2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.35 2002/05/31 22:36:12 relnev
13 * Revision 1.34 2002/05/31 22:15:22 relnev
16 * Revision 1.33 2002/05/31 22:04:55 relnev
17 * use d3d rect_internal
19 * Revision 1.32 2002/05/31 06:28:23 relnev
22 * Revision 1.31 2002/05/31 06:04:39 relnev
25 * Revision 1.30 2002/05/31 03:56:11 theoddone33
26 * Change tmapper polygon winding and enable culling
28 * Revision 1.29 2002/05/31 03:34:02 theoddone33
32 * Revision 1.28 2002/05/31 00:06:59 relnev
35 * Revision 1.27 2002/05/30 23:46:29 theoddone33
36 * some minor key changes (not necessarily fixes)
38 * Revision 1.26 2002/05/30 23:33:12 relnev
39 * implemented a few more functions.
41 * Revision 1.25 2002/05/30 23:01:16 relnev
42 * implement gr_opengl_set_state.
44 * Revision 1.24 2002/05/30 22:12:57 relnev
45 * finish default texture case
47 * Revision 1.23 2002/05/30 22:02:30 theoddone33
50 * Revision 1.22 2002/05/30 21:44:48 relnev
51 * implemented some missing texture stuff.
53 * enable bitmap polys for opengl.
55 * work around greenness in bitmaps.
57 * Revision 1.21 2002/05/30 17:29:30 theoddone33
58 * Fix some more stubs, change at least one polygon winding since culling is now
61 * Revision 1.20 2002/05/30 16:50:24 theoddone33
62 * Keyboard partially fixed
64 * Revision 1.19 2002/05/30 08:13:14 relnev
67 * Revision 1.18 2002/05/29 23:37:36 relnev
70 * Revision 1.17 2002/05/29 23:17:49 theoddone33
71 * Non working text code and fixed keys
73 * Revision 1.16 2002/05/29 19:45:13 theoddone33
74 * More changes on texture loading
76 * Revision 1.15 2002/05/29 19:06:48 theoddone33
77 * Enable string printing. Enable texture mapping
79 * Revision 1.14 2002/05/29 08:54:40 relnev
80 * "fixed" bitmap drawing.
82 * copied more d3d code over.
84 * Revision 1.13 2002/05/29 06:25:13 theoddone33
85 * Keyboard input, mouse tracking now work
87 * Revision 1.12 2002/05/29 04:52:45 relnev
90 * Revision 1.11 2002/05/29 04:29:56 relnev
91 * removed some unncessary stubbing, implemented opengl rect
93 * Revision 1.10 2002/05/29 04:13:27 theoddone33
96 * Revision 1.9 2002/05/29 03:35:51 relnev
99 * Revision 1.8 2002/05/29 03:30:05 relnev
100 * update opengl stubs
102 * Revision 1.7 2002/05/29 02:52:32 theoddone33
103 * Enable OpenGL renderer
105 * Revision 1.6 2002/05/28 04:56:51 theoddone33
106 * runs a little bit now
108 * Revision 1.5 2002/05/28 04:07:28 theoddone33
109 * New graphics stubbing arrangement
111 * Revision 1.4 2002/05/27 23:39:34 relnev
114 * Revision 1.3 2002/05/27 22:35:01 theoddone33
117 * Revision 1.2 2002/05/27 22:32:02 theoddone33
118 * throw all d3d stuff at opengl
120 * Revision 1.1.1.1 2002/05/03 03:28:09 root
124 * 10 7/14/99 9:42a Dave
125 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
128 * 9 7/09/99 9:51a Dave
129 * Added thick polyline code.
131 * 8 6/29/99 10:35a Dave
132 * Interface polygon bitmaps! Whee!
134 * 7 2/03/99 11:44a Dave
135 * Fixed d3d transparent textures.
137 * 6 1/24/99 11:37p Dave
138 * First full rev of beam weapons. Very customizable. Removed some bogus
139 * Int3()'s in low level net code.
141 * 5 12/18/98 1:13a Dave
142 * Rough 1024x768 support for Direct3D. Proper detection and usage through
145 * 4 12/06/98 2:36p Dave
146 * Drastically improved nebula fogging.
148 * 3 11/11/98 5:37p Dave
149 * Checkin for multiplayer testing.
151 * 2 10/07/98 10:53a Dave
154 * 1 10/07/98 10:49a Dave
156 * 14 5/20/98 9:46p John
157 * added code so the places in code that change half the palette don't
158 * have to clear the screen.
160 * 13 5/06/98 5:30p John
161 * Removed unused cfilearchiver. Removed/replaced some unused/little used
162 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
163 * DirectX header files and libs that fixed the Direct3D alpha blending
166 * 12 4/14/98 12:15p John
167 * Made 16-bpp movies work.
169 * 11 3/12/98 5:36p John
170 * Took out any unused shaders. Made shader code take rgbc instead of
171 * matrix and vector since noone used it like a matrix and it would have
172 * been impossible to do in hardware. Made Glide implement a basic
173 * shader for online help.
175 * 10 3/10/98 4:18p John
176 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
177 * & Glide have popups and print screen. Took out all >8bpp software
178 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
179 * support Fred. Made zbuffering key off of functions rather than one
182 * 9 12/02/97 4:00p John
183 * Added first rev of thruster glow, along with variable levels of
184 * translucency, which retquired some restructing of palman.
186 * 8 10/03/97 9:10a John
187 * added better antialiased line drawer
189 * 7 9/23/97 10:45a John
190 * made so you can tell bitblt code to rle a bitmap by passing flag to
193 * 6 9/09/97 11:01a Sandeep
194 * fixed warning level 4 bugs
196 * 5 7/10/97 2:06p John
197 * added code to specify alphablending type for bitmaps.
199 * 4 6/17/97 7:04p John
200 * added d3d support for gradients.
201 * fixed some color bugs by adding screen signatures instead of watching
202 * flags and palette changes.
204 * 3 6/12/97 2:50a Lawrance
205 * bm_unlock() now passed bitmap number, not pointer
207 * 2 6/11/97 1:12p John
208 * Started fixing all the text colors in the game.
