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implement mouse cursor and screen save/restore
[taylor/freespace2.git] / src / graphics / gropengl.cpp
1 /*
2  * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
3  * $Revision$
4  * $Date$
5  * $Author$
6  *
7  * Code that uses the OpenGL graphics library
8  *
9  * $Log$
10  * Revision 1.45  2002/06/03 09:25:37  relnev
11  * implement mouse cursor and screen save/restore
12  *
13  * Revision 1.44  2002/06/02 18:46:59  relnev
14  * updated
15  *
16  * Revision 1.43  2002/06/02 11:34:00  relnev
17  * adjust z coords
18  *
19  * Revision 1.42  2002/06/02 10:28:17  relnev
20  * fix texture handle leak
21  *
22  * Revision 1.41  2002/06/01 09:00:34  relnev
23  * silly debug memmanager
24  *
25  * Revision 1.40  2002/06/01 07:12:33  relnev
26  * a few NDEBUG updates.
27  *
28  * removed a few warnings.
29  *
30  * Revision 1.39  2002/06/01 05:33:15  relnev
31  * copied more code over.
32  *
33  * added scissor clipping.
34  *
35  * Revision 1.38  2002/06/01 03:35:27  relnev
36  * fix typo
37  *
38  * Revision 1.37  2002/06/01 03:32:00  relnev
39  * fix texture loading mistake.
40  *
41  * enable some d3d stuff for opengl also
42  *
43  * Revision 1.36  2002/05/31 23:25:03  relnev
44  * line fixes
45  *
46  * Revision 1.34  2002/05/31 22:15:22  relnev
47  * BGRA
48  *
49  * Revision 1.33  2002/05/31 22:04:55  relnev
50  * use d3d rect_internal
51  *
52  * Revision 1.32  2002/05/31 06:28:23  relnev
53  * more stuff
54  *
55  * Revision 1.31  2002/05/31 06:04:39  relnev
56  * fog
57  *
58  * Revision 1.30  2002/05/31 03:56:11  theoddone33
59  * Change tmapper polygon winding and enable culling
60  *
61  * Revision 1.29  2002/05/31 03:34:02  theoddone33
62  * Fix Keyboard
63  * Add titlebar
64  *
65  * Revision 1.28  2002/05/31 00:06:59  relnev
66  * minor change
67  *
68  * Revision 1.27  2002/05/30 23:46:29  theoddone33
69  * some minor key changes (not necessarily fixes)
70  *
71  * Revision 1.26  2002/05/30 23:33:12  relnev
72  * implemented a few more functions.
73  *
74  * Revision 1.25  2002/05/30 23:01:16  relnev
75  * implement gr_opengl_set_state.
76  *
77  * Revision 1.24  2002/05/30 22:12:57  relnev
78  * finish default texture case
79  *
80  * Revision 1.23  2002/05/30 22:02:30  theoddone33
81  * More gl changes
82  *
83  * Revision 1.22  2002/05/30 21:44:48  relnev
84  * implemented some missing texture stuff.
85  *
86  * enable bitmap polys for opengl.
87  *
88  * work around greenness in bitmaps.
89  *
90  * Revision 1.21  2002/05/30 17:29:30  theoddone33
91  * Fix some more stubs, change at least one polygon winding since culling is now
92  * enabled.
93  *
94  * Revision 1.20  2002/05/30 16:50:24  theoddone33
95  * Keyboard partially fixed
96  *
97  * Revision 1.19  2002/05/30 08:13:14  relnev
98  * fonts are fixed
99  *
100  * Revision 1.18  2002/05/29 23:37:36  relnev
101  * fix bitmap bug
102  *
103  * Revision 1.17  2002/05/29 23:17:49  theoddone33
104  * Non working text code and fixed keys
105  *
106  * Revision 1.16  2002/05/29 19:45:13  theoddone33
107  * More changes on texture loading
108  *
109  * Revision 1.15  2002/05/29 19:06:48  theoddone33
110  * Enable string printing.  Enable texture mapping
111  *
112  * Revision 1.14  2002/05/29 08:54:40  relnev
113  * "fixed" bitmap drawing.
114  *
115  * copied more d3d code over.
116  *
117  * Revision 1.13  2002/05/29 06:25:13  theoddone33
118  * Keyboard input, mouse tracking now work
119  *
120  * Revision 1.12  2002/05/29 04:52:45  relnev
121  * bitmap
122  *
123  * Revision 1.11  2002/05/29 04:29:56  relnev
124  * removed some unncessary stubbing, implemented opengl rect
125  *
126  * Revision 1.10  2002/05/29 04:13:27  theoddone33
127  * enable opengl_line
128  *
129  * Revision 1.9  2002/05/29 03:35:51  relnev
130  * added rest of init
131  *
132  * Revision 1.8  2002/05/29 03:30:05  relnev
133  * update opengl stubs
134  *
135  * Revision 1.7  2002/05/29 02:52:32  theoddone33
136  * Enable OpenGL renderer
137  *
138  * Revision 1.6  2002/05/28 04:56:51  theoddone33
139  * runs a little bit now
140  *
141  * Revision 1.5  2002/05/28 04:07:28  theoddone33
142  * New graphics stubbing arrangement
143  *
144  * Revision 1.4  2002/05/27 23:39:34  relnev
145  * 0
146  *
147  * Revision 1.3  2002/05/27 22:35:01  theoddone33
148  * more symbols
149  *
150  * Revision 1.2  2002/05/27 22:32:02  theoddone33
151  * throw all d3d stuff at opengl
152  *
153  * Revision 1.1.1.1  2002/05/03 03:28:09  root
154  * Initial import.
155  *
156  * 
157  * 10    7/14/99 9:42a Dave
158  * Put in clear_color debug function. Put in base for 3dnow stuff / P3
159  * stuff
160  * 
161  * 9     7/09/99 9:51a Dave
162  * Added thick polyline code.
163  * 
164  * 8     6/29/99 10:35a Dave
165  * Interface polygon bitmaps! Whee!
166  * 
167  * 7     2/03/99 11:44a Dave
168  * Fixed d3d transparent textures.
169  * 
170  * 6     1/24/99 11:37p Dave
171  * First full rev of beam weapons. Very customizable. Removed some bogus
172  * Int3()'s in low level net code.
173  * 
174  * 5     12/18/98 1:13a Dave
175  * Rough 1024x768 support for Direct3D. Proper detection and usage through
176  * the launcher.
177  * 
178  * 4     12/06/98 2:36p Dave
179  * Drastically improved nebula fogging.
180  * 
181  * 3     11/11/98 5:37p Dave
182  * Checkin for multiplayer testing.
183  * 
184  * 2     10/07/98 10:53a Dave
185  * Initial checkin.
186  * 
187  * 1     10/07/98 10:49a Dave
188  * 
189  * 14    5/20/98 9:46p John
190  * added code so the places in code that change half the palette don't
191  * have to clear the screen.
