2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.34 2002/05/31 22:15:22 relnev
13 * Revision 1.33 2002/05/31 22:04:55 relnev
14 * use d3d rect_internal
16 * Revision 1.32 2002/05/31 06:28:23 relnev
19 * Revision 1.31 2002/05/31 06:04:39 relnev
22 * Revision 1.30 2002/05/31 03:56:11 theoddone33
23 * Change tmapper polygon winding and enable culling
25 * Revision 1.29 2002/05/31 03:34:02 theoddone33
29 * Revision 1.28 2002/05/31 00:06:59 relnev
32 * Revision 1.27 2002/05/30 23:46:29 theoddone33
33 * some minor key changes (not necessarily fixes)
35 * Revision 1.26 2002/05/30 23:33:12 relnev
36 * implemented a few more functions.
38 * Revision 1.25 2002/05/30 23:01:16 relnev
39 * implement gr_opengl_set_state.
41 * Revision 1.24 2002/05/30 22:12:57 relnev
42 * finish default texture case
44 * Revision 1.23 2002/05/30 22:02:30 theoddone33
47 * Revision 1.22 2002/05/30 21:44:48 relnev
48 * implemented some missing texture stuff.
50 * enable bitmap polys for opengl.
52 * work around greenness in bitmaps.
54 * Revision 1.21 2002/05/30 17:29:30 theoddone33
55 * Fix some more stubs, change at least one polygon winding since culling is now
58 * Revision 1.20 2002/05/30 16:50:24 theoddone33
59 * Keyboard partially fixed
61 * Revision 1.19 2002/05/30 08:13:14 relnev
64 * Revision 1.18 2002/05/29 23:37:36 relnev
67 * Revision 1.17 2002/05/29 23:17:49 theoddone33
68 * Non working text code and fixed keys
70 * Revision 1.16 2002/05/29 19:45:13 theoddone33
71 * More changes on texture loading
73 * Revision 1.15 2002/05/29 19:06:48 theoddone33
74 * Enable string printing. Enable texture mapping
76 * Revision 1.14 2002/05/29 08:54:40 relnev
77 * "fixed" bitmap drawing.
79 * copied more d3d code over.
81 * Revision 1.13 2002/05/29 06:25:13 theoddone33
82 * Keyboard input, mouse tracking now work
84 * Revision 1.12 2002/05/29 04:52:45 relnev
87 * Revision 1.11 2002/05/29 04:29:56 relnev
88 * removed some unncessary stubbing, implemented opengl rect
90 * Revision 1.10 2002/05/29 04:13:27 theoddone33
93 * Revision 1.9 2002/05/29 03:35:51 relnev
96 * Revision 1.8 2002/05/29 03:30:05 relnev
99 * Revision 1.7 2002/05/29 02:52:32 theoddone33
100 * Enable OpenGL renderer
102 * Revision 1.6 2002/05/28 04:56:51 theoddone33
103 * runs a little bit now
105 * Revision 1.5 2002/05/28 04:07:28 theoddone33
106 * New graphics stubbing arrangement
108 * Revision 1.4 2002/05/27 23:39:34 relnev
111 * Revision 1.3 2002/05/27 22:35:01 theoddone33
114 * Revision 1.2 2002/05/27 22:32:02 theoddone33
115 * throw all d3d stuff at opengl
117 * Revision 1.1.1.1 2002/05/03 03:28:09 root
121 * 10 7/14/99 9:42a Dave
122 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
125 * 9 7/09/99 9:51a Dave
126 * Added thick polyline code.
128 * 8 6/29/99 10:35a Dave
129 * Interface polygon bitmaps! Whee!
131 * 7 2/03/99 11:44a Dave
132 * Fixed d3d transparent textures.
134 * 6 1/24/99 11:37p Dave
135 * First full rev of beam weapons. Very customizable. Removed some bogus
136 * Int3()'s in low level net code.
138 * 5 12/18/98 1:13a Dave
139 * Rough 1024x768 support for Direct3D. Proper detection and usage through
142 * 4 12/06/98 2:36p Dave
143 * Drastically improved nebula fogging.
145 * 3 11/11/98 5:37p Dave
146 * Checkin for multiplayer testing.
148 * 2 10/07/98 10:53a Dave
151 * 1 10/07/98 10:49a Dave
153 * 14 5/20/98 9:46p John
154 * added code so the places in code that change half the palette don't
155 * have to clear the screen.
157 * 13 5/06/98 5:30p John
158 * Removed unused cfilearchiver. Removed/replaced some unused/little used
159 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
160 * DirectX header files and libs that fixed the Direct3D alpha blending
163 * 12 4/14/98 12:15p John
164 * Made 16-bpp movies work.
166 * 11 3/12/98 5:36p John
167 * Took out any unused shaders. Made shader code take rgbc instead of
168 * matrix and vector since noone used it like a matrix and it would have
169 * been impossible to do in hardware. Made Glide implement a basic
170 * shader for online help.
172 * 10 3/10/98 4:18p John
173 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
174 * & Glide have popups and print screen. Took out all >8bpp software
175 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
176 * support Fred. Made zbuffering key off of functions rather than one
179 * 9 12/02/97 4:00p John
180 * Added first rev of thruster glow, along with variable levels of
181 * translucency, which retquired some restructing of palman.
183 * 8 10/03/97 9:10a John
184 * added better antialiased line drawer
186 * 7 9/23/97 10:45a John
187 * made so you can tell bitblt code to rle a bitmap by passing flag to
190 * 6 9/09/97 11:01a Sandeep
191 * fixed warning level 4 bugs
193 * 5 7/10/97 2:06p John
194 * added code to specify alphablending type for bitmaps.
196 * 4 6/17/97 7:04p John
197 * added d3d support for gradients.
198 * fixed some color bugs by adding screen signatures instead of watching
199 * flags and palette changes.
201 * 3 6/12/97 2:50a Lawrance
202 * bm_unlock() now passed bitmap number, not pointer
204 * 2 6/11/97 1:12p John
205 * Started fixing all the text colors in the game.