210 * 1 5/12/97 12:14p John
217 #include <windowsx.h>
226 #include "floating.h"
228 #include "grinternal.h"
229 #include "gropengl.h"
233 static int Inited = 0;
235 //static GLuint bitmapTex;
236 //static GLubyte *bitmapMem;
238 typedef enum gr_texture_source {
240 TEXTURE_SOURCE_DECAL,
241 TEXTURE_SOURCE_NO_FILTERING,
244 typedef enum gr_alpha_blend {
245 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
246 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
247 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
248 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
251 typedef enum gr_zbuffer_type {
258 float z_mult = 30000.0f;
259 #define NEBULA_COLORS 20
261 static char *Gr_saved_screen = NULL;
264 // Throw in some dummy functions - DDOI
266 int D3D_32bit = 0; // grd3d.cpp
267 int D3D_fog_mode = -1; // grd3d.cpp
268 int D3D_inited = 0; // grd3d.cpp
269 int D3D_zbias = 1; // grd3d.cpp
270 int D3d_rendition_uvs = 0; // grd3d.cpp
272 void gr_dd_activate(int active) // grdirectdraw.cpp
277 void gr_directdraw_cleanup() // grdirectdraw.cpp
282 void gr_directdraw_force_windowed() // grdirectdraw.cpp
287 void gr_directdraw_init()
292 extern int gr_opengl_preload (int x, int y);
293 int gr_d3d_preload (int x, int y)
295 return gr_opengl_preload(x, y);
298 void d3d_start_frame()
303 void d3d_stop_frame()
313 void d3d_zbias (int a)
319 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
322 case TEXTURE_SOURCE_NONE:
323 glBindTexture(GL_TEXTURE_2D, 0);
324 gr_tcache_set(-1, -1, NULL, NULL );
326 case TEXTURE_SOURCE_DECAL:
327 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
328 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
329 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
331 case TEXTURE_SOURCE_NO_FILTERING:
332 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
333 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
334 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
341 case ALPHA_BLEND_NONE:
342 glBlendFunc(GL_ONE, GL_ZERO);
344 case ALPHA_BLEND_ALPHA_ADDITIVE:
345 glBlendFunc(GL_ONE, GL_ONE);
347 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
348 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
350 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
351 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
358 case ZBUFFER_TYPE_NONE:
359 glDepthFunc(GL_ALWAYS);
360 glDepthMask(GL_FALSE);
362 case ZBUFFER_TYPE_READ:
363 glDepthFunc(GL_LESS);
364 glDepthMask(GL_FALSE);
366 case ZBUFFER_TYPE_WRITE:
367 glDepthFunc(GL_ALWAYS);
368 glDepthMask(GL_TRUE);
370 case ZBUFFER_TYPE_FULL:
371 glDepthFunc(GL_LESS);
372 glDepthMask(GL_TRUE);
379 void gr_opengl_activate(int b)
385 void opengl_tcache_flush ();
387 void gr_opengl_preload_init()
389 if (gr_screen.mode != GR_OPENGL) {
393 opengl_tcache_flush ();
396 int GL_should_preload = 0;
397 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
399 if ( gr_screen.mode != GR_OPENGL) {
403 if ( !GL_should_preload ) {
407 float u_scale, v_scale;
411 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
413 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
417 mprintf(("Texture upload failed!\n" ));
423 void gr_opengl_pixel(int x, int y)
428 void gr_opengl_clear()
430 glClearColor(gr_screen.current_clear_color.red / 255.0,
431 gr_screen.current_clear_color.red / 255.0,
432 gr_screen.current_clear_color.red / 255.0, 1.0);
434 glClear ( GL_COLOR_BUFFER_BIT );
437 void opengl_tcache_frame ();
438 void gr_opengl_flip()
442 SDL_GL_SwapBuffers ();
444 opengl_tcache_frame ();
447 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
452 void gr_opengl_set_clip(int x,int y,int w,int h)
454 // check for sanity of parameters
460 if (x >= gr_screen.max_w)
461 x = gr_screen.max_w - 1;
462 if (y >= gr_screen.max_h)
463 y = gr_screen.max_h - 1;
465 if (x + w > gr_screen.max_w)
466 w = gr_screen.max_w - x;
467 if (y + h > gr_screen.max_h)
468 h = gr_screen.max_h - y;
470 if (w > gr_screen.max_w)
472 if (h > gr_screen.max_h)
475 gr_screen.offset_x = x;
476 gr_screen.offset_y = y;
477 gr_screen.clip_left = 0;
478 gr_screen.clip_right = w-1;
479 gr_screen.clip_top = 0;
480 gr_screen.clip_bottom = h-1;
481 gr_screen.clip_width = w;
482 gr_screen.clip_height = h;
484 // glViewport(x, y, w, h);
487 void gr_opengl_reset_clip()
489 gr_screen.offset_x = 0;
490 gr_screen.offset_y = 0;
491 gr_screen.clip_left = 0;
492 gr_screen.clip_top = 0;
493 gr_screen.clip_right = gr_screen.max_w - 1;
494 gr_screen.clip_bottom = gr_screen.max_h - 1;
495 gr_screen.clip_width = gr_screen.max_w;
496 gr_screen.clip_height = gr_screen.max_h;
498 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
501 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
503 gr_screen.current_alpha = alpha;
504 gr_screen.current_alphablend_mode = alphablend_mode;
505 gr_screen.current_bitblt_mode = bitblt_mode;
506 gr_screen.current_bitmap = bitmap_num;
508 gr_screen.current_bitmap_sx = sx;
509 gr_screen.current_bitmap_sy = sy;
512 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
514 shade->screen_sig = gr_screen.signature;
521 void gr_opengl_set_shader( shader * shade )
524 if (shade->screen_sig != gr_screen.signature) {
525 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
527 gr_screen.current_shader = *shade;
529 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
534 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
536 STUB_FUNCTION; /* who called me? */
539 extern int GL_last_bitmap_id;
540 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
544 GLubyte *sptr, *dptr;
548 int cw = min(bmp->w, w);
549 int ch = min(bmp->h, h);
551 GL_last_bitmap_id = -1; /* HACK! */
553 glColor4f(1.0, 1.0, 1.0, 1.0);
554 glBindTexture(GL_TEXTURE_2D, bitmapTex);
557 for (iy = sy; iy < ch; iy += 256) {
559 ih = min(256, (ch-iy));
561 for (ix = sx; ix < cw; ix += 256) {
563 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
565 iw = min(256, (cw-ix));
571 memcpy(dptr, sptr, iw*2);
579 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
589 t = (float)ih / 256.0;
594 s = (float)iw / 256.0;
595 t = (float)ih / 256.0;
600 s = (float)iw / 256.0;
612 bm_unlock(gr_screen.current_bitmap);
617 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
624 int dx1=x, dx2=x+w-1;
625 int dy1=y, dy2=y+h-1;
628 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
633 if ( count > 1 ) Int3();
637 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
638 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
639 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
640 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
641 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
642 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
669 if ( w < 1 ) return; // clipped away!