192  * 
193  * 13    5/06/98 5:30p John
194  * Removed unused cfilearchiver.  Removed/replaced some unused/little used
195  * graphics functions, namely gradient_h and _v and pixel_sp.   Put in new
196  * DirectX header files and libs that fixed the Direct3D alpha blending
197  * problems.
198  * 
199  * 12    4/14/98 12:15p John
200  * Made 16-bpp movies work.
201  * 
202  * 11    3/12/98 5:36p John
203  * Took out any unused shaders.  Made shader code take rgbc instead of
204  * matrix and vector since noone used it like a matrix and it would have
205  * been impossible to do in hardware.   Made Glide implement a basic
206  * shader for online help.  
207  * 
208  * 10    3/10/98 4:18p John
209  * Cleaned up graphics lib.  Took out most unused gr functions.   Made D3D
210  * & Glide have popups and print screen.  Took out all >8bpp software
211  * support.  Made Fred zbuffer.  Made zbuffer allocate dynamically to
212  * support Fred.  Made zbuffering key off of functions rather than one
213  * global variable.
214  * 
215  * 9     12/02/97 4:00p John
216  * Added first rev of thruster glow, along with variable levels of
217  * translucency, which retquired some restructing of palman.
218  * 
219  * 8     10/03/97 9:10a John
220  * added better antialiased line drawer
221  * 
222  * 7     9/23/97 10:45a John
223  * made so you can tell bitblt code to rle a bitmap by passing flag to
224  * gr_set_bitmap
225  * 
226  * 6     9/09/97 11:01a Sandeep
227  * fixed warning level 4 bugs
228  * 
229  * 5     7/10/97 2:06p John
230  * added code to specify alphablending type for bitmaps.
231  * 
232  * 4     6/17/97 7:04p John
233  * added d3d support for gradients.
234  * fixed some color bugs by adding screen signatures instead of watching
235  * flags and palette changes.
236  * 
237  * 3     6/12/97 2:50a Lawrance
238  * bm_unlock() now passed bitmap number, not pointer
239  * 
240  * 2     6/11/97 1:12p John
241  * Started fixing all the text colors in the game.
242  * 
243  * 1     5/12/97 12:14p John
244  *
245  * $NoKeywords: $
246  */
247
248 #ifndef PLAT_UNIX
249 #include <windows.h>
250 #include <windowsx.h>
251 #endif
252 #include <GL/gl.h>
253
254 #include "pstypes.h"
255 #include "osapi.h"
256 #include "2d.h"
257 #include "3d.h"
258 #include "bmpman.h"
259 #include "floating.h"
260 #include "palman.h"
261 #include "systemvars.h"
262 #include "grinternal.h"
263 #include "gropengl.h"
264 #include "line.h"
265 #include "neb.h"
266 #include "mouse.h"
267 #include "osregistry.h"
268
269 static int Inited = 0;
270
271 typedef enum gr_texture_source {
272         TEXTURE_SOURCE_NONE,
273         TEXTURE_SOURCE_DECAL,
274         TEXTURE_SOURCE_NO_FILTERING,
275 } gr_texture_source;
276
277 typedef enum gr_alpha_blend {
278         ALPHA_BLEND_NONE,                       // 1*SrcPixel + 0*DestPixel
279         ALPHA_BLEND_ALPHA_ADDITIVE,             // Alpha*SrcPixel + 1*DestPixel
280         ALPHA_BLEND_ALPHA_BLEND_ALPHA,          // Alpha*SrcPixel + (1-Alpha)*DestPixel
281         ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR,      // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
282 } gr_alpha_blend;
283
284 typedef enum gr_zbuffer_type {
285         ZBUFFER_TYPE_NONE,
286         ZBUFFER_TYPE_READ,
287         ZBUFFER_TYPE_WRITE,
288         ZBUFFER_TYPE_FULL,
289 } gr_zbuffer_type;
290                         
291 #define NEBULA_COLORS 20
292
293 volatile int GL_activate = 0;
294 volatile int GL_deactivate = 0;
295
296 static char *Gr_saved_screen = NULL;
297 static int Gr_saved_screen_bitmap;
298
299 #ifdef PLAT_UNIX
300 // Throw in some dummy functions - DDOI
301
302 int D3D_32bit = 0;              // grd3d.cpp
303 int D3D_fog_mode = -1;          // grd3d.cpp
304 int D3D_inited = 0;             // grd3d.cpp
305 int D3D_zbias = 1;              // grd3d.cpp
306 int D3d_rendition_uvs = 0;      // grd3d.cpp
307
308 void gr_dd_activate(int active)         // grdirectdraw.cpp
309 {
310         STUB_FUNCTION;
311 }
312
313 void gr_directdraw_cleanup()            // grdirectdraw.cpp
314 {
315         STUB_FUNCTION;
316 }
317
318 void gr_directdraw_force_windowed()     // grdirectdraw.cpp
319 {
320         STUB_FUNCTION;
321 }
322
323 void gr_directdraw_init()
324 {
325         STUB_FUNCTION;
326 }
327
328 extern int gr_opengl_preload (int x, int y);
329 int gr_d3d_preload (int x, int y)
330 {
331         return gr_opengl_preload(x, y);
332 }
333
334 void d3d_start_frame()
335 {
336         STUB_FUNCTION;
337 }
338
339 void d3d_stop_frame()
340 {
341         STUB_FUNCTION;
342 }
343
344 void d3d_flush ()
345 {
346         STUB_FUNCTION;
347 }
348
349 void d3d_zbias (int a)
350 {
351         STUB_FUNCTION;
352 }
353 #endif
354
355 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
356 {
357         switch (ts) {
358                 case TEXTURE_SOURCE_NONE:
359                         glBindTexture(GL_TEXTURE_2D, 0);
360                         gr_tcache_set(-1, -1, NULL, NULL );
361                         break;
362                 case TEXTURE_SOURCE_DECAL:
363                         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
364                         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
365                         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
366                         break;
367                 case TEXTURE_SOURCE_NO_FILTERING:
368                         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
369                         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
370                         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
371                         break;
372                 default:
373                         break;
374         }
375         
376         switch (ab) {
377                 case ALPHA_BLEND_NONE:
378                         glBlendFunc(GL_ONE, GL_ZERO);
379                         break;
380                 case ALPHA_BLEND_ALPHA_ADDITIVE:
381                         glBlendFunc(GL_ONE, GL_ONE);
382                         break;
383                 case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
384                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
385                         break;
386                 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
387                         glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
388                         break;
389                 default:
390                         break;
391         }
392         
393         switch (zt) {
394                 case ZBUFFER_TYPE_NONE:
395                         glDepthFunc(GL_ALWAYS);
396                         glDepthMask(GL_FALSE);
397                         break;
398                 case ZBUFFER_TYPE_READ:
399                         glDepthFunc(GL_LESS);
400                         glDepthMask(GL_FALSE);  
401                         break;
402                 case ZBUFFER_TYPE_WRITE:
403                         glDepthFunc(GL_ALWAYS);
404                         glDepthMask(GL_TRUE);
405                         break;
406                 case ZBUFFER_TYPE_FULL:
407                         glDepthFunc(GL_LESS);
408                         glDepthMask(GL_TRUE);
409                         break;
410                 default:
411                         break;
412         }               
413 }
414
415 void gr_opengl_activate(int active)
416 {
417         if (active) {
418                 GL_activate++;
419                 
420                 /* TODO:
421                    make sure window is active and mouse grabbed