207 * 1 5/12/97 12:14p John
214 #include <windowsx.h>
223 #include "floating.h"
225 #include "grinternal.h"
226 #include "gropengl.h"
230 static int Inited = 0;
232 //static GLuint bitmapTex;
233 //static GLubyte *bitmapMem;
235 typedef enum gr_texture_source {
237 TEXTURE_SOURCE_DECAL,
238 TEXTURE_SOURCE_NO_FILTERING,
241 typedef enum gr_alpha_blend {
242 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
243 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
244 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
245 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
248 typedef enum gr_zbuffer_type {
255 float z_mult = 30000.0f;
256 #define NEBULA_COLORS 20
258 static char *Gr_saved_screen = NULL;
261 // Throw in some dummy functions - DDOI
263 int D3D_32bit = 0; // grd3d.cpp
264 int D3D_fog_mode = -1; // grd3d.cpp
265 int D3D_inited = 0; // grd3d.cpp
266 int D3D_zbias = 1; // grd3d.cpp
267 int D3d_rendition_uvs = 0; // grd3d.cpp
269 void gr_dd_activate(int active) // grdirectdraw.cpp
274 void gr_directdraw_cleanup() // grdirectdraw.cpp
279 void gr_directdraw_force_windowed() // grdirectdraw.cpp
284 void gr_directdraw_init()
289 extern int gr_opengl_preload (int x, int y);
290 int gr_d3d_preload (int x, int y)
292 return gr_opengl_preload(x, y);
295 void d3d_start_frame()
300 void d3d_stop_frame()
310 void d3d_zbias (int a)
316 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
319 case TEXTURE_SOURCE_NONE:
320 glBindTexture(GL_TEXTURE_2D, 0);
321 gr_tcache_set(-1, -1, NULL, NULL );
323 case TEXTURE_SOURCE_DECAL:
324 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
325 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
326 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
328 case TEXTURE_SOURCE_NO_FILTERING:
329 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
330 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
331 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
338 case ALPHA_BLEND_NONE:
339 glBlendFunc(GL_ONE, GL_ZERO);
341 case ALPHA_BLEND_ALPHA_ADDITIVE:
342 glBlendFunc(GL_ONE, GL_ONE);
344 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
345 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
347 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
348 glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
355 case ZBUFFER_TYPE_NONE:
356 glDepthFunc(GL_ALWAYS);
357 glDepthMask(GL_FALSE);
359 case ZBUFFER_TYPE_READ:
360 glDepthFunc(GL_LESS);
361 glDepthMask(GL_FALSE);
363 case ZBUFFER_TYPE_WRITE:
364 glDepthFunc(GL_ALWAYS);
365 glDepthMask(GL_TRUE);
367 case ZBUFFER_TYPE_FULL:
368 glDepthFunc(GL_LESS);
369 glDepthMask(GL_TRUE);
376 void gr_opengl_activate(int b)
382 void opengl_tcache_flush ();
384 void gr_opengl_preload_init()
386 if (gr_screen.mode != GR_OPENGL) {
390 opengl_tcache_flush ();
393 int GL_should_preload = 0;
394 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
396 if ( gr_screen.mode != GR_OPENGL) {
400 if ( !GL_should_preload ) {
404 float u_scale, v_scale;
408 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
410 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
414 mprintf(("Texture upload failed!\n" ));
420 void gr_opengl_pixel(int x, int y)
425 void gr_opengl_clear()
427 glClearColor(gr_screen.current_clear_color.red / 255.0,
428 gr_screen.current_clear_color.red / 255.0,
429 gr_screen.current_clear_color.red / 255.0, 1.0);
431 glClear ( GL_COLOR_BUFFER_BIT );
434 void opengl_tcache_frame ();
435 void gr_opengl_flip()
439 SDL_GL_SwapBuffers ();
441 opengl_tcache_frame ();
444 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
449 void gr_opengl_set_clip(int x,int y,int w,int h)
451 // check for sanity of parameters
457 if (x >= gr_screen.max_w)
458 x = gr_screen.max_w - 1;
459 if (y >= gr_screen.max_h)
460 y = gr_screen.max_h - 1;
462 if (x + w > gr_screen.max_w)
463 w = gr_screen.max_w - x;
464 if (y + h > gr_screen.max_h)
465 h = gr_screen.max_h - y;
467 if (w > gr_screen.max_w)
469 if (h > gr_screen.max_h)
472 gr_screen.offset_x = x;
473 gr_screen.offset_y = y;
474 gr_screen.clip_left = 0;
475 gr_screen.clip_right = w-1;
476 gr_screen.clip_top = 0;
477 gr_screen.clip_bottom = h-1;
478 gr_screen.clip_width = w;
479 gr_screen.clip_height = h;
481 // glViewport(x, y, w, h);
484 void gr_opengl_reset_clip()
486 gr_screen.offset_x = 0;
487 gr_screen.offset_y = 0;
488 gr_screen.clip_left = 0;
489 gr_screen.clip_top = 0;
490 gr_screen.clip_right = gr_screen.max_w - 1;
491 gr_screen.clip_bottom = gr_screen.max_h - 1;
492 gr_screen.clip_width = gr_screen.max_w;
493 gr_screen.clip_height = gr_screen.max_h;
495 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
498 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
500 gr_screen.current_alpha = alpha;
501 gr_screen.current_alphablend_mode = alphablend_mode;
502 gr_screen.current_bitblt_mode = bitblt_mode;
503 gr_screen.current_bitmap = bitmap_num;
505 gr_screen.current_bitmap_sx = sx;
506 gr_screen.current_bitmap_sy = sy;
509 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
511 shade->screen_sig = gr_screen.signature;
518 void gr_opengl_set_shader( shader * shade )
521 if (shade->screen_sig != gr_screen.signature) {
522 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
524 gr_screen.current_shader = *shade;
526 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
531 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
533 STUB_FUNCTION; /* who called me? */
536 extern int GL_last_bitmap_id;
537 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
541 GLubyte *sptr, *dptr;
545 int cw = min(bmp->w, w);
546 int ch = min(bmp->h, h);
548 GL_last_bitmap_id = -1; /* HACK! */
550 glColor4f(1.0, 1.0, 1.0, 1.0);
551 glBindTexture(GL_TEXTURE_2D, bitmapTex);
554 for (iy = sy; iy < ch; iy += 256) {
556 ih = min(256, (ch-iy));
558 for (ix = sx; ix < cw; ix += 256) {
560 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
562 iw = min(256, (cw-ix));
568 memcpy(dptr, sptr, iw*2);
576 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
586 t = (float)ih / 256.0;
591 s = (float)iw / 256.0;
592 t = (float)ih / 256.0;
597 s = (float)iw / 256.0;
609 bm_unlock(gr_screen.current_bitmap);
614 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
621 int dx1=x, dx2=x+w-1;
622 int dy1=y, dy2=y+h-1;
625 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
630 if ( count > 1 ) Int3();
634 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
635 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
636 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
637 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
638 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
639 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
666 if ( w < 1 ) return; // clipped away!