670 if ( h < 1 ) return; // clipped away!
674 // Make sure clipping algorithm works
678 Assert( w == (dx2-dx1+1) );
679 Assert( h == (dy2-dy1+1) );
682 Assert( sx+w <= bw );
683 Assert( sy+h <= bh );
684 Assert( dx2 >= dx1 );
685 Assert( dy2 >= dy1 );
686 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
687 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
688 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
689 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
692 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
693 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
695 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
698 void gr_opengl_bitmap(int x, int y)
702 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
703 int dx1=x, dx2=x+w-1;
704 int dy1=y, dy2=y+h-1;
707 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
708 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
709 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
710 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
711 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
712 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
714 if ( sx < 0 ) return;
715 if ( sy < 0 ) return;
716 if ( sx >= w ) return;
717 if ( sy >= h ) return;
719 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
721 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
724 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
728 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
730 saved_zbuf = gr_zbuffer_get();
732 // start the frame, no zbuffering, no culling
734 gr_zbuffer_set(GR_ZBUFF_NONE);
743 v[0].flags = PF_PROJECTED;
750 v[1].sx = i2fl(x + w);
755 v[1].flags = PF_PROJECTED;
762 v[2].sx = i2fl(x + w);
763 v[2].sy = i2fl(y + h);
767 v[2].flags = PF_PROJECTED;
775 v[3].sy = i2fl(y + h);
779 v[3].flags = PF_PROJECTED;
787 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
791 // restore zbuffer and culling
792 gr_zbuffer_set(saved_zbuf);
796 void gr_opengl_rect(int x,int y,int w,int h)
798 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);
801 void gr_opengl_shade(int x,int y,int w,int h)
808 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
809 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
810 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
811 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
812 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
813 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
814 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
815 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
817 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
820 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
825 if ( !gr_screen.current_color.is_alphacolor ) return;
827 float u_scale, v_scale;
829 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
831 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
832 // Couldn't set texture
833 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
837 float u0, u1, v0, v1;
838 float x1, x2, y1, y2;
841 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
843 u0 = u_scale*i2fl(sx)/i2fl(bw);
844 v0 = v_scale*i2fl(sy)/i2fl(bh);
846 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
847 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
849 x1 = i2fl(x+gr_screen.offset_x);
850 y1 = i2fl(y+gr_screen.offset_y);
851 x2 = i2fl(x+w+gr_screen.offset_x);
852 y2 = i2fl(y+h+gr_screen.offset_y);
854 if ( gr_screen.current_color.is_alphacolor ) {
855 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
857 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
861 glTexCoord2f (u0, v1);
862 glVertex3f (x1, y2, -0.99);
864 glTexCoord2f (u1, v1);
865 glVertex3f (x2, y2, -0.99);
867 glTexCoord2f (u1, v0);
868 glVertex3f (x2, y1, -0.99);
870 glTexCoord2f (u0, v0);
871 glVertex3f (x1, y1, -0.99);
875 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
882 int dx1=x, dx2=x+w-1;
883 int dy1=y, dy2=y+h-1;
886 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
891 if ( count > 1 ) Int3();
895 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
896 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
897 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
898 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
899 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
900 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
927 if ( w < 1 ) return; // clipped away!
928 if ( h < 1 ) return; // clipped away!
932 // Make sure clipping algorithm works
936 Assert( w == (dx2-dx1+1) );
937 Assert( h == (dy2-dy1+1) );
940 Assert( sx+w <= bw );
941 Assert( sy+h <= bh );
942 Assert( dx2 >= dx1 );
943 Assert( dy2 >= dy1 );
944 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
945 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
946 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
947 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
950 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
951 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
954 void gr_opengl_aabitmap(int x, int y)
958 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
959 int dx1=x, dx2=x+w-1;
960 int dy1=y, dy2=y+h-1;
963 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
964 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
965 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
966 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
967 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
968 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
970 if ( sx < 0 ) return;
971 if ( sy < 0 ) return;
972 if ( sx >= w ) return;
973 if ( sy >= h ) return;
975 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
976 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
980 void gr_opengl_string( int sx, int sy, char *s )
982 int width, spacing, letter;
985 if ( !Current_font ) {
989 gr_set_bitmap(Current_font->bitmap_id);
994 if (sx==0x8000) { //centered
995 x = get_centered_x(s);
1005 while (*s== '\n' ) {
1007 y += Current_font->h;
1008 if (sx==0x8000) { //centered
1009 x = get_centered_x(s);
1014 if (*s == 0 ) break;
1016 letter = get_char_width(s[0],s[1],&width,&spacing);
1019 //not in font, draw as space
1027 // Check if this character is totally clipped
1028 if ( x + width < gr_screen.clip_left ) continue;
1029 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1030 if ( x > gr_screen.clip_right ) continue;
1031 if ( y > gr_screen.clip_bottom ) continue;
1034 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1035 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1039 wc = width - xd; hc = Current_font->h - yd;
1040 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1041 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1043 if ( wc < 1 ) continue;
1044 if ( hc < 1 ) continue;
1046 int u = Current_font->bm_u[letter];
1047 int v = Current_font->bm_v[letter];
1049 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1053 void gr_opengl_line(int x1,int y1,int x2,int y2)
1055 int clipped = 0, swapped=0;
1057 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1059 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);
1062 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1063 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1064 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1068 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1070 int clipped = 0, swapped=0;
1072 if ( !gr_screen.current_color.is_alphacolor ) {
1073 gr_line( x1, y1, x2, y2 );
1077 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);
1079 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1082 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1083 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1084 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0);
1085 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1089 void gr_opengl_circle( int xc, int yc, int d )
1099 if ( (xc+r) < gr_screen.clip_left ) return;
1100 if ( (xc-r) > gr_screen.clip_right ) return;
1101 if ( (yc+r) < gr_screen.clip_top ) return;
1102 if ( (yc-r) > gr_screen.clip_bottom ) return;
1105 // Draw the first octant
1106 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1107 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1112 // Draw the second octant
1113 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1114 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1122 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1123 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1128 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1132 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1133 if (f_float < 0.0f) {
1141 *a = (int)(f_float * 255.0);
1144 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1147 float u_scale = 1.0f, v_scale = 1.0f;
1149 // Make nebula use the texture mapper... this blends the colors better.