422                  */
423         } else {
424                 GL_deactivate++;
425                 
426                 /* TODO:
427                    make sure mouse is not grabbed and window minimized
428                  */
429         }
430         
431         STUB_FUNCTION;
432 }
433
434
435 void opengl_tcache_flush ();
436
437 void gr_opengl_preload_init()
438 {
439         if (gr_screen.mode != GR_OPENGL) {
440                 return;
441         }
442
443         opengl_tcache_flush ();
444 }
445
446 int GL_should_preload = 0;
447 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
448 {
449         if ( gr_screen.mode != GR_OPENGL) {
450                 return 0;
451         }
452
453         if ( !GL_should_preload )      {
454                 return 0;
455         }
456
457         float u_scale, v_scale;
458
459         int retval;
460         if ( is_aabitmap )      {
461                 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
462         } else {
463                 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
464         }
465
466         if ( !retval )  {
467                 mprintf(("Texture upload failed!\n" ));
468         }
469
470         return retval;
471 }
472
473 void gr_opengl_pixel(int x, int y)
474 {
475         gr_line(x,y,x,y);
476 }
477
478 void gr_opengl_clear()
479 {
480         glClearColor(gr_screen.current_clear_color.red / 255.0, 
481                 gr_screen.current_clear_color.green / 255.0, 
482                 gr_screen.current_clear_color.blue / 255.0, 1.0);
483
484         glClear ( GL_COLOR_BUFFER_BIT );
485 }
486
487 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
488 void opengl_tcache_frame ();
489 void gr_opengl_flip()
490 {
491         if (!Inited) return;
492
493         gr_reset_clip();
494
495         mouse_eval_deltas();
496         
497         extern int Gr_opengl_mouse_saved;
498         Gr_opengl_mouse_saved = 0;
499         
500         if ( mouse_is_visible() )       {
501                 int mx, my;
502                 
503                 gr_reset_clip();
504                 mouse_get_pos( &mx, &my );
505                 
506                 gr_opengl_save_mouse_area(mx,my,32,32);
507                 
508                 if ( Gr_cursor == -1 )  {
509                         // stuff
510                 } else {
511                         gr_set_bitmap(Gr_cursor);
512                         gr_bitmap( mx, my );
513                 }
514          }
515          
516 #ifndef NDEBUG
517         GLenum error = glGetError();
518         int ic = 0;
519         do {
520                 error = glGetError();
521                 
522                 if (error != GL_NO_ERROR) {
523                         nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
524                 }
525                 ic++;
526         } while (error != GL_NO_ERROR);
527 #endif
528         
529         SDL_GL_SwapBuffers ();
530
531         opengl_tcache_frame ();
532         
533         int cnt = GL_activate;
534         if ( cnt )      {
535                 GL_activate-=cnt;
536                 opengl_tcache_flush();
537                 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
538         }
539         
540         cnt = GL_deactivate;
541         if ( cnt )      {
542                 GL_deactivate-=cnt;
543                 // gr_opengl_clip_cursor(0);  /* mouse grab, see opengl_activate */
544         }
545 }
546
547 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
548 {
549         // Not used.
550 }
551
552 void gr_opengl_set_clip(int x,int y,int w,int h)
553 {
554         // check for sanity of parameters
555         if (x < 0)
556                 x = 0;
557         if (y < 0)
558                 y = 0;
559
560         if (x >= gr_screen.max_w)
561                 x = gr_screen.max_w - 1;
562         if (y >= gr_screen.max_h)
563                 y = gr_screen.max_h - 1;
564
565         if (x + w > gr_screen.max_w)
566                 w = gr_screen.max_w - x;
567         if (y + h > gr_screen.max_h)
568                 h = gr_screen.max_h - y;
569         
570         if (w > gr_screen.max_w)
571                 w = gr_screen.max_w;
572         if (h > gr_screen.max_h)
573                 h = gr_screen.max_h;
574         
575         gr_screen.offset_x = x;
576         gr_screen.offset_y = y;
577         gr_screen.clip_left = 0;
578         gr_screen.clip_right = w-1;
579         gr_screen.clip_top = 0;
580         gr_screen.clip_bottom = h-1;
581         gr_screen.clip_width = w;
582         gr_screen.clip_height = h;
583         
584         glEnable(GL_SCISSOR_TEST);
585         glScissor(x, gr_screen.max_h-y-h, w, h);
586 }
587
588 void gr_opengl_reset_clip()
589 {
590         gr_screen.offset_x = 0;
591         gr_screen.offset_y = 0;
592         gr_screen.clip_left = 0;
593         gr_screen.clip_top = 0;
594         gr_screen.clip_right = gr_screen.max_w - 1;
595         gr_screen.clip_bottom = gr_screen.max_h - 1;
596         gr_screen.clip_width = gr_screen.max_w;
597         gr_screen.clip_height = gr_screen.max_h;
598         
599         glDisable(GL_SCISSOR_TEST);
600 //      glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
601 }
602
603 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
604 {
605         gr_screen.current_alpha = alpha;
606         gr_screen.current_alphablend_mode = alphablend_mode;
607         gr_screen.current_bitblt_mode = bitblt_mode;
608         gr_screen.current_bitmap = bitmap_num;
609
610         gr_screen.current_bitmap_sx = sx;
611         gr_screen.current_bitmap_sy = sy;
612 }
613
614 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
615 {
616         shade->screen_sig = gr_screen.signature;
617         shade->r = r;
618         shade->g = g;
619         shade->b = b;
620         shade->c = c;   
621 }
622
623 void gr_opengl_set_shader( shader * shade )
624 {       
625         if ( shade )    {
626                 if (shade->screen_sig != gr_screen.signature)   {
627                         gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
628                 }
629                 gr_screen.current_shader = *shade;
630         } else {
631                 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
632         }
633 }
634
635
636 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
637 {
638         STUB_FUNCTION; /* who called me? */
639 #if 0
640         bitmap * bmp;
641         extern int GL_last_bitmap_id;   
642         bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
643         
644         int ix, iy, iw, ih;
645         int px, py, qx, qy;
646         GLubyte *sptr, *dptr;
647         
648         float s, t;
649         
650         int cw = min(bmp->w, w);
651         int ch = min(bmp->h, h);
652
653         GL_last_bitmap_id = -1; /* HACK! */
654         
655         glColor4f(1.0, 1.0, 1.0, 1.0);  
656         glBindTexture(GL_TEXTURE_2D, bitmapTex);
657                 
658         py = y;
659         for (iy = sy; iy < ch; iy += 256) {
660                 px = x;
661                 ih = min(256, (ch-iy));
662                 qy = py+ih;
663                 for (ix = sx; ix < cw; ix += 256) {
664                         dptr = bitmapMem;
665                         sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
666                         
667                         iw = min(256, (cw-ix));
668                                 
669                         qx = px+iw;
670                         
671                         int ihx = ih;