667 if ( h < 1 ) return; // clipped away!
671 // Make sure clipping algorithm works
675 Assert( w == (dx2-dx1+1) );
676 Assert( h == (dy2-dy1+1) );
679 Assert( sx+w <= bw );
680 Assert( sy+h <= bh );
681 Assert( dx2 >= dx1 );
682 Assert( dy2 >= dy1 );
683 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
684 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
685 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
686 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
689 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
690 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
692 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
695 void gr_opengl_bitmap(int x, int y)
699 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
700 int dx1=x, dx2=x+w-1;
701 int dy1=y, dy2=y+h-1;
704 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
705 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
706 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
707 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
708 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
709 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
711 if ( sx < 0 ) return;
712 if ( sy < 0 ) return;
713 if ( sx >= w ) return;
714 if ( sy >= h ) return;
716 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
718 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
721 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
725 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
727 saved_zbuf = gr_zbuffer_get();
729 // start the frame, no zbuffering, no culling
731 gr_zbuffer_set(GR_ZBUFF_NONE);
740 v[0].flags = PF_PROJECTED;
747 v[1].sx = i2fl(x + w);
752 v[1].flags = PF_PROJECTED;
759 v[2].sx = i2fl(x + w);
760 v[2].sy = i2fl(y + h);
764 v[2].flags = PF_PROJECTED;
772 v[3].sy = i2fl(y + h);
776 v[3].flags = PF_PROJECTED;
784 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
788 // restore zbuffer and culling
789 gr_zbuffer_set(saved_zbuf);
793 void gr_opengl_rect(int x,int y,int w,int h)
795 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);
798 void gr_opengl_shade(int x,int y,int w,int h)
805 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
806 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
807 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
808 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
809 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
810 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
811 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
812 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
814 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
817 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
822 if ( !gr_screen.current_color.is_alphacolor ) return;
824 float u_scale, v_scale;
826 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
828 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
829 // Couldn't set texture
830 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
834 float u0, u1, v0, v1;
835 float x1, x2, y1, y2;
838 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
840 u0 = u_scale*i2fl(sx)/i2fl(bw);
841 v0 = v_scale*i2fl(sy)/i2fl(bh);
843 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
844 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
846 x1 = i2fl(x+gr_screen.offset_x);
847 y1 = i2fl(y+gr_screen.offset_y);
848 x2 = i2fl(x+w+gr_screen.offset_x);
849 y2 = i2fl(y+h+gr_screen.offset_y);
851 if ( gr_screen.current_color.is_alphacolor ) {
852 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
854 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
858 glTexCoord2f (u0, v1);
859 glVertex3f (x1, y2, -0.99);
861 glTexCoord2f (u1, v1);
862 glVertex3f (x2, y2, -0.99);
864 glTexCoord2f (u1, v0);
865 glVertex3f (x2, y1, -0.99);
867 glTexCoord2f (u0, v0);
868 glVertex3f (x1, y1, -0.99);
872 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
879 int dx1=x, dx2=x+w-1;
880 int dy1=y, dy2=y+h-1;
883 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
888 if ( count > 1 ) Int3();
892 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
893 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
894 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
895 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
896 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
897 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
924 if ( w < 1 ) return; // clipped away!
925 if ( h < 1 ) return; // clipped away!
929 // Make sure clipping algorithm works
933 Assert( w == (dx2-dx1+1) );
934 Assert( h == (dy2-dy1+1) );
937 Assert( sx+w <= bw );
938 Assert( sy+h <= bh );
939 Assert( dx2 >= dx1 );
940 Assert( dy2 >= dy1 );
941 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
942 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
943 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
944 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
947 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
948 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
951 void gr_opengl_aabitmap(int x, int y)
955 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
956 int dx1=x, dx2=x+w-1;
957 int dy1=y, dy2=y+h-1;
960 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
961 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
962 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
963 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
964 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
965 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
967 if ( sx < 0 ) return;
968 if ( sy < 0 ) return;
969 if ( sx >= w ) return;
970 if ( sy >= h ) return;
972 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
973 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
977 void gr_opengl_string( int sx, int sy, char *s )
979 int width, spacing, letter;
982 if ( !Current_font ) {
986 gr_set_bitmap(Current_font->bitmap_id);
991 if (sx==0x8000) { //centered
992 x = get_centered_x(s);
1002 while (*s== '\n' ) {
1004 y += Current_font->h;
1005 if (sx==0x8000) { //centered
1006 x = get_centered_x(s);
1011 if (*s == 0 ) break;
1013 letter = get_char_width(s[0],s[1],&width,&spacing);
1016 //not in font, draw as space
1024 // Check if this character is totally clipped
1025 if ( x + width < gr_screen.clip_left ) continue;
1026 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1027 if ( x > gr_screen.clip_right ) continue;
1028 if ( y > gr_screen.clip_bottom ) continue;
1031 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1032 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1036 wc = width - xd; hc = Current_font->h - yd;
1037 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1038 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1040 if ( wc < 1 ) continue;
1041 if ( hc < 1 ) continue;
1043 int u = Current_font->bm_u[letter];
1044 int v = Current_font->bm_v[letter];
1046 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1050 void gr_opengl_line(int x1,int y1,int x2,int y2)
1052 int clipped = 0, swapped=0;
1054 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1056 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);
1059 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1060 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1061 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1065 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1067 int clipped = 0, swapped=0;
1069 if ( !gr_screen.current_color.is_alphacolor ) {
1070 gr_line( x1, y1, x2, y2 );
1074 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);
1076 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1079 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1080 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
1081 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0);
1082 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
1086 void gr_opengl_circle( int xc, int yc, int d )
1096 if ( (xc+r) < gr_screen.clip_left ) return;
1097 if ( (xc-r) > gr_screen.clip_right ) return;
1098 if ( (yc+r) < gr_screen.clip_top ) return;
1099 if ( (yc-r) > gr_screen.clip_bottom ) return;
1102 // Draw the first octant
1103 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1104 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1109 // Draw the second octant
1110 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1111 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1119 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1120 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1125 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1129 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1130 if (f_float < 0.0f) {
1138 *a = (int)(f_float * 255.0);
1141 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1144 float u_scale = 1.0f, v_scale = 1.0f;
1146 // Make nebula use the texture mapper... this blends the colors better.