1150 if ( flags & TMAP_FLAG_NEBULA ){
1154 gr_texture_source texture_source = (gr_texture_source)-1;
1155 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1156 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1158 if ( gr_zbuffering ) {
1159 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1160 zbuffer_type = ZBUFFER_TYPE_READ;
1162 zbuffer_type = ZBUFFER_TYPE_FULL;
1165 zbuffer_type = ZBUFFER_TYPE_NONE;
1170 int tmap_type = TCACHE_TYPE_NORMAL;
1174 if ( flags & TMAP_FLAG_TEXTURED ) {
1177 r = gr_screen.current_color.red;
1178 g = gr_screen.current_color.green;
1179 b = gr_screen.current_color.blue;
1182 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1185 tmap_type = TCACHE_TYPE_NORMAL;
1186 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1188 // Blend with screen pixel using src*alpha+dst
1189 float factor = gr_screen.current_alpha;
1193 if ( factor <= 1.0f ) {
1194 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1195 r = (r*tmp_alpha)/255;
1196 g = (g*tmp_alpha)/255;
1197 b = (b*tmp_alpha)/255;
1200 tmap_type = TCACHE_TYPE_XPARENT;
1202 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1204 // Blend with screen pixel using src*alpha+dst
1205 float factor = gr_screen.current_alpha;
1207 if ( factor > 1.0f ) {
1210 alpha = fl2i(gr_screen.current_alpha*255.0f);
1214 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1215 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1217 alpha_blend = ALPHA_BLEND_NONE;
1222 if(flags & TMAP_FLAG_BITMAP_SECTION){
1223 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1226 texture_source = TEXTURE_SOURCE_NONE;
1228 if ( flags & TMAP_FLAG_TEXTURED ) {
1229 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 ))
1231 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1235 // use nonfiltered textures for bitmap sections
1236 if(flags & TMAP_FLAG_BITMAP_SECTION){
1237 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1239 texture_source = TEXTURE_SOURCE_DECAL;
1244 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1246 if ( flags & TMAP_FLAG_TEXTURED )
1252 if (flags & TMAP_FLAG_PIXEL_FOG) {
1258 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1260 vertex * va = verts[i];
1264 x = fl2i(va->sx*16.0f);
1265 y = fl2i(va->sy*16.0f);
1267 x += gr_screen.offset_x*16;
1268 y += gr_screen.offset_y*16;
1270 sx = i2fl(x) / 16.0f;
1271 sy = i2fl(y) / 16.0f;
1273 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1284 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1287 glBegin(GL_TRIANGLE_FAN);
1288 for (i = nv-1; i >= 0; i--) {
1289 vertex * va = verts[i];
1290 float sx, sy, sz, sw;
1295 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1296 sz = 1.0 - 1.0 / va->z;
1304 if ( flags & TMAP_FLAG_CORRECT ) {
1310 if (flags & TMAP_FLAG_ALPHA) {
1316 if (flags & TMAP_FLAG_NEBULA ) {
1317 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1318 r = gr_palette[pal*3+0];
1319 g = gr_palette[pal*3+1];
1320 b = gr_palette[pal*3+2];
1321 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1322 r = Gr_gamma_lookup[verts[i]->b];
1323 g = Gr_gamma_lookup[verts[i]->b];
1324 b = Gr_gamma_lookup[verts[i]->b];
1325 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1326 // Make 0.75 be 256.0f
1327 r = Gr_gamma_lookup[verts[i]->r];
1328 g = Gr_gamma_lookup[verts[i]->g];
1329 b = Gr_gamma_lookup[verts[i]->b];
1331 // use constant RGB values...
1333 glColor4ub (r,g,b,a);
1335 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1338 /* this is for GL_EXT_SECONDARY_COLOR */
1339 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1340 /* do separate color call here */
1346 x = fl2i(va->sx*16.0f);
1347 y = fl2i(va->sy*16.0f);
1349 x += gr_screen.offset_x*16;
1350 y += gr_screen.offset_y*16;
1352 sx = i2fl(x) / 16.0f;
1353 sy = i2fl(y) / 16.0f;
1355 if ( flags & TMAP_FLAG_TEXTURED ) {
1358 glTexCoord2d(tu, tv);
1363 glVertex4d(sx/rhw, sy/rhw, -sz/rhw, sw/rhw);
1368 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1370 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1373 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1375 void gr_opengl_scaler(vertex *va, vertex *vb )
1377 float x0, y0, x1, y1;
1378 float u0, v0, u1, v1;
1379 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1380 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1381 float xmin, xmax, ymin, ymax;
1382 int dx0, dy0, dx1, dy1;
1384 //============= CLIP IT =====================
1386 x0 = va->sx; y0 = va->sy;
1387 x1 = vb->sx; y1 = vb->sy;
1389 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1390 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1392 u0 = va->u; v0 = va->v;
1393 u1 = vb->u; v1 = vb->v;
1395 // Check for obviously offscreen bitmaps...