672                         while (ihx > 0) {
673                                 memcpy(dptr, sptr, iw*2);
674                                 
675                                 sptr += 2*bmp->w;
676                                 dptr += 2*iw;
677                                 
678                                 ihx--;
679                         }                       
680                         
681                         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
682                         glBegin(GL_QUADS);
683                                 /* upper left */
684                                 s = 0.0;
685                                 t = 0.0;
686                                 glTexCoord2f(s, t);
687                                 glVertex2i(px, py);
688                                 
689                                 /* lower left */
690                                 s = 0.0;
691                                 t = (float)ih / 256.0;
692                                 glTexCoord2f(s, t);
693                                 glVertex2i(px, qy);
694                                 
695                                 /* lower right */
696                                 s = (float)iw / 256.0;
697                                 t = (float)ih / 256.0;
698                                 glTexCoord2f(s, t);
699                                 glVertex2i(qx, qy);
700                                 
701                                 /* upper left */
702                                 s = (float)iw / 256.0;
703                                 t = 0.0;
704                                 glTexCoord2f(s, t);
705                                 glVertex2i(qx, py);
706                         glEnd();
707                         
708                         px = qx;
709                 }
710                 
711                 py = qy;
712         }
713         
714         bm_unlock(gr_screen.current_bitmap);
715 #endif  
716 }
717
718
719 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
720 {
721         STUB_FUNCTION; /* who called me? */
722 #if 0
723         int reclip;
724         #ifndef NDEBUG
725         int count = 0;
726         #endif
727
728         int dx1=x, dx2=x+w-1;
729         int dy1=y, dy2=y+h-1;
730
731         int bw, bh;
732         bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
733
734         do {
735                 reclip = 0;
736                 #ifndef NDEBUG
737                         if ( count > 1 ) Int3();
738                         count++;
739                 #endif
740         
741                 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
742                 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
743                 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
744                 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
745                 if ( dx2 > gr_screen.clip_right )       { dx2 = gr_screen.clip_right; }
746                 if ( dy2 > gr_screen.clip_bottom )      { dy2 = gr_screen.clip_bottom; }
747
748                 if ( sx < 0 ) {
749                         dx1 -= sx;
750                         sx = 0;
751                         reclip = 1;
752                 }
753
754                 if ( sy < 0 ) {
755                         dy1 -= sy;
756                         sy = 0;
757                         reclip = 1;
758                 }
759
760                 w = dx2-dx1+1;
761                 h = dy2-dy1+1;
762
763                 if ( sx + w > bw ) {
764                         w = bw - sx;
765                         dx2 = dx1 + w - 1;
766                 }
767
768                 if ( sy + h > bh ) {
769                         h = bh - sy;
770                         dy2 = dy1 + h - 1;
771                 }
772
773                 if ( w < 1 ) return;            // clipped away!
774                 if ( h < 1 ) return;            // clipped away!
775
776         } while (reclip);
777
778         // Make sure clipping algorithm works
779         #ifndef NDEBUG
780                 Assert( w > 0 );
781                 Assert( h > 0 );
782                 Assert( w == (dx2-dx1+1) );
783                 Assert( h == (dy2-dy1+1) );
784                 Assert( sx >= 0 );
785                 Assert( sy >= 0 );
786                 Assert( sx+w <= bw );
787                 Assert( sy+h <= bh );
788                 Assert( dx2 >= dx1 );
789                 Assert( dy2 >= dy1 );
790                 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
791                 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
792                 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
793                 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
794         #endif
795
796         // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
797         // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
798
799         gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
800 #endif  
801 }
802
803 void gr_opengl_bitmap(int x, int y)
804 {
805         STUB_FUNCTION; /* who called me? */
806 #if 0
807         int w, h;
808
809         bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
810         int dx1=x, dx2=x+w-1;
811         int dy1=y, dy2=y+h-1;
812         int sx=0, sy=0;
813
814         if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
815         if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
816         if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
817         if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
818         if ( dx2 > gr_screen.clip_right )       { dx2 = gr_screen.clip_right; }
819         if ( dy2 > gr_screen.clip_bottom )      { dy2 = gr_screen.clip_bottom; }
820
821         if ( sx < 0 ) return;
822         if ( sy < 0 ) return;
823         if ( sx >= w ) return;
824         if ( sy >= h ) return;
825
826         // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
827
828         gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
829 #endif  
830 }
831
832 void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
833 {
834         int saved_zbuf;
835         vertex v[4];
836         vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
837
838         saved_zbuf = gr_zbuffer_get();
839         
840         // start the frame, no zbuffering, no culling
841         g3_start_frame(1);      
842         gr_zbuffer_set(GR_ZBUFF_NONE);          
843         gr_set_cull(0);         
844
845         // stuff coords         
846         v[0].sx = i2fl(x);
847         v[0].sy = i2fl(y);
848         v[0].sw = 0.0f;
849         v[0].u = 0.0f;
850         v[0].v = 0.0f;
851         v[0].flags = PF_PROJECTED;
852         v[0].codes = 0;
853         v[0].r = (ubyte)r;
854         v[0].g = (ubyte)g;
855         v[0].b = (ubyte)b;
856         v[0].a = (ubyte)a;
857
858         v[1].sx = i2fl(x + w);
859         v[1].sy = i2fl(y);      
860         v[1].sw = 0.0f;
861         v[1].u = 0.0f;
862         v[1].v = 0.0f;
863         v[1].flags = PF_PROJECTED;
864         v[1].codes = 0;
865         v[1].r = (ubyte)r;
866         v[1].g = (ubyte)g;
867         v[1].b = (ubyte)b;
868         v[1].a = (ubyte)a;
869
870         v[2].sx = i2fl(x + w);
871         v[2].sy = i2fl(y + h);
872         v[2].sw = 0.0f;
873         v[2].u = 0.0f;
874         v[2].v = 0.0f;
875         v[2].flags = PF_PROJECTED;
876         v[2].codes = 0;
877         v[2].r = (ubyte)r;
878         v[2].g = (ubyte)g;
879         v[2].b = (ubyte)b;
880         v[2].a = (ubyte)a;
881