1147 if ( flags & TMAP_FLAG_NEBULA ){
1151 gr_texture_source texture_source = (gr_texture_source)-1;
1152 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1153 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1155 if ( gr_zbuffering ) {
1156 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1157 zbuffer_type = ZBUFFER_TYPE_READ;
1159 zbuffer_type = ZBUFFER_TYPE_FULL;
1162 zbuffer_type = ZBUFFER_TYPE_NONE;
1167 int tmap_type = TCACHE_TYPE_NORMAL;
1171 if ( flags & TMAP_FLAG_TEXTURED ) {
1174 r = gr_screen.current_color.red;
1175 g = gr_screen.current_color.green;
1176 b = gr_screen.current_color.blue;
1179 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1182 tmap_type = TCACHE_TYPE_NORMAL;
1183 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1185 // Blend with screen pixel using src*alpha+dst
1186 float factor = gr_screen.current_alpha;
1190 if ( factor <= 1.0f ) {
1191 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1192 r = (r*tmp_alpha)/255;
1193 g = (g*tmp_alpha)/255;
1194 b = (b*tmp_alpha)/255;
1197 tmap_type = TCACHE_TYPE_XPARENT;
1199 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1201 // Blend with screen pixel using src*alpha+dst
1202 float factor = gr_screen.current_alpha;
1204 if ( factor > 1.0f ) {
1207 alpha = fl2i(gr_screen.current_alpha*255.0f);
1211 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1212 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1214 alpha_blend = ALPHA_BLEND_NONE;
1219 if(flags & TMAP_FLAG_BITMAP_SECTION){
1220 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1223 texture_source = TEXTURE_SOURCE_NONE;
1225 if ( flags & TMAP_FLAG_TEXTURED ) {
1226 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 ))
1228 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1232 // use nonfiltered textures for bitmap sections
1233 if(flags & TMAP_FLAG_BITMAP_SECTION){
1234 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1236 texture_source = TEXTURE_SOURCE_DECAL;
1241 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1243 if ( flags & TMAP_FLAG_TEXTURED )
1249 if (flags & TMAP_FLAG_PIXEL_FOG) {
1255 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1257 vertex * va = verts[i];
1261 x = fl2i(va->sx*16.0f);
1262 y = fl2i(va->sy*16.0f);
1264 x += gr_screen.offset_x*16;
1265 y += gr_screen.offset_y*16;
1267 sx = i2fl(x) / 16.0f;
1268 sy = i2fl(y) / 16.0f;
1270 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1281 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1284 glBegin(GL_TRIANGLE_FAN);
1285 for (i = nv-1; i >= 0; i--) {
1286 vertex * va = verts[i];
1287 float sx, sy, sz, sw;
1292 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1293 sz = va->z / z_mult;
1301 if ( flags & TMAP_FLAG_CORRECT ) {
1307 if (flags & TMAP_FLAG_ALPHA) {
1313 if (flags & TMAP_FLAG_NEBULA ) {
1314 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1315 r = gr_palette[pal*3+0];
1316 g = gr_palette[pal*3+1];
1317 b = gr_palette[pal*3+2];
1318 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1319 r = Gr_gamma_lookup[verts[i]->b];
1320 g = Gr_gamma_lookup[verts[i]->b];
1321 b = Gr_gamma_lookup[verts[i]->b];
1322 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1323 // Make 0.75 be 256.0f
1324 r = Gr_gamma_lookup[verts[i]->r];
1325 g = Gr_gamma_lookup[verts[i]->g];
1326 b = Gr_gamma_lookup[verts[i]->b];
1328 // use constant RGB values...
1330 glColor4ub (r,g,b,a);
1332 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1335 /* this is for GL_EXT_SECONDARY_COLOR */
1336 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1337 /* do separate color call here */
1343 x = fl2i(va->sx*16.0f);
1344 y = fl2i(va->sy*16.0f);
1346 x += gr_screen.offset_x*16;
1347 y += gr_screen.offset_y*16;
1349 sx = i2fl(x) / 16.0f;
1350 sy = i2fl(y) / 16.0f;
1352 if ( flags & TMAP_FLAG_TEXTURED ) {
1355 glTexCoord2d(tu, tv);
1360 glVertex4d(sx/rhw, sy/rhw, -sz/rhw, sw/rhw);
1365 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1367 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1370 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1372 void gr_opengl_scaler(vertex *va, vertex *vb )
1374 float x0, y0, x1, y1;
1375 float u0, v0, u1, v1;
1376 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1377 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1378 float xmin, xmax, ymin, ymax;
1379 int dx0, dy0, dx1, dy1;
1381 //============= CLIP IT =====================
1383 x0 = va->sx; y0 = va->sy;
1384 x1 = vb->sx; y1 = vb->sy;
1386 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1387 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1389 u0 = va->u; v0 = va->v;
1390 u1 = vb->u; v1 = vb->v;
1392 // Check for obviously offscreen bitmaps...