1396 if ( (y1<=y0) || (x1<=x0) ) return;
1397 if ( (x1<xmin ) || (x0>xmax) ) return;
1398 if ( (y1<ymin ) || (y0>ymax) ) return;
1400 clipped_u0 = u0; clipped_v0 = v0;
1401 clipped_u1 = u1; clipped_v1 = v1;
1403 clipped_x0 = x0; clipped_y0 = y0;
1404 clipped_x1 = x1; clipped_y1 = y1;
1406 // Clip the left, moving u0 right as necessary
1408 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1412 // Clip the right, moving u1 left as necessary
1414 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1418 // Clip the top, moving v0 down as necessary
1420 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1424 // Clip the bottom, moving v1 up as necessary
1426 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1430 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1431 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1433 if (dx1<=dx0) return;
1434 if (dy1<=dy0) return;
1436 //============= DRAW IT =====================
1450 v[1].sx = clipped_x1;
1451 v[1].sy = clipped_y0;
1454 v[1].u = clipped_u1;
1455 v[1].v = clipped_v0;
1458 v[2].sx = clipped_x1;
1459 v[2].sy = clipped_y1;
1462 v[2].u = clipped_u1;
1463 v[2].v = clipped_v1;
1466 v[3].sx = clipped_x0;
1467 v[3].sy = clipped_y1;
1470 v[3].u = clipped_u0;
1471 v[3].v = clipped_v1;
1473 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1476 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1480 void gr_opengl_get_color( int * r, int * g, int * b )
1482 if (r) *r = gr_screen.current_color.red;
1483 if (g) *g = gr_screen.current_color.green;
1484 if (b) *b = gr_screen.current_color.blue;
1487 void gr_opengl_init_color(color *c, int r, int g, int b)
1489 c->screen_sig = gr_screen.signature;
1490 c->red = (unsigned char)r;
1491 c->green = (unsigned char)g;
1492 c->blue = (unsigned char)b;
1494 c->ac_type = AC_TYPE_NONE;
1496 c->is_alphacolor = 0;
1500 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1502 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1503 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1504 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1505 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1507 gr_opengl_init_color( clr, r, g, b );
1509 clr->alpha = (unsigned char)alpha;
1510 clr->ac_type = (ubyte)type;
1511 clr->alphacolor = -1;
1512 clr->is_alphacolor = 1;
1515 void gr_opengl_set_color( int r, int g, int b )
1517 Assert((r >= 0) && (r < 256));
1518 Assert((g >= 0) && (g < 256));
1519 Assert((b >= 0) && (b < 256));
1521 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1524 void gr_opengl_set_color_fast(color *dst)
1526 if ( dst->screen_sig != gr_screen.signature ) {
1527 if ( dst->is_alphacolor ) {
1528 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1530 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1533 gr_screen.current_color = *dst;
1536 void gr_opengl_print_screen(char *filename)
1541 int gr_opengl_supports_res_ingame(int res)
1548 int gr_opengl_supports_res_interface(int res)
1555 void opengl_tcache_cleanup ();
1556 void gr_opengl_cleanup()
1558 if ( !Inited ) return;
1565 opengl_tcache_cleanup ();
1570 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1572 Assert((r >= 0) && (r < 256));
1573 Assert((g >= 0) && (g < 256));
1574 Assert((b >= 0) && (b < 256));
1576 if (fog_mode == GR_FOGMODE_NONE) {
1577 if (gr_screen.current_fog_mode != fog_mode) {
1580 gr_screen.current_fog_mode = fog_mode;
1585 if (gr_screen.current_fog_mode != fog_mode) {
1588 if (D3D_fog_mode == 2) {
1589 glFogi(GL_FOG_MODE, GL_LINEAR);
1592 gr_screen.current_fog_mode = fog_mode;
1595 if ( (gr_screen.current_fog_color.red != r) ||
1596 (gr_screen.current_fog_color.green != g) ||
1597 (gr_screen.current_fog_color.blue != b) ) {
1600 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1602 fc[0] = (float)r/255.0;
1603 fc[1] = (float)g/255.0;
1604 fc[2] = (float)b/255.0;
1607 glFogfv(GL_FOG_COLOR, fc);
1610 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1611 ((fog_near != gr_screen.fog_near) ||
1612 (fog_far != gr_screen.fog_far)) ) {
1613 gr_screen.fog_near = fog_near;
1614 gr_screen.fog_far = fog_far;
1616 if (D3D_fog_mode == 2) {
1617 glFogf(GL_FOG_START, fog_near);
1618 glFogf(GL_FOG_END, fog_far);
1623 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1628 void gr_opengl_set_cull(int cull)
1631 // DDOI - disabled for debugging purposes
1632 glEnable (GL_CULL_FACE);
1633 glFrontFace (GL_CCW);
1635 glDisable (GL_CULL_FACE);
1639 void gr_opengl_filter_set(int filter)
1644 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1650 typedef struct tcache_slot_opengl {
1651 GLuint texture_handle;
1652 float u_scale, v_scale;
1655 char used_this_frame;
1660 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1661 tcache_slot_opengl *parent;
1662 } tcache_slot_opengl;
1664 static void *Texture_sections = NULL;
1665 tcache_slot_opengl *Textures = NULL;
1667 int GL_texture_sections = 0;
1668 int GL_texture_ram = 0;
1669 int GL_frame_count = 0;
1670 int GL_min_texture_width = 0;
1671 int GL_max_texture_width = 0;
1672 int GL_min_texture_height = 0;
1673 int GL_max_texture_height = 0;
1674 int GL_square_textures = 0;
1675 int GL_textures_in = 0;
1676 int GL_textures_in_frame = 0;
1677 int GL_last_bitmap_id = -1;
1678 int GL_last_detail = -1;
1679 int GL_last_bitmap_type = -1;
1680 int GL_last_section_x = -1;
1681 int GL_last_section_y = -1;
1685 void opengl_tcache_init (int use_sections)
1689 // DDOI - FIXME skipped a lot of stuff here
1690 GL_should_preload = 0;
1692 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1695 if ( tmp_pl == 0 ) {
1696 GL_should_preload = 0;
1697 } else if ( tmp_pl == 1 ) {
1698 GL_should_preload = 1;
1700 GL_should_preload = 1;
1705 GL_min_texture_width = 16;
1706 GL_min_texture_height = 16;
1707 GL_max_texture_width = 256;
1708 GL_max_texture_height = 256;
1710 GL_square_textures = 1;
1712 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1718 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1719 if(!Texture_sections){
1722 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1725 // Init the texture structures
1726 int section_count = 0;
1727 for( i=0; i<MAX_BITMAPS; i++ ) {
1729 Textures[i].vram_texture = NULL;
1730 Textures[i].vram_texture_surface = NULL;
1732 Textures[i].texture_handle = 0;
1734 Textures[i].bitmap_id = -1;
1735 Textures[i].size = 0;
1736 Textures[i].used_this_frame = 0;
1738 Textures[i].parent = NULL;
1740 // allocate sections
1742 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1743 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1744 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1745 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1747 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1748 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1750 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1751 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1752 Textures[i].data_sections[idx][s_idx]->size = 0;
1753 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1757 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1758 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1759 Textures[i].data_sections[idx][s_idx] = NULL;