882         v[3].sx = i2fl(x);
883         v[3].sy = i2fl(y + h);
884         v[3].sw = 0.0f;
885         v[3].u = 0.0f;
886         v[3].v = 0.0f;
887         v[3].flags = PF_PROJECTED;
888         v[3].codes = 0;                         
889         v[3].r = (ubyte)r;
890         v[3].g = (ubyte)g;
891         v[3].b = (ubyte)b;
892         v[3].a = (ubyte)a;
893
894         // draw the polys
895         g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);          
896
897         g3_end_frame();
898
899         // restore zbuffer and culling
900         gr_zbuffer_set(saved_zbuf);
901         gr_set_cull(1); 
902 }
903
904 void gr_opengl_rect(int x,int y,int w,int h)
905 {
906         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);
907 }
908
909 void gr_opengl_shade(int x,int y,int w,int h)
910 {
911         int r,g,b,a;
912         
913         float shade1 = 1.0f;
914         float shade2 = 6.0f;
915
916         r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
917         if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
918         g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
919         if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
920         b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
921         if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
922         a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
923         if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
924
925         gr_opengl_rect_internal(x, y, w, h, r, g, b, a);        
926 }
927
928 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
929 {
930         if ( w < 1 ) return;
931         if ( h < 1 ) return;
932
933         if ( !gr_screen.current_color.is_alphacolor )   return;
934
935         float u_scale, v_scale;
936
937         gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
938
939         if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) )     {
940                 // Couldn't set texture
941                 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
942                 return;
943         }
944
945         float u0, u1, v0, v1;
946         float x1, x2, y1, y2;
947         int bw, bh;
948
949         bm_get_info( gr_screen.current_bitmap, &bw, &bh );
950
951         u0 = u_scale*i2fl(sx)/i2fl(bw);
952         v0 = v_scale*i2fl(sy)/i2fl(bh);
953
954         u1 = u_scale*i2fl(sx+w)/i2fl(bw);
955         v1 = v_scale*i2fl(sy+h)/i2fl(bh);
956
957         x1 = i2fl(x+gr_screen.offset_x);
958         y1 = i2fl(y+gr_screen.offset_y);
959         x2 = i2fl(x+w+gr_screen.offset_x);
960         y2 = i2fl(y+h+gr_screen.offset_y);
961
962         if ( gr_screen.current_color.is_alphacolor )    {
963                 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
964         } else {
965                 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
966         }
967
968         glBegin (GL_QUADS);
969           glTexCoord2f (u0, v1);
970           glVertex3f (x1, y2, -0.99);
971
972           glTexCoord2f (u1, v1);
973           glVertex3f (x2, y2, -0.99);
974
975           glTexCoord2f (u1, v0);
976           glVertex3f (x2, y1, -0.99);
977
978           glTexCoord2f (u0, v0);
979           glVertex3f (x1, y1, -0.99);
980         glEnd ();
981 }
982
983 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
984 {
985         int reclip;
986         #ifndef NDEBUG
987         int count = 0;
988         #endif
989
990         int dx1=x, dx2=x+w-1;
991         int dy1=y, dy2=y+h-1;
992
993         int bw, bh;
994         bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
995
996         do {
997                 reclip = 0;
998                 #ifndef NDEBUG
999                         if ( count > 1 ) Int3();
1000                         count++;
1001                 #endif
1002         
1003                 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1004                 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1005                 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1006                 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1007                 if ( dx2 > gr_screen.clip_right )       { dx2 = gr_screen.clip_right; }
1008                 if ( dy2 > gr_screen.clip_bottom )      { dy2 = gr_screen.clip_bottom; }
1009
1010                 if ( sx < 0 ) {
1011                         dx1 -= sx;
1012                         sx = 0;
1013                         reclip = 1;
1014                 }
1015
1016                 if ( sy < 0 ) {
1017                         dy1 -= sy;
1018                         sy = 0;
1019                         reclip = 1;
1020                 }
1021
1022                 w = dx2-dx1+1;
1023                 h = dy2-dy1+1;
1024
1025                 if ( sx + w > bw ) {
1026                         w = bw - sx;
1027                         dx2 = dx1 + w - 1;
1028                 }
1029
1030                 if ( sy + h > bh ) {
1031                         h = bh - sy;
1032                         dy2 = dy1 + h - 1;
1033                 }
1034
1035                 if ( w < 1 ) return;            // clipped away!
1036                 if ( h < 1 ) return;            // clipped away!
1037
1038         } while (reclip);
1039
1040         // Make sure clipping algorithm works
1041         #ifndef NDEBUG
1042                 Assert( w > 0 );
1043                 Assert( h > 0 );
1044                 Assert( w == (dx2-dx1+1) );
1045                 Assert( h == (dy2-dy1+1) );
1046                 Assert( sx >= 0 );
1047                 Assert( sy >= 0 );
1048                 Assert( sx+w <= bw );
1049                 Assert( sy+h <= bh );
1050                 Assert( dx2 >= dx1 );
1051                 Assert( dy2 >= dy1 );
1052                 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1053                 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1054                 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1055                 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1056         #endif
1057
1058         // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1059         gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1060 }
1061
1062 void gr_opengl_aabitmap(int x, int y)
1063 {
1064         int w, h;
1065
1066         bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1067         int dx1=x, dx2=x+w-1;
1068         int dy1=y, dy2=y+h-1;
1069         int sx=0, sy=0;
1070
1071         if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1072         if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1073         if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1074         if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1075         if ( dx2 > gr_screen.clip_right )       { dx2 = gr_screen.clip_right; }
1076         if ( dy2 > gr_screen.clip_bottom )      { dy2 = gr_screen.clip_bottom; }
1077
1078         if ( sx < 0 ) return;
1079         if ( sy < 0 ) return;
1080         if ( sx >= w ) return;
1081         if ( sy >= h ) return;
1082
1083         // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1084         gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1085 }
1086
1087
1088 void gr_opengl_string( int sx, int sy, char *s )
1089 {
1090         int width, spacing, letter;
1091         int x, y;
1092
1093         if ( !Current_font )    {
1094                 return;
1095         }
1096
1097         gr_set_bitmap(Current_font->bitmap_id);
1098
1099         x = sx;
1100         y = sy;
1101
1102         if (sx==0x8000) {                       //centered