1393 if ( (y1<=y0) || (x1<=x0) ) return;
1394 if ( (x1<xmin ) || (x0>xmax) ) return;
1395 if ( (y1<ymin ) || (y0>ymax) ) return;
1397 clipped_u0 = u0; clipped_v0 = v0;
1398 clipped_u1 = u1; clipped_v1 = v1;
1400 clipped_x0 = x0; clipped_y0 = y0;
1401 clipped_x1 = x1; clipped_y1 = y1;
1403 // Clip the left, moving u0 right as necessary
1405 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1409 // Clip the right, moving u1 left as necessary
1411 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1415 // Clip the top, moving v0 down as necessary
1417 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1421 // Clip the bottom, moving v1 up as necessary
1423 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1427 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1428 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1430 if (dx1<=dx0) return;
1431 if (dy1<=dy0) return;
1433 //============= DRAW IT =====================
1447 v[1].sx = clipped_x1;
1448 v[1].sy = clipped_y0;
1451 v[1].u = clipped_u1;
1452 v[1].v = clipped_v0;
1455 v[2].sx = clipped_x1;
1456 v[2].sy = clipped_y1;
1459 v[2].u = clipped_u1;
1460 v[2].v = clipped_v1;
1463 v[3].sx = clipped_x0;
1464 v[3].sy = clipped_y1;
1467 v[3].u = clipped_u0;
1468 v[3].v = clipped_v1;
1470 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1473 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1477 void gr_opengl_get_color( int * r, int * g, int * b )
1479 if (r) *r = gr_screen.current_color.red;
1480 if (g) *g = gr_screen.current_color.green;
1481 if (b) *b = gr_screen.current_color.blue;
1484 void gr_opengl_init_color(color *c, int r, int g, int b)
1486 c->screen_sig = gr_screen.signature;
1487 c->red = (unsigned char)r;
1488 c->green = (unsigned char)g;
1489 c->blue = (unsigned char)b;
1491 c->ac_type = AC_TYPE_NONE;
1493 c->is_alphacolor = 0;
1497 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1499 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1500 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1501 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1502 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1504 gr_opengl_init_color( clr, r, g, b );
1506 clr->alpha = (unsigned char)alpha;
1507 clr->ac_type = (ubyte)type;
1508 clr->alphacolor = -1;
1509 clr->is_alphacolor = 1;
1512 void gr_opengl_set_color( int r, int g, int b )
1514 Assert((r >= 0) && (r < 256));
1515 Assert((g >= 0) && (g < 256));
1516 Assert((b >= 0) && (b < 256));
1518 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1521 void gr_opengl_set_color_fast(color *dst)
1523 if ( dst->screen_sig != gr_screen.signature ) {
1524 if ( dst->is_alphacolor ) {
1525 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1527 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1530 gr_screen.current_color = *dst;
1533 void gr_opengl_print_screen(char *filename)
1538 int gr_opengl_supports_res_ingame(int res)
1545 int gr_opengl_supports_res_interface(int res)
1552 void opengl_tcache_cleanup ();
1553 void gr_opengl_cleanup()
1555 if ( !Inited ) return;
1562 opengl_tcache_cleanup ();
1567 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1569 Assert((r >= 0) && (r < 256));
1570 Assert((g >= 0) && (g < 256));
1571 Assert((b >= 0) && (b < 256));
1573 if (fog_mode == GR_FOGMODE_NONE) {
1574 if (gr_screen.current_fog_mode != fog_mode) {
1577 gr_screen.current_fog_mode = fog_mode;
1582 if (gr_screen.current_fog_mode != fog_mode) {
1585 if (D3D_fog_mode == 2) {
1586 glFogi(GL_FOG_MODE, GL_LINEAR);
1589 gr_screen.current_fog_mode = fog_mode;
1592 if ( (gr_screen.current_fog_color.red != r) ||
1593 (gr_screen.current_fog_color.green != g) ||
1594 (gr_screen.current_fog_color.blue != b) ) {
1597 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1599 fc[0] = (float)r/255.0;
1600 fc[1] = (float)g/255.0;
1601 fc[2] = (float)b/255.0;
1604 glFogfv(GL_FOG_COLOR, fc);
1607 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1608 ((fog_near != gr_screen.fog_near) ||
1609 (fog_far != gr_screen.fog_far)) ) {
1610 gr_screen.fog_near = fog_near;
1611 gr_screen.fog_far = fog_far;
1613 if (D3D_fog_mode == 2) {
1614 glFogf(GL_FOG_START, fog_near);
1615 glFogf(GL_FOG_END, fog_far);
1620 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1625 void gr_opengl_set_cull(int cull)
1628 // DDOI - disabled for debugging purposes
1629 glEnable (GL_CULL_FACE);
1630 glFrontFace (GL_CCW);
1632 glDisable (GL_CULL_FACE);
1636 void gr_opengl_filter_set(int filter)
1641 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1647 typedef struct tcache_slot_opengl {
1648 GLuint texture_handle;
1649 float u_scale, v_scale;
1652 char used_this_frame;
1657 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1658 tcache_slot_opengl *parent;
1659 } tcache_slot_opengl;
1661 static void *Texture_sections = NULL;
1662 tcache_slot_opengl *Textures = NULL;
1664 int GL_texture_sections = 0;
1665 int GL_texture_ram = 0;
1666 int GL_frame_count = 0;
1667 int GL_min_texture_width = 0;
1668 int GL_max_texture_width = 0;
1669 int GL_min_texture_height = 0;
1670 int GL_max_texture_height = 0;
1671 int GL_square_textures = 0;
1672 int GL_textures_in = 0;
1673 int GL_textures_in_frame = 0;
1674 int GL_last_bitmap_id = -1;
1675 int GL_last_detail = -1;
1676 int GL_last_bitmap_type = -1;
1677 int GL_last_section_x = -1;
1678 int GL_last_section_y = -1;
1682 void opengl_tcache_init (int use_sections)
1686 // DDOI - FIXME skipped a lot of stuff here
1687 GL_should_preload = 0;
1689 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1692 if ( tmp_pl == 0 ) {
1693 GL_should_preload = 0;
1694 } else if ( tmp_pl == 1 ) {
1695 GL_should_preload = 1;
1697 GL_should_preload = 1;
1702 GL_min_texture_width = 16;
1703 GL_min_texture_height = 16;
1704 GL_max_texture_width = 256;
1705 GL_max_texture_height = 256;
1707 GL_square_textures = 1;
1709 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1715 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1716 if(!Texture_sections){
1719 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1722 // Init the texture structures
1723 int section_count = 0;
1724 for( i=0; i<MAX_BITMAPS; i++ ) {
1726 Textures[i].vram_texture = NULL;
1727 Textures[i].vram_texture_surface = NULL;
1729 Textures[i].texture_handle = 0;
1731 Textures[i].bitmap_id = -1;
1732 Textures[i].size = 0;
1733 Textures[i].used_this_frame = 0;
1735 Textures[i].parent = NULL;
1737 // allocate sections
1739 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1740 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1741 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1742 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1744 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1745 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1747 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1748 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1749 Textures[i].data_sections[idx][s_idx]->size = 0;
1750 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1754 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1755 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1756 Textures[i].data_sections[idx][s_idx] = NULL;