1765 GL_texture_sections = use_sections;
1767 //GL_last_detail = Detail.hardware_textures;
1768 GL_last_bitmap_id = -1;
1769 GL_last_bitmap_type = -1;
1771 GL_last_section_x = -1;
1772 GL_last_section_y = -1;
1775 GL_textures_in_frame = 0;
1778 int opengl_free_texture (tcache_slot_opengl *t);
1780 void opengl_tcache_flush ()
1784 for( i=0; i<MAX_BITMAPS; i++ ) {
1785 opengl_free_texture ( &Textures[i] );
1787 if (GL_textures_in != 0) {
1788 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1792 GL_last_bitmap_id = -1;
1793 GL_last_section_x = -1;
1794 GL_last_section_y = -1;
1797 void opengl_tcache_cleanup ()
1799 opengl_tcache_flush ();
1802 GL_textures_in_frame = 0;
1809 if( Texture_sections != NULL ){
1810 free(Texture_sections);
1811 Texture_sections = NULL;
1815 void opengl_tcache_frame ()
1819 GL_last_bitmap_id = -1;
1820 GL_textures_in_frame = 0;
1825 for( i=0; i<MAX_BITMAPS; i++ ) {
1826 Textures[i].used_this_frame = 0;
1829 if(Textures[i].data_sections[0][0] != NULL){
1830 Assert(GL_texture_sections);
1831 if(GL_texture_sections){
1832 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1833 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1834 if(Textures[i].data_sections[idx][s_idx] != NULL){
1835 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1844 opengl_tcache_flush();
1849 int opengl_free_texture ( tcache_slot_opengl *t )
1855 if ( t->bitmap_id > -1 ) {
1856 // if I, or any of my children have been used this frame, bail
1857 if(t->used_this_frame){
1860 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1861 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1862 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1868 // ok, now we know its legal to free everything safely
1869 glDeleteTextures (1, &t->texture_handle);
1870 t->texture_handle = 0;
1872 if ( GL_last_bitmap_id == t->bitmap_id ) {
1873 GL_last_bitmap_id = -1;
1876 // if this guy has children, free them too, since the children
1877 // actually make up his size
1878 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1879 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1880 if(t->data_sections[idx][s_idx] != NULL){
1881 opengl_free_texture(t->data_sections[idx][s_idx]);
1887 t->used_this_frame = 0;
1888 GL_textures_in -= t->size;
1894 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1899 if((w_out == NULL) || (h_out == NULL)){
1909 for (i=0; i<16; i++ ) {
1910 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1916 for (i=0; i<16; i++ ) {
1917 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1924 if ( tex_w < GL_min_texture_width ) {
1925 tex_w = GL_min_texture_width;
1926 } else if ( tex_w > GL_max_texture_width ) {
1927 tex_w = GL_max_texture_width;
1930 if ( tex_h < GL_min_texture_height ) {
1931 tex_h = GL_min_texture_height;
1932 } else if ( tex_h > GL_max_texture_height ) {
1933 tex_h = GL_max_texture_height;
1936 if ( GL_square_textures ) {
1938 // Make the both be equal to larger of the two
1939 new_size = max(tex_w, tex_h);
1944 // store the outgoing size
1949 // data == start of bitmap data
1950 // sx == x offset into bitmap
1951 // sy == y offset into bitmap
1952 // src_w == absolute width of section on source bitmap
1953 // src_h == absolute height of section on source bitmap
1954 // bmap_w == width of source bitmap
1955 // bmap_h == height of source bitmap
1956 // tex_w == width of final texture
1957 // tex_h == height of final texture
1958 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)
1967 if ( t->used_this_frame ) {
1968 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1973 if(!opengl_free_texture(t)){
1978 // get final texture size
1979 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1981 if ( (tex_w < 1) || (tex_h < 1) ) {
1982 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1986 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1987 t->u_scale = (float)bmap_w / (float)tex_w;
1988 t->v_scale = (float)bmap_h / (float)tex_h;
1989 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1990 t->u_scale = (float)src_w / (float)tex_w;
1991 t->v_scale = (float)src_h / (float)tex_h;
1997 glGenTextures (1, &t->texture_handle);
1998 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2000 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2001 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2002 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2003 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2005 switch (bitmap_type) {
2007 case TCACHE_TYPE_AABITMAP:
2010 ubyte *bmp_data = ((ubyte*)data);
2011 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2012 ubyte *texmemp = texmem;
2015 for (i=0; i<16; i++) {
2016 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2019 for ( ; i<256; i++ ) {
2023 for (i=0;i<tex_h;i++)
2025 for (j=0;j<tex_w;j++)
2027 if (i < bmap_h && j < bmap_w) {
2029 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2037 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2042 case TCACHE_TYPE_BITMAP_SECTION:
2045 ubyte *bmp_data = ((ubyte*)data);
2046 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2047 ubyte *texmemp = texmem;
2049 for (i=0;i<tex_h;i++)
2051 for (j=0;j<tex_w;j++)
2053 if (i < src_h && j < src_w) {
2054 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2055 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2062 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2063 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2071 ubyte *bmp_data = ((ubyte*)data);
2072 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2073 ubyte *texmemp = texmem;
2075 fix u, utmp, v, du, dv;
2079 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2080 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2082 for (j=0;j<tex_h;j++)
2085 for (i=0;i<tex_w;i++)
2087 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2088 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2093 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2094 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2102 t->bitmap_id = texture_handle;
2103 t->time_created = GL_frame_count;
2104 t->used_this_frame = 0;
2105 t->size = tex_w * tex_h * 2;
2106 t->w = (ushort)tex_w;
2107 t->h = (ushort)tex_h;
2108 GL_textures_in_frame += t->size;
2110 GL_textures_in += t->size;
2116 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2120 int final_w, final_h;
2124 // setup texture/bitmap flags
2126 switch(bitmap_type){
2127 case TCACHE_TYPE_AABITMAP:
2128 flags |= BMP_AABITMAP;
2131 case TCACHE_TYPE_NORMAL:
2132 flags |= BMP_TEX_OTHER;
2133 case TCACHE_TYPE_XPARENT:
2134 flags |= BMP_TEX_XPARENT;
2136 case TCACHE_TYPE_NONDARKENING:
2138 flags |= BMP_TEX_NONDARK;
2142 // lock the bitmap into the proper format
2143 bmp = bm_lock(bitmap_handle, bpp, flags);
2144 if ( bmp == NULL ) {
2145 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2154 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2155 max_w /= D3D_texture_divider;
2156 max_h /= D3D_texture_divider;
2158 // Detail.debris_culling goes from 0 to 4.
