632 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2635 } else if ( v < 0 ) {
2638 Gr_gamma_lookup[i] = v;
2641 // Flush any existing textures
2642 opengl_tcache_flush();
2645 void gr_opengl_fade_in(int instantaneous)
2650 void gr_opengl_fade_out(int instantaneous)
2655 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2658 glReadBuffer(GL_FRONT);
2660 glReadBuffer(GL_BACK);
2666 // glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2669 int gr_opengl_save_screen()
2673 if ( Gr_saved_screen ) {
2674 mprintf(( "Screen alread saved!\n" ));
2678 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2679 if (!Gr_saved_screen) {
2680 mprintf(( "Couldn't get memory for saved screen!\n" ));
2686 gr_opengl_get_region(1, gr_screen.max_w, gr_screen.max_h, (ubyte *)Gr_saved_screen);
2691 void gr_opengl_restore_screen(int id)
2695 if ( !Gr_saved_screen ) {
2703 // glDrawPixels(gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen);
2706 void gr_opengl_free_screen(int id)
2708 if ( Gr_saved_screen ) {
2709 free( Gr_saved_screen );
2710 Gr_saved_screen = NULL;
2714 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2719 void gr_opengl_dump_frame_stop()
2724 void gr_opengl_dump_frame()
2729 uint gr_opengl_lock()
2736 void gr_opengl_unlock()
2740 void opengl_zbias(int bias)
2743 glEnable(GL_POLYGON_OFFSET_FILL);
2744 glPolygonOffset(0, -bias*2);
2746 glDisable(GL_POLYGON_OFFSET_FILL);
2750 extern char *Osreg_title;
2751 void gr_opengl_init()
2754 gr_opengl_cleanup();
2758 mprintf(( "Initializing opengl graphics device...\n" ));
2762 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2764 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2770 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2771 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2772 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2773 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2774 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2776 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2778 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2782 SDL_WM_SetCaption (Osreg_title, "FS2");
2784 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2786 glMatrixMode(GL_PROJECTION);
2788 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2789 glMatrixMode(GL_MODELVIEW);
2792 glShadeModel(GL_SMOOTH);
2793 glEnable(GL_DITHER);
2794 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2795 glHint(GL_FOG_HINT, GL_NICEST);
2797 glEnable(GL_DEPTH_TEST);
2800 glEnable(GL_TEXTURE_2D);
2802 glDepthRange(0.0, 1.0);
2804 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2806 //glGenTextures(1, &bitmapTex);
2807 //glBindTexture(GL_TEXTURE_2D, bitmapTex);
2808 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2809 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2810 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2811 //bitmapMem = (GLubyte *)malloc(256*256*4);
2812 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2814 D3D_32bit = 1; // grd3d.cpp
2815 extern int D3D_enabled;
2818 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2819 1 = use secondary color ext
2820 2 = use opengl linear fog
2822 D3D_fog_mode = 2; // grd3d.cpp
2826 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2836 Gr_red.mask = 0xff0000;
2841 Gr_green.mask = 0xff00;
2846 Gr_blue.mask = 0xff;
2854 Gr_red.mask = 0x7C00;
2859 Gr_green.mask = 0x3E0;
2864 Gr_blue.mask = 0x1F;
2872 Gr_red.mask = 0xF800;
2877 Gr_green.mask = 0x7E0;
2882 Gr_blue.mask = 0x1F;
2891 Gr_red.mask = 0xff0000;
2896 Gr_green.mask = 0xff00;
2901 Gr_blue.mask = 0xff;
2906 Int3(); // Illegal bpp
2909 // DDOI - set these so no one else does!
2910 Gr_ta_red.mask = 0x0f00;
2911 Gr_ta_red.shift = 8;
2912 Gr_ta_red.scale = 16;
2914 Gr_ta_green.mask = 0x00f0;
2915 Gr_ta_green.shift = 4;
2916 Gr_ta_green.scale = 16;
2918 Gr_ta_blue.mask = 0x000f;
2919 Gr_ta_blue.shift = 0;
2920 Gr_ta_blue.scale = 16;
2922 Gr_ta_alpha.mask = 0xf000;
2923 Gr_ta_alpha.shift = 12;
2924 Gr_ta_alpha.scale = 16;
2927 opengl_tcache_init (1);
2930 Gr_current_red = &Gr_red;
2931 Gr_current_blue = &Gr_blue;
2932 Gr_current_green = &Gr_green;
2933 Gr_current_alpha = &Gr_alpha;
2935 gr_screen.gf_flip = gr_opengl_flip;
2936 gr_screen.gf_flip_window = gr_opengl_flip_window;
2937 gr_screen.gf_set_clip = gr_opengl_set_clip;
2938 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2939 gr_screen.gf_set_font = grx_set_font;
2941 gr_screen.gf_set_color = gr_opengl_set_color;
2942 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2943 gr_screen.gf_create_shader = gr_opengl_create_shader;
2944 gr_screen.gf_set_shader = gr_opengl_set_shader;
2945 gr_screen.gf_clear = gr_opengl_clear;
2946 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2947 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2948 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2949 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2951 gr_screen.gf_rect = gr_opengl_rect;
2952 gr_screen.gf_shade = gr_opengl_shade;
2953 gr_screen.gf_string = gr_opengl_string;
2954 gr_screen.gf_circle = gr_opengl_circle;
2956 gr_screen.gf_line = gr_opengl_line;
2957 gr_screen.gf_aaline = gr_opengl_aaline;
2958 gr_screen.gf_pixel = gr_opengl_pixel;
2959 gr_screen.gf_scaler = gr_opengl_scaler;
2960 gr_screen.gf_tmapper = gr_opengl_tmapper;
2962 gr_screen.gf_gradient = gr_opengl_gradient;
2964 gr_screen.gf_set_palette = gr_opengl_set_palette;
2965 gr_screen.gf_get_color = gr_opengl_get_color;
2966 gr_screen.gf_init_color = gr_opengl_init_color;
2967 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2968 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2969 gr_screen.gf_print_screen = gr_opengl_print_screen;
2971 gr_screen.gf_fade_in = gr_opengl_fade_in;
2972 gr_screen.gf_fade_out = gr_opengl_fade_out;
2973 gr_screen.gf_flash = gr_opengl_flash;
2975 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2976 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2977 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2979 gr_screen.gf_save_screen = gr_opengl_save_screen;
2980 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2981 gr_screen.gf_free_screen = gr_opengl_free_screen;
2983 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2984 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2985 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2987 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2989 gr_screen.gf_lock = gr_opengl_lock;
2990 gr_screen.gf_unlock = gr_opengl_unlock;
2992 gr_screen.gf_fog_set = gr_opengl_fog_set;
2994 gr_screen.gf_get_region = gr_opengl_get_region;
2996 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2998 gr_screen.gf_set_cull = gr_opengl_set_cull;
3000 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3002 gr_screen.gf_filter_set = gr_opengl_filter_set;
3004 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3006 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;