1762 GL_texture_sections = use_sections;
1764 //GL_last_detail = Detail.hardware_textures;
1765 GL_last_bitmap_id = -1;
1766 GL_last_bitmap_type = -1;
1768 GL_last_section_x = -1;
1769 GL_last_section_y = -1;
1772 GL_textures_in_frame = 0;
1775 int opengl_free_texture (tcache_slot_opengl *t);
1777 void opengl_tcache_flush ()
1781 for( i=0; i<MAX_BITMAPS; i++ ) {
1782 opengl_free_texture ( &Textures[i] );
1784 if (GL_textures_in != 0) {
1785 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1789 GL_last_bitmap_id = -1;
1790 GL_last_section_x = -1;
1791 GL_last_section_y = -1;
1794 void opengl_tcache_cleanup ()
1796 opengl_tcache_flush ();
1799 GL_textures_in_frame = 0;
1806 if( Texture_sections != NULL ){
1807 free(Texture_sections);
1808 Texture_sections = NULL;
1812 void opengl_tcache_frame ()
1816 GL_last_bitmap_id = -1;
1817 GL_textures_in_frame = 0;
1822 for( i=0; i<MAX_BITMAPS; i++ ) {
1823 Textures[i].used_this_frame = 0;
1826 if(Textures[i].data_sections[0][0] != NULL){
1827 Assert(GL_texture_sections);
1828 if(GL_texture_sections){
1829 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1830 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1831 if(Textures[i].data_sections[idx][s_idx] != NULL){
1832 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1841 opengl_tcache_flush();
1846 int opengl_free_texture ( tcache_slot_opengl *t )
1852 if ( t->bitmap_id > -1 ) {
1853 // if I, or any of my children have been used this frame, bail
1854 if(t->used_this_frame){
1857 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1858 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1859 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1865 // ok, now we know its legal to free everything safely
1866 glDeleteTextures (1, &t->texture_handle);
1867 t->texture_handle = 0;
1869 if ( GL_last_bitmap_id == t->bitmap_id ) {
1870 GL_last_bitmap_id = -1;
1873 // if this guy has children, free them too, since the children
1874 // actually make up his size
1875 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1876 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1877 if(t->data_sections[idx][s_idx] != NULL){
1878 opengl_free_texture(t->data_sections[idx][s_idx]);
1884 t->used_this_frame = 0;
1885 GL_textures_in -= t->size;
1891 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1896 if((w_out == NULL) || (h_out == NULL)){
1906 for (i=0; i<16; i++ ) {
1907 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1913 for (i=0; i<16; i++ ) {
1914 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1921 if ( tex_w < GL_min_texture_width ) {
1922 tex_w = GL_min_texture_width;
1923 } else if ( tex_w > GL_max_texture_width ) {
1924 tex_w = GL_max_texture_width;
1927 if ( tex_h < GL_min_texture_height ) {
1928 tex_h = GL_min_texture_height;
1929 } else if ( tex_h > GL_max_texture_height ) {
1930 tex_h = GL_max_texture_height;
1933 if ( GL_square_textures ) {
1935 // Make the both be equal to larger of the two
1936 new_size = max(tex_w, tex_h);
1941 // store the outgoing size
1946 // data == start of bitmap data
1947 // sx == x offset into bitmap
1948 // sy == y offset into bitmap
1949 // src_w == absolute width of section on source bitmap
1950 // src_h == absolute height of section on source bitmap
1951 // bmap_w == width of source bitmap
1952 // bmap_h == height of source bitmap
1953 // tex_w == width of final texture
1954 // tex_h == height of final texture
1955 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)
1964 if ( t->used_this_frame ) {
1965 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1970 if(!opengl_free_texture(t)){
1975 // get final texture size
1976 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1978 if ( (tex_w < 1) || (tex_h < 1) ) {
1979 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1983 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1984 t->u_scale = (float)bmap_w / (float)tex_w;
1985 t->v_scale = (float)bmap_h / (float)tex_h;
1986 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1987 t->u_scale = (float)src_w / (float)tex_w;
1988 t->v_scale = (float)src_h / (float)tex_h;
1994 glGenTextures (1, &t->texture_handle);
1995 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1997 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1998 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1999 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2000 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2002 switch (bitmap_type) {
2004 case TCACHE_TYPE_AABITMAP:
2007 ubyte *bmp_data = ((ubyte*)data);
2008 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2009 ubyte *texmemp = texmem;
2012 for (i=0; i<16; i++) {
2013 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2016 for ( ; i<256; i++ ) {
2020 for (i=0;i<tex_h;i++)
2022 for (j=0;j<tex_w;j++)
2024 if (i < bmap_h && j < bmap_w) {
2026 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2034 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2039 case TCACHE_TYPE_BITMAP_SECTION:
2042 ubyte *bmp_data = ((ubyte*)data);
2043 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2044 ubyte *texmemp = texmem;
2046 for (i=0;i<tex_h;i++)
2048 for (j=0;j<tex_w;j++)
2050 if (i < src_h && j < src_w) {
2051 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2052 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2059 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2060 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2068 ubyte *bmp_data = ((ubyte*)data);
2069 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2070 ubyte *texmemp = texmem;
2072 fix u, utmp, v, du, dv;
2076 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2077 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2079 for (j=0;j<tex_h;j++)
2082 for (i=0;i<tex_w;i++)
2084 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2085 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2090 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2091 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2099 t->bitmap_id = texture_handle;
2100 t->time_created = GL_frame_count;
2101 t->used_this_frame = 0;
2102 t->size = tex_w * tex_h * 2;
2103 t->w = (ushort)tex_w;
2104 t->h = (ushort)tex_h;
2105 GL_textures_in_frame += t->size;
2107 GL_textures_in += t->size;
2113 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2117 int final_w, final_h;
2121 // setup texture/bitmap flags
2123 switch(bitmap_type){
2124 case TCACHE_TYPE_AABITMAP:
2125 flags |= BMP_AABITMAP;
2128 case TCACHE_TYPE_NORMAL:
2129 flags |= BMP_TEX_OTHER;
2130 case TCACHE_TYPE_XPARENT:
2131 flags |= BMP_TEX_XPARENT;
2133 case TCACHE_TYPE_NONDARKENING:
2135 flags |= BMP_TEX_NONDARK;
2139 // lock the bitmap into the proper format
2140 bmp = bm_lock(bitmap_handle, bpp, flags);
2141 if ( bmp == NULL ) {
2142 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2151 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2152 max_w /= D3D_texture_divider;
2153 max_h /= D3D_texture_divider;
2155 // Detail.debris_culling goes from 0 to 4.