2159 max_w /= 16 >> Detail.hardware_textures;
2160 max_h /= 16 >> Detail.hardware_textures;
2164 // get final texture size as it will be allocated as a DD surface
2165 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2167 // if this tcache slot has no bitmap
2168 if ( tslot->bitmap_id < 0) {
2171 // different bitmap altogether - determine if the new one can use the old one's slot
2172 else if (tslot->bitmap_id != bitmap_handle) {
2173 if((final_w == tslot->w) && (final_h == tslot->h)){
2175 //ml_printf("Reloading texture %d\n", bitmap_handle);
2182 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);
2184 // unlock the bitmap
2185 bm_unlock(bitmap_handle);
2190 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2194 int final_w, final_h;
2195 int section_x, section_y;
2198 // setup texture/bitmap flags
2199 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2200 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2201 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2203 flags = BMP_TEX_XPARENT;
2205 // lock the bitmap in the proper format
2206 bmp = bm_lock(bitmap_handle, 16, flags);
2207 if ( bmp == NULL ) {
2208 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2211 // determine the width and height of this section
2212 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2214 // get final texture size as it will be allocated as an opengl texture
2215 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2217 // if this tcache slot has no bitmap
2218 if ( tslot->bitmap_id < 0) {
2221 // different bitmap altogether - determine if the new one can use the old one's slot
2222 else if (tslot->bitmap_id != bitmap_handle) {
2223 if((final_w == tslot->w) && (final_h == tslot->h)){
2231 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);
2233 // unlock the bitmap
2234 bm_unlock(bitmap_handle);
2240 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2241 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)
2250 GL_last_bitmap_id = -1;
2255 if ( GL_last_detail != Detail.hardware_textures ) {
2256 GL_last_detail = Detail.hardware_textures;
2257 opengl_tcache_flush();
2265 int n = bm_get_cache_slot (bitmap_id, 1);
2266 tcache_slot_opengl *t = &Textures[n];
2268 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)) {
2269 t->used_this_frame++;
2271 // mark all children as used
2272 if(GL_texture_sections){
2273 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2274 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2275 if(t->data_sections[idx][s_idx] != NULL){
2276 t->data_sections[idx][s_idx]->used_this_frame++;
2282 *u_scale = t->u_scale;
2283 *v_scale = t->v_scale;
2287 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2288 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2289 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2295 // if the texture sections haven't been created yet
2296 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2298 // lock the bitmap in the proper format
2299 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2300 bm_unlock(bitmap_id);
2302 // now lets do something for each texture
2304 for(idx=0; idx<bmp->sections.num_x; idx++){
2305 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2306 // hmm. i'd rather we didn't have to do it this way...
2307 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2311 // not used this frame
2312 t->data_sections[idx][s_idx]->used_this_frame = 0;
2316 // zero out pretty much everything in the parent struct since he's just the root
2317 t->bitmap_id = bitmap_id;
2318 t->texture_handle = 0;
2319 t->time_created = t->data_sections[sx][sy]->time_created;
2320 t->used_this_frame = 0;
2322 t->vram_texture = NULL;
2323 t->vram_texture_surface = NULL
2327 // argh. we failed to upload. free anything we can
2329 opengl_free_texture(t);
2331 // swap in the texture we want
2333 t = t->data_sections[sx][sy];
2336 // all other "normal" textures
2337 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2338 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2341 // everything went ok
2342 if(ret_val && (t->texture_handle) && !vram_full){
2343 *u_scale = t->u_scale;
2344 *v_scale = t->v_scale;
2346 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2348 GL_last_bitmap_id = t->bitmap_id;
2349 GL_last_bitmap_type = bitmap_type;
2350 GL_last_section_x = sx;
2351 GL_last_section_y = sy;
2353 t->used_this_frame++;
2357 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2364 void gr_opengl_set_clear_color(int r, int g, int b)
2366 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2369 void gr_opengl_aaline(vertex *v1, vertex *v2)
2371 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2374 void gr_opengl_flash(int r, int g, int b)
2380 if ( r || g || b ) {
2381 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2383 float x1, x2, y1, y2;
2384 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2385 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2386 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2387 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2389 glColor4ub(r, g, b, 255);
2391 glVertex3f (x1, y2, -0.99);
2393 glVertex3f (x2, y2, -0.99);
2395 glVertex3f (x2, y1, -0.99);
2397 glVertex3f (x1, y1, -0.99);
2402 int gr_opengl_zbuffer_get()
2404 if ( !gr_global_zbuffering ) {
2405 return GR_ZBUFF_NONE;
2407 return gr_zbuffering_mode;
2410 int gr_opengl_zbuffer_set(int mode)
2412 int tmp = gr_zbuffering_mode;
2414 gr_zbuffering_mode = mode;
2416 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2424 void gr_opengl_zbuffer_clear(int mode)
2428 gr_zbuffering_mode = GR_ZBUFF_FULL;
2429 gr_global_zbuffering = 1;
2431 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2432 glClear(GL_DEPTH_BUFFER_BIT);
2435 gr_zbuffering_mode = GR_ZBUFF_NONE;
2436 gr_global_zbuffering = 0;
2440 void gr_opengl_set_gamma(float gamma)
2443 Gr_gamma_int = int (Gr_gamma*10);
2445 // Create the Gamma lookup table
2447 for (i=0;i<256; i++) {
2448 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2451 } else if ( v < 0 ) {
2454 Gr_gamma_lookup[i] = v;
2457 // Flush any existing textures
2458 opengl_tcache_flush();
2461 void gr_opengl_fade_in(int instantaneous)
2466 void gr_opengl_fade_out(int instantaneous)
2471 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2474 glReadBuffer(GL_FRONT);
2476 glReadBuffer(GL_BACK);