1103                 x = get_centered_x(s);
1104         } else {
1105                 x = sx;
1106         }
1107         
1108         spacing = 0;
1109
1110         while (*s)      {
1111                 x += spacing;
1112
1113                 while (*s== '\n' )      {
1114                         s++;
1115                         y += Current_font->h;
1116                         if (sx==0x8000) {                       //centered
1117                                 x = get_centered_x(s);
1118                         } else {
1119                                 x = sx;
1120                         }
1121                 }
1122                 if (*s == 0 ) break;
1123
1124                 letter = get_char_width(s[0],s[1],&width,&spacing);
1125                 s++;
1126
1127                 //not in font, draw as space
1128                 if (letter<0)   {
1129                         continue;
1130                 }
1131
1132                 int xd, yd, xc, yc;
1133                 int wc, hc;
1134
1135                 // Check if this character is totally clipped
1136                 if ( x + width < gr_screen.clip_left ) continue;
1137                 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1138                 if ( x > gr_screen.clip_right ) continue;
1139                 if ( y > gr_screen.clip_bottom ) continue;
1140
1141                 xd = yd = 0;
1142                 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1143                 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1144                 xc = x+xd;
1145                 yc = y+yd;
1146
1147                 wc = width - xd; hc = Current_font->h - yd;
1148                 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1149                 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1150
1151                 if ( wc < 1 ) continue;
1152                 if ( hc < 1 ) continue;
1153
1154                 int u = Current_font->bm_u[letter];
1155                 int v = Current_font->bm_v[letter];
1156
1157                 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1158         }
1159 }
1160
1161 void gr_opengl_line(int x1,int y1,int x2,int y2)
1162 {
1163         int clipped = 0, swapped=0;
1164
1165         gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1166         
1167         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);
1168         
1169         float sx1, sy1;
1170         float sx2, sy2;
1171         
1172         sx1 = i2fl(x1 + gr_screen.offset_x);
1173         sy1 = i2fl(y1 + gr_screen.offset_y);
1174         sx2 = i2fl(x2 + gr_screen.offset_x);
1175         sy2 = i2fl(y2 + gr_screen.offset_y);
1176         
1177         if ( x1 == x2 && y1 == y2 ) {
1178                 glBegin (GL_POINTS);
1179                   glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1180                   glVertex3f (sx1, sy1, -0.99f);
1181                 glEnd ();
1182                 
1183                 return;
1184         }
1185         
1186         if ( x1 == x2 ) {
1187                 if ( sy1 < sy2 )    {
1188                         sy2 += 0.5f;
1189                 } else {
1190                         sy1 += 0.5f;
1191                 }
1192         } else if ( y1 == y2 )  {
1193                 if ( sx1 < sx2 )    {
1194                         sx2 += 0.5f;
1195                 } else {
1196                         sx1 += 0.5f;
1197                 }
1198         }
1199         
1200         glBegin (GL_LINES);
1201           glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1202           glVertex3f (sx2, sy2, -0.99f);
1203           glVertex3f (sx1, sy1, -0.99f);
1204         glEnd ();
1205 }
1206
1207 void gr_opengl_aaline(vertex *v1, vertex *v2)
1208 {
1209         gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1210 }
1211
1212 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1213 {
1214         int clipped = 0, swapped=0;
1215
1216         if ( !gr_screen.current_color.is_alphacolor )   {
1217                 gr_line( x1, y1, x2, y2 );
1218                 return;
1219         }
1220
1221         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);
1222
1223         gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1224
1225         int aa = swapped ? 0 : gr_screen.current_color.alpha;
1226         int ba = swapped ? gr_screen.current_color.alpha : 0;
1227         
1228         float sx1, sy1;
1229         float sx2, sy2;
1230         
1231         sx1 = i2fl(x1 + gr_screen.offset_x);
1232         sy1 = i2fl(y1 + gr_screen.offset_y);
1233         sx2 = i2fl(x2 + gr_screen.offset_x);
1234         sy2 = i2fl(y2 + gr_screen.offset_y);
1235         
1236         if ( x1 == x2 ) {
1237                 if ( sy1 < sy2 )    {
1238                         sy2 += 0.5f;
1239                 } else {
1240                         sy1 += 0.5f;
1241                 }
1242         } else if ( y1 == y2 )  {
1243                 if ( sx1 < sx2 )    {
1244                         sx2 += 0.5f;
1245                 } else {
1246                         sx1 += 0.5f;
1247                 }
1248         }
1249         
1250         glBegin (GL_LINES);
1251           glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1252           glVertex3f (sx2, sy2, -0.99f);
1253           glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1254           glVertex3f (sx1, sy1, -0.99f);
1255         glEnd ();       
1256 }
1257
1258 void gr_opengl_circle( int xc, int yc, int d )
1259 {
1260         int p,x, y, r;
1261
1262         r = d/2;
1263         p=3-d;
1264         x=0;
1265         y=r;
1266
1267         // Big clip
1268         if ( (xc+r) < gr_screen.clip_left ) return;
1269         if ( (xc-r) > gr_screen.clip_right ) return;
1270         if ( (yc+r) < gr_screen.clip_top ) return;
1271         if ( (yc-r) > gr_screen.clip_bottom ) return;
1272
1273         while(x<y)      {
1274                 // Draw the first octant
1275                 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1276                 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1277                                 
1278                 if (p<0) 
1279                         p=p+(x<<2)+6;
1280                 else    {
1281                         // Draw the second octant
1282                         gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1283                         gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1284                                                 
1285                         p=p+((x-y)<<2)+10;
1286                         y--;
1287                 }
1288                 x++;
1289         }
1290         if(x==y) {
1291                 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1292                 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1293         }
1294         return;
1295 }
1296
1297 void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1298 {
1299         float f_float;
1300         
1301         f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1302         if (f_float < 0.0f) {
1303                 f_float = 0.0f;
1304         } else {
1305                 f_float = 1.0f;
1306         }
1307         *r = 0;
1308         *g = 0;
1309         *b = 0;
1310         *a = (int)(f_float * 255.0);
1311 }
1312
1313 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1314 {
1315         int i;
1316         float u_scale = 1.0f, v_scale = 1.0f;
1317
1318         // Make nebula use the texture mapper... this blends the colors better.