2156 max_w /= 16 >> Detail.hardware_textures;
2157 max_h /= 16 >> Detail.hardware_textures;
2161 // get final texture size as it will be allocated as a DD surface
2162 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2164 // if this tcache slot has no bitmap
2165 if ( tslot->bitmap_id < 0) {
2168 // different bitmap altogether - determine if the new one can use the old one's slot
2169 else if (tslot->bitmap_id != bitmap_handle) {
2170 if((final_w == tslot->w) && (final_h == tslot->h)){
2172 //ml_printf("Reloading texture %d\n", bitmap_handle);
2179 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);
2181 // unlock the bitmap
2182 bm_unlock(bitmap_handle);
2187 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2191 int final_w, final_h;
2192 int section_x, section_y;
2195 // setup texture/bitmap flags
2196 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2197 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2198 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2200 flags = BMP_TEX_XPARENT;
2202 // lock the bitmap in the proper format
2203 bmp = bm_lock(bitmap_handle, 16, flags);
2204 if ( bmp == NULL ) {
2205 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2208 // determine the width and height of this section
2209 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2211 // get final texture size as it will be allocated as an opengl texture
2212 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2214 // if this tcache slot has no bitmap
2215 if ( tslot->bitmap_id < 0) {
2218 // different bitmap altogether - determine if the new one can use the old one's slot
2219 else if (tslot->bitmap_id != bitmap_handle) {
2220 if((final_w == tslot->w) && (final_h == tslot->h)){
2228 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);
2230 // unlock the bitmap
2231 bm_unlock(bitmap_handle);
2237 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2238 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)
2247 GL_last_bitmap_id = -1;
2252 if ( GL_last_detail != Detail.hardware_textures ) {
2253 GL_last_detail = Detail.hardware_textures;
2254 opengl_tcache_flush();
2262 int n = bm_get_cache_slot (bitmap_id, 1);
2263 tcache_slot_opengl *t = &Textures[n];
2265 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)) {
2266 t->used_this_frame++;
2268 // mark all children as used
2269 if(GL_texture_sections){
2270 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2271 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2272 if(t->data_sections[idx][s_idx] != NULL){
2273 t->data_sections[idx][s_idx]->used_this_frame++;
2279 *u_scale = t->u_scale;
2280 *v_scale = t->v_scale;
2284 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2285 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2286 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2292 // if the texture sections haven't been created yet
2293 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2295 // lock the bitmap in the proper format
2296 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2297 bm_unlock(bitmap_id);
2299 // now lets do something for each texture
2301 for(idx=0; idx<bmp->sections.num_x; idx++){
2302 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2303 // hmm. i'd rather we didn't have to do it this way...
2304 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2308 // not used this frame
2309 t->data_sections[idx][s_idx]->used_this_frame = 0;
2313 // zero out pretty much everything in the parent struct since he's just the root
2314 t->bitmap_id = bitmap_id;
2315 t->texture_handle = 0;
2316 t->time_created = t->data_sections[sx][sy]->time_created;
2317 t->used_this_frame = 0;
2319 t->vram_texture = NULL;
2320 t->vram_texture_surface = NULL
2324 // argh. we failed to upload. free anything we can
2326 opengl_free_texture(t);
2328 // swap in the texture we want
2330 t = t->data_sections[sx][sy];
2333 // all other "normal" textures
2334 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2335 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2338 // everything went ok
2339 if(ret_val && (t->texture_handle) && !vram_full){
2340 *u_scale = t->u_scale;
2341 *v_scale = t->v_scale;
2343 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2345 GL_last_bitmap_id = t->bitmap_id;
2346 GL_last_bitmap_type = bitmap_type;
2347 GL_last_section_x = sx;
2348 GL_last_section_y = sy;
2350 t->used_this_frame++;
2354 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2361 void gr_opengl_set_clear_color(int r, int g, int b)
2363 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2366 void gr_opengl_aaline(vertex *v1, vertex *v2)
2368 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2371 void gr_opengl_flash(int r, int g, int b)
2377 if ( r || g || b ) {
2378 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2380 float x1, x2, y1, y2;
2381 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2382 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2383 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2384 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2386 glColor4ub(r, g, b, 255);
2388 glVertex3f (x1, y2, -0.99);
2390 glVertex3f (x2, y2, -0.99);
2392 glVertex3f (x2, y1, -0.99);
2394 glVertex3f (x1, y1, -0.99);
2399 int gr_opengl_zbuffer_get()
2401 if ( !gr_global_zbuffering ) {
2402 return GR_ZBUFF_NONE;
2404 return gr_zbuffering_mode;
2407 int gr_opengl_zbuffer_set(int mode)
2409 int tmp = gr_zbuffering_mode;
2411 gr_zbuffering_mode = mode;
2413 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2421 void gr_opengl_zbuffer_clear(int mode)
2425 gr_zbuffering_mode = GR_ZBUFF_FULL;
2426 gr_global_zbuffering = 1;
2428 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2429 glClear(GL_DEPTH_BUFFER_BIT);
2432 gr_zbuffering_mode = GR_ZBUFF_NONE;
2433 gr_global_zbuffering = 0;
2437 void gr_opengl_set_gamma(float gamma)
2440 Gr_gamma_int = int (Gr_gamma*10);
2442 // Create the Gamma lookup table
2444 for (i=0;i<256; i++) {
2445 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2448 } else if ( v < 0 ) {
2451 Gr_gamma_lookup[i] = v;
2454 // Flush any existing textures
2455 opengl_tcache_flush();
2458 void gr_opengl_fade_in(int instantaneous)
2463 void gr_opengl_fade_out(int instantaneous)
2468 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2471 glReadBuffer(GL_FRONT);
2473 glReadBuffer(GL_BACK);
2476 // glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2479 int gr_opengl_save_screen()