2479 // glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2482 int gr_opengl_save_screen()
2486 if ( Gr_saved_screen ) {
2487 mprintf(( "Screen alread saved!\n" ));
2491 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2492 if (!Gr_saved_screen) {
2493 mprintf(( "Couldn't get memory for saved screen!\n" ));
2497 gr_opengl_get_region(1, gr_screen.max_w, gr_screen.max_h, (ubyte *)Gr_saved_screen);
2502 void gr_opengl_restore_screen(int id)
2506 if ( !Gr_saved_screen ) {
2512 // glDrawPixels(gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen);
2515 void gr_opengl_free_screen(int id)
2517 if ( Gr_saved_screen ) {
2518 free( Gr_saved_screen );
2519 Gr_saved_screen = NULL;
2523 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2528 void gr_opengl_dump_frame_stop()
2533 void gr_opengl_dump_frame()
2538 uint gr_opengl_lock()
2545 void gr_opengl_unlock()
2549 extern char *Osreg_title;
2550 void gr_opengl_init()
2553 gr_opengl_cleanup();
2557 mprintf(( "Initializing opengl graphics device...\n" ));
2561 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2563 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2569 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2570 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2571 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2572 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2573 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2575 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2577 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2581 SDL_WM_SetCaption (Osreg_title, "FS2");
2583 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2585 glMatrixMode(GL_PROJECTION);
2587 glMatrixMode(GL_MODELVIEW);
2590 glShadeModel(GL_SMOOTH);
2591 glEnable(GL_DITHER);
2592 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2593 glHint(GL_FOG_HINT, GL_NICEST);
2595 glEnable(GL_DEPTH_TEST);
2598 glEnable(GL_TEXTURE_2D);
2600 glMatrixMode(GL_PROJECTION);
2604 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2605 glDepthRange(0.0, 1.0);
2607 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2609 //glGenTextures(1, &bitmapTex);
2610 //glBindTexture(GL_TEXTURE_2D, bitmapTex);
2611 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2612 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2613 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2614 //bitmapMem = (GLubyte *)malloc(256*256*4);
2615 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2617 D3D_32bit = 1; // grd3d.cpp
2620 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2621 1 = use secondary color ext
2622 2 = use opengl linear fog
2624 D3D_fog_mode = 2; // grd3d.cpp
2628 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2638 Gr_red.mask = 0xff0000;
2643 Gr_green.mask = 0xff00;
2648 Gr_blue.mask = 0xff;
2656 Gr_red.mask = 0x7C00;
2661 Gr_green.mask = 0x3E0;
2666 Gr_blue.mask = 0x1F;
2674 Gr_red.mask = 0xF800;
2679 Gr_green.mask = 0x7E0;
2684 Gr_blue.mask = 0x1F;
2693 Gr_red.mask = 0xff0000;
2698 Gr_green.mask = 0xff00;
2703 Gr_blue.mask = 0xff;
2708 Int3(); // Illegal bpp
2711 // DDOI - set these so no one else does!
2712 Gr_ta_red.mask = 0x0f00;
2713 Gr_ta_red.shift = 8;
2714 Gr_ta_red.scale = 16;
2716 Gr_ta_green.mask = 0x00f0;
2717 Gr_ta_green.shift = 4;
2718 Gr_ta_green.scale = 16;
2720 Gr_ta_blue.mask = 0x000f;
2721 Gr_ta_blue.shift = 0;
2722 Gr_ta_blue.scale = 16;
2724 Gr_ta_alpha.mask = 0xf000;
2725 Gr_ta_alpha.shift = 12;
2726 Gr_ta_alpha.scale = 16;
2729 opengl_tcache_init (1);
2732 Gr_current_red = &Gr_red;
2733 Gr_current_blue = &Gr_blue;
2734 Gr_current_green = &Gr_green;
2735 Gr_current_alpha = &Gr_alpha;
2737 gr_screen.gf_flip = gr_opengl_flip;
2738 gr_screen.gf_flip_window = gr_opengl_flip_window;
2739 gr_screen.gf_set_clip = gr_opengl_set_clip;
2740 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2741 gr_screen.gf_set_font = grx_set_font;
2743 gr_screen.gf_set_color = gr_opengl_set_color;
2744 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2745 gr_screen.gf_create_shader = gr_opengl_create_shader;
2746 gr_screen.gf_set_shader = gr_opengl_set_shader;
2747 gr_screen.gf_clear = gr_opengl_clear;
2748 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2749 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2750 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2751 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2753 gr_screen.gf_rect = gr_opengl_rect;
2754 gr_screen.gf_shade = gr_opengl_shade;
2755 gr_screen.gf_string = gr_opengl_string;
2756 gr_screen.gf_circle = gr_opengl_circle;
2758 gr_screen.gf_line = gr_opengl_line;
2759 gr_screen.gf_aaline = gr_opengl_aaline;
2760 gr_screen.gf_pixel = gr_opengl_pixel;
2761 gr_screen.gf_scaler = gr_opengl_scaler;
2762 gr_screen.gf_tmapper = gr_opengl_tmapper;
2764 gr_screen.gf_gradient = gr_opengl_gradient;
2766 gr_screen.gf_set_palette = gr_opengl_set_palette;
2767 gr_screen.gf_get_color = gr_opengl_get_color;
2768 gr_screen.gf_init_color = gr_opengl_init_color;
2769 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2770 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2771 gr_screen.gf_print_screen = gr_opengl_print_screen;
2773 gr_screen.gf_fade_in = gr_opengl_fade_in;
2774 gr_screen.gf_fade_out = gr_opengl_fade_out;
2775 gr_screen.gf_flash = gr_opengl_flash;
2777 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2778 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2779 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2781 gr_screen.gf_save_screen = gr_opengl_save_screen;
2782 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2783 gr_screen.gf_free_screen = gr_opengl_free_screen;
2785 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2786 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2787 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2789 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2791 gr_screen.gf_lock = gr_opengl_lock;
2792 gr_screen.gf_unlock = gr_opengl_unlock;
2794 gr_screen.gf_fog_set = gr_opengl_fog_set;
2796 gr_screen.gf_get_region = gr_opengl_get_region;
2798 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2800 gr_screen.gf_set_cull = gr_opengl_set_cull;
2802 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2804 gr_screen.gf_filter_set = gr_opengl_filter_set;
2806 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2808 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;