1319         if ( flags & TMAP_FLAG_NEBULA ){
1320                 Int3 ();
1321         }
1322
1323         gr_texture_source texture_source = (gr_texture_source)-1;
1324         gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1325         gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1326         
1327         if ( gr_zbuffering )    {
1328                 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER)   )       {
1329                         zbuffer_type = ZBUFFER_TYPE_READ;
1330                 } else {
1331                         zbuffer_type = ZBUFFER_TYPE_FULL;
1332                 }
1333         } else {
1334                 zbuffer_type = ZBUFFER_TYPE_NONE;
1335         }
1336         
1337         int alpha;
1338
1339         int tmap_type = TCACHE_TYPE_NORMAL;
1340
1341         int r, g, b;
1342
1343         if ( flags & TMAP_FLAG_TEXTURED )       {
1344                 r = g = b = 255;
1345         } else {
1346                 r = gr_screen.current_color.red;
1347                 g = gr_screen.current_color.green;
1348                 b = gr_screen.current_color.blue;
1349         }
1350
1351         if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )        
1352         {
1353                 if (1) {
1354                         tmap_type = TCACHE_TYPE_NORMAL;
1355                         alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1356                         
1357                         // Blend with screen pixel using src*alpha+dst
1358                         float factor = gr_screen.current_alpha;
1359                         
1360                         alpha = 255;
1361                         
1362                         if ( factor <= 1.0f )   {
1363                                 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1364                                 r = (r*tmp_alpha)/255;
1365                                 g = (g*tmp_alpha)/255;
1366                                 b = (b*tmp_alpha)/255;
1367                         }
1368                 } else {
1369                         tmap_type = TCACHE_TYPE_XPARENT;
1370                         
1371                         alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1372                         
1373                         // Blend with screen pixel using src*alpha+dst
1374                         float factor = gr_screen.current_alpha;
1375                                 
1376                         if ( factor > 1.0f )    {
1377                                 alpha = 255;
1378                         } else {
1379                                 alpha = fl2i(gr_screen.current_alpha*255.0f);
1380                         }
1381                 }
1382         } else {
1383                 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1384                         alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1385                 } else {
1386                         alpha_blend = ALPHA_BLEND_NONE;
1387                 }
1388                 alpha = 255;
1389         }
1390
1391         if(flags & TMAP_FLAG_BITMAP_SECTION){
1392                 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1393         }
1394         
1395         texture_source = TEXTURE_SOURCE_NONE;
1396         
1397         if ( flags & TMAP_FLAG_TEXTURED )       {
1398                 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 ))
1399                 {
1400                         mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1401                         return;
1402                 }
1403
1404                 // use nonfiltered textures for bitmap sections
1405                 if(flags & TMAP_FLAG_BITMAP_SECTION){
1406                         texture_source = TEXTURE_SOURCE_NO_FILTERING;
1407                 } else {
1408                         texture_source = TEXTURE_SOURCE_DECAL;
1409                 }
1410         }
1411
1412
1413         gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1414         
1415         if ( flags & TMAP_FLAG_TEXTURED )
1416         {
1417                 // rendition junk
1418                 // STUB_FUNCTION;
1419         }
1420
1421         if (flags & TMAP_FLAG_PIXEL_FOG) {
1422                 int r, g, b;
1423                 int ra, ga, ba;
1424                 ra = ga = ba = 0;
1425         
1426                 /* argh */
1427                 for (i=nv-1;i>=0;i--)   // DDOI - change polygon winding
1428                 {
1429                         vertex * va = verts[i];
1430                         float sx, sy;
1431                 
1432                         int x, y;
1433                         x = fl2i(va->sx*16.0f);
1434                         y = fl2i(va->sy*16.0f);
1435                 
1436                         x += gr_screen.offset_x*16;
1437                         y += gr_screen.offset_y*16;
1438                 
1439                         sx = i2fl(x) / 16.0f;
1440                         sy = i2fl(y) / 16.0f;
1441                 
1442                         neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1443                         
1444                         ra += r;
1445                         ga += g;
1446                         ba += b;
1447                 }
1448                 
1449                 ra /= nv;
1450                 ga /= nv;
1451                 ba /= nv;
1452                 
1453                 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1454         }
1455         
1456         glBegin(GL_TRIANGLE_FAN);
1457         for (i = nv-1; i >= 0; i--) {           
1458                 vertex * va = verts[i];
1459                 float sx, sy, sz;
1460                 float tu, tv;
1461                 float rhw;
1462                 int a;
1463                 
1464                 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) )      {
1465                         sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1466                         
1467                         if ( sz > 0.98f ) {
1468                                 sz = 0.98f;
1469                         }
1470                 } else {
1471                         sz = 0.99f;
1472                 }
1473
1474                 if ( flags & TMAP_FLAG_CORRECT )        {
1475                         rhw = va->sw;
1476                 } else {
1477                         rhw = 1.0f;
1478                 }
1479                 
1480                 if (flags & TMAP_FLAG_ALPHA) {
1481                         a = verts[i]->a;
1482                 } else {
1483                         a = alpha;
1484                 }
1485
1486                 if (flags & TMAP_FLAG_NEBULA ) {
1487                         int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1488                         r = gr_palette[pal*3+0];
1489                         g = gr_palette[pal*3+1];
1490                         b = gr_palette[pal*3+2];
1491                 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) )   {
1492                         r = Gr_gamma_lookup[verts[i]->b];
1493                         g = Gr_gamma_lookup[verts[i]->b];
1494                         b = Gr_gamma_lookup[verts[i]->b];
1495                 } else if ( (flags & TMAP_FLAG_RGB)  && (flags & TMAP_FLAG_GOURAUD) )   {
1496                         // Make 0.75 be 256.0f
1497                         r = Gr_gamma_lookup[verts[i]->r];
1498                         g = Gr_gamma_lookup[verts[i]->g];
1499                         b = Gr_gamma_lookup[verts[i]->b];
1500                 } else {
1501                         // use constant RGB values...
1502                 }
1503                 glColor4ub (r,g,b,a);
1504
1505                 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1506                         int sr, sg, sb, sa;
1507                         
1508                         /* this is for GL_EXT_SECONDARY_COLOR */
1509                         gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1510                         /* do separate color call here */
1511                         
1512                         STUB_FUNCTION;
1513                 }
1514                 
1515                 int x, y;
1516                 x = fl2i(va->sx*16.0f);
1517                 y = fl2i(va->sy*16.0f);
1518
1519                 x += gr_screen.offset_x*16;
1520                 y += gr_screen.offset_y*16;
1521                 
1522                 sx = i2fl(x) / 16.0f;
1523                 sy = i2fl(y) / 16.0f;
1524
1525                 if ( flags & TMAP_FLAG_TEXTURED )       {
1526                         tu = va->u*u_scale;
1527                         tv = va->v*v_scale;
1528                         glTexCoord2f(tu, tv);
1529                 }
1530                 
1531                 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1532         }
1533         glEnd();
1534 }
1535
1536 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1537 {
1538         gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1539 }
1540
1541 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1542
1543 void gr_opengl_scaler(vertex *va, vertex *vb )
1544 {
1545         float x0, y0, x1, y1;
1546         float u0, v0, u1, v1;
1547         float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1548         float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1549         float xmin, xmax, ymin, ymax;
1550         int dx0, dy0, dx1, dy1;
1551
1552         //============= CLIP IT =====================
1553
1554         x0 = va->sx; y0 = va->sy;
1555         x1 = vb->sx; y1 = vb->sy;
1556
1557         xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1558         xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1559
1560         u0 = va->u; v0 = va->v;
1561         u1 = vb->u; v1 = vb->v;
1562
1563         // Check for obviously offscreen bitmaps...
1564         if ( (y1<=y0) || (x1<=x0) ) return;
1565         if ( (x1<xmin ) || (x0>xmax) ) return;
1566         if ( (y1<ymin ) || (y0>ymax) ) return;
1567
1568         clipped_u0 = u0; clipped_v0 = v0;
1569         clipped_u1 = u1; clipped_v1 = v1;
1570
1571         clipped_x0 = x0; clipped_y0 = y0;
1572         clipped_x1 = x1; clipped_y1 = y1;
1573
1574         // Clip the left, moving u0 right as necessary
1575         if ( x0 < xmin )        {
1576                 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1577                 clipped_x0 = xmin;
1578         }
1579
1580         // Clip the right, moving u1 left as necessary
1581         if ( x1 > xmax )        {
1582                 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1583                 clipped_x1 = xmax;
1584         }
1585
1586         // Clip the top, moving v0 down as necessary
1587         if ( y0 < ymin )        {
1588                 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1589                 clipped_y0 = ymin;
1590         }
1591
1592         // Clip the bottom, moving v1 up as necessary
1593         if ( y1 > ymax )        {
1594                 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1595                 clipped_y1 = ymax;
1596         }
1597         
1598         dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1599         dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1600
1601         if (dx1<=dx0) return;
1602         if (dy1<=dy0) return;
1603
1604         //============= DRAW IT =====================
1605
1606         vertex v[4];
1607         vertex *vl[4];
1608
1609         vl[0] = &v[0];  
1610         v->sx = clipped_x0;
1611         v->sy = clipped_y0;
1612         v->sw = va->sw;
1613         v->z = va->z;
1614         v->u = clipped_u0;
1615         v->v = clipped_v0;
1616
1617         vl[1] = &v[1];  
1618         v[1].sx = clipped_x1;
1619         v[1].sy = clipped_y0;
1620         v[1].sw = va->sw;
1621         v[1].z = va->z;
1622         v[1].u = clipped_u1;
1623         v[1].v = clipped_v0;
1624
1625         vl[2] = &v[2];  
1626         v[2].sx = clipped_x1;
1627         v[2].sy = clipped_y1;
1628         v[2].sw = va->sw;
1629         v[2].z = va->z;
1630         v[2].u = clipped_u1;
1631         v[2].v = clipped_v1;
1632
1633         vl[3] = &v[3];  
1634         v[3].sx = clipped_x0;
1635         v[3].sy = clipped_y1;
1636         v[3].sw = va->sw;
1637         v[3].z = va->z;
1638         v[3].u = clipped_u0;
1639         v[3].v = clipped_v1;
1640
1641         gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1642 }
1643
1644 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1645 {
1646 }
1647
1648 void gr_opengl_get_color( int * r, int * g, int * b )
1649 {
1650         if (r) *r = gr_screen.current_color.red;
1651         if (g) *g = gr_screen.current_color.green;
1652         if (b) *b = gr_screen.current_color.blue;
1653 }
1654
1655 void gr_opengl_init_color(color *c, int r, int g, int b)
1656 {
1657         c->screen_sig = gr_screen.signature;
1658         c->red = (unsigned char)r;
1659         c->green = (unsigned char)g;
1660         c->blue = (unsigned char)b;
1661         c->alpha = 255;
1662         c->ac_type = AC_TYPE_NONE;
1663         c->alphacolor = -1;
1664         c->is_alphacolor = 0;
1665         c->magic = 0xAC01;
1666 }
1667
1668 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1669 {
1670         if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1671         if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1672         if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1673         if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1674
1675         gr_opengl_init_color( clr, r, g, b );
1676
1677         clr->alpha = (unsigned char)alpha;
1678         clr->ac_type = (ubyte)type;
1679         clr->alphacolor = -1;
1680         clr->is_alphacolor = 1;
1681 }
1682
1683 void gr_opengl_set_color( int r, int g, int b )
1684 {
1685         Assert((r >= 0) && (r < 256));
1686         Assert((g >= 0) && (g < 256));
1687         Assert((b >= 0) && (b < 256));
1688
1689         gr_opengl_init_color( &gr_screen.current_color, r, g, b );      
1690 }
1691
1692 void gr_opengl_set_color_fast(color *dst)
1693 {
1694         if ( dst->screen_sig != gr_screen.signature )   {
1695                 if ( dst->is_alphacolor )       {
1696                         gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1697                 } else {
1698                         gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1699                 }
1700         }
1701         gr_screen.current_color = *dst;
1702 }
1703
1704 void gr_opengl_print_screen(char *filename)
1705 {
1706         STUB_FUNCTION;
1707 }
1708
1709 int gr_opengl_supports_res_ingame(int res)
1710 {
1711         STUB_FUNCTION;
1712         
1713         return 1;
1714 }
1715
1716 int gr_opengl_supports_res_interface(int res)
1717 {
1718         STUB_FUNCTION;
1719         
1720         return 1;
1721 }
1722
1723 void opengl_tcache_cleanup ();
1724 void gr_opengl_cleanup()
1725 {
1726         if ( !Inited )  return;
1727
1728
1729         gr_reset_clip();
1730         gr_clear();
1731         gr_flip();
1732
1733         opengl_tcache_cleanup ();
1734
1735         Inited = 0;
1736 }
1737
1738 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1739 {
1740         Assert((r >= 0) && (r < 256));
1741         Assert((g >= 0) && (g < 256));
1742         Assert((b >= 0) && (b < 256));
1743         
1744         if (fog_mode == GR_FOGMODE_NONE) {
1745                 if (gr_screen.current_fog_mode != fog_mode) {
1746                         glDisable(GL_FOG);
1747                 }
1748                 gr_screen.current_fog_mode = fog_mode;
1749                 
1750                 return;
1751         }
1752         
1753         if (gr_screen.current_fog_mode != fog_mode) {
1754                 glEnable(GL_FOG);
1755                 
1756                 if (D3D_fog_mode == 2) {
1757                         glFogi(GL_FOG_MODE, GL_LINEAR);
1758                 }
1759                 
1760                 gr_screen.current_fog_mode = fog_mode;
1761         }
1762         
1763         if ( (gr_screen.current_fog_color.red != r) ||
1764                         (gr_screen.current_fog_color.green != g) ||
1765                         (gr_screen.current_fog_color.blue != b) ) {
1766                 GLfloat fc[4];
1767                 
1768                 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1769         
1770                 fc[0] = (float)r/255.0;
1771                 fc[1] = (float)g/255.0;
1772                 fc[2] = (float)b/255.0;
1773                 fc[3] = 1.0;
1774                 
1775                 glFogfv(GL_FOG_COLOR, fc);
1776         }
1777         
1778         if( (fog_near >= 0.0f) && (fog_far >= 0.0f) && 
1779                         ((fog_near != gr_screen.fog_near) || 
1780                         (fog_far != gr_screen.fog_far)) ) {
1781                 gr_screen.fog_near = fog_near;
1782                 gr_screen.fog_far = fog_far;
1783                 
1784                 if (D3D_fog_mode == 2) {
1785                         glFogf(GL_FOG_START, fog_near);
1786                         glFogf(GL_FOG_END, fog_far);
1787                 }
1788         }
1789 }
1790
1791 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1792 {
1793         // Not used.
1794 }
1795
1796 void gr_opengl_set_cull(int cull)
1797 {
1798         if (cull) {
1799                 glEnable (GL_CULL_FACE);
1800                 glFrontFace (GL_CCW);
1801         } else {
1802                 glDisable (GL_CULL_FACE);
1803         }
1804 }
1805
1806 void gr_opengl_filter_set(int filter)
1807 {
1808 }
1809
1810 // cross fade
1811 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1812 {
1813         if ( pct <= 50 ) {
1814                 gr_set_bitmap(bmap1);
1815                 gr_bitmap(x1, y1);
1816         } else {
1817                 gr_set_bitmap(bmap2);
1818                 gr_bitmap(x2, y2);
1819         }               
1820 }
1821
1822
1823 typedef struct tcache_slot_opengl {
1824         GLuint  texture_handle;
1825         float   u_scale, v_scale;
1826         int     bitmap_id;
1827         int     size;
1828         char    used_this_frame;
1829         int     time_created;
1830         ushort  w,h;
1831
1832         // sections
1