2483 if ( Gr_saved_screen ) {
2484 mprintf(( "Screen alread saved!\n" ));
2488 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2489 if (!Gr_saved_screen) {
2490 mprintf(( "Couldn't get memory for saved screen!\n" ));
2494 gr_opengl_get_region(1, gr_screen.max_w, gr_screen.max_h, (ubyte *)Gr_saved_screen);
2499 void gr_opengl_restore_screen(int id)
2503 if ( !Gr_saved_screen ) {
2509 // glDrawPixels(gr_screen.max_w, gr_screen.max_h, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen);
2512 void gr_opengl_free_screen(int id)
2514 if ( Gr_saved_screen ) {
2515 free( Gr_saved_screen );
2516 Gr_saved_screen = NULL;
2520 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2525 void gr_opengl_dump_frame_stop()
2530 void gr_opengl_dump_frame()
2535 uint gr_opengl_lock()
2542 void gr_opengl_unlock()
2546 extern char *Osreg_title;
2547 void gr_opengl_init()
2550 gr_opengl_cleanup();
2554 mprintf(( "Initializing opengl graphics device...\n" ));
2558 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2560 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2566 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2567 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2568 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2569 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2570 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2572 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,SDL_OPENGL) == NULL)
2574 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2578 SDL_WM_SetCaption (Osreg_title, "FS2");
2580 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2582 glMatrixMode(GL_PROJECTION);
2584 glMatrixMode(GL_MODELVIEW);
2587 glShadeModel(GL_SMOOTH);
2588 glEnable(GL_DITHER);
2589 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2590 glHint(GL_FOG_HINT, GL_NICEST);
2592 glEnable(GL_DEPTH_TEST);
2595 glEnable(GL_TEXTURE_2D);
2597 glMatrixMode(GL_PROJECTION);
2601 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2602 glDepthRange(0.0, 1.0);
2604 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2606 //glGenTextures(1, &bitmapTex);
2607 //glBindTexture(GL_TEXTURE_2D, bitmapTex);
2608 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2609 //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2610 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2611 //bitmapMem = (GLubyte *)malloc(256*256*4);
2612 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2614 D3D_32bit = 1; // grd3d.cpp
2617 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2618 1 = use secondary color ext
2619 2 = use opengl linear fog
2621 D3D_fog_mode = 2; // grd3d.cpp
2625 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2635 Gr_red.mask = 0xff0000;
2640 Gr_green.mask = 0xff00;
2645 Gr_blue.mask = 0xff;
2653 Gr_red.mask = 0x7C00;
2658 Gr_green.mask = 0x3E0;
2663 Gr_blue.mask = 0x1F;
2671 Gr_red.mask = 0xF800;
2676 Gr_green.mask = 0x7E0;
2681 Gr_blue.mask = 0x1F;
2690 Gr_red.mask = 0xff0000;
2695 Gr_green.mask = 0xff00;
2700 Gr_blue.mask = 0xff;
2705 Int3(); // Illegal bpp
2708 // DDOI - set these so no one else does!
2709 Gr_ta_red.mask = 0x0f00;
2710 Gr_ta_red.shift = 8;
2711 Gr_ta_red.scale = 16;
2713 Gr_ta_green.mask = 0x00f0;
2714 Gr_ta_green.shift = 4;
2715 Gr_ta_green.scale = 16;
2717 Gr_ta_blue.mask = 0x000f;
2718 Gr_ta_blue.shift = 0;
2719 Gr_ta_blue.scale = 16;
2721 Gr_ta_alpha.mask = 0xf000;
2722 Gr_ta_alpha.shift = 12;
2723 Gr_ta_alpha.scale = 16;
2726 opengl_tcache_init (1);
2729 Gr_current_red = &Gr_red;
2730 Gr_current_blue = &Gr_blue;
2731 Gr_current_green = &Gr_green;
2732 Gr_current_alpha = &Gr_alpha;
2734 gr_screen.gf_flip = gr_opengl_flip;
2735 gr_screen.gf_flip_window = gr_opengl_flip_window;
2736 gr_screen.gf_set_clip = gr_opengl_set_clip;
2737 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2738 gr_screen.gf_set_font = grx_set_font;
2740 gr_screen.gf_set_color = gr_opengl_set_color;
2741 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2742 gr_screen.gf_create_shader = gr_opengl_create_shader;
2743 gr_screen.gf_set_shader = gr_opengl_set_shader;
2744 gr_screen.gf_clear = gr_opengl_clear;
2745 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2746 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2747 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2748 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2750 gr_screen.gf_rect = gr_opengl_rect;
2751 gr_screen.gf_shade = gr_opengl_shade;
2752 gr_screen.gf_string = gr_opengl_string;
2753 gr_screen.gf_circle = gr_opengl_circle;
2755 gr_screen.gf_line = gr_opengl_line;
2756 gr_screen.gf_aaline = gr_opengl_aaline;
2757 gr_screen.gf_pixel = gr_opengl_pixel;
2758 gr_screen.gf_scaler = gr_opengl_scaler;
2759 gr_screen.gf_tmapper = gr_opengl_tmapper;
2761 gr_screen.gf_gradient = gr_opengl_gradient;
2763 gr_screen.gf_set_palette = gr_opengl_set_palette;
2764 gr_screen.gf_get_color = gr_opengl_get_color;
2765 gr_screen.gf_init_color = gr_opengl_init_color;
2766 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2767 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2768 gr_screen.gf_print_screen = gr_opengl_print_screen;
2770 gr_screen.gf_fade_in = gr_opengl_fade_in;
2771 gr_screen.gf_fade_out = gr_opengl_fade_out;
2772 gr_screen.gf_flash = gr_opengl_flash;
2774 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2775 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2776 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2778 gr_screen.gf_save_screen = gr_opengl_save_screen;
2779 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2780 gr_screen.gf_free_screen = gr_opengl_free_screen;
2782 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2783 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2784 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2786 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2788 gr_screen.gf_lock = gr_opengl_lock;
2789 gr_screen.gf_unlock = gr_opengl_unlock;
2791 gr_screen.gf_fog_set = gr_opengl_fog_set;
2793 gr_screen.gf_get_region = gr_opengl_get_region;
2795 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2797 gr_screen.gf_set_cull = gr_opengl_set_cull;
2799 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2801 gr_screen.gf_filter_set = gr_opengl_filter_set;
2803 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2805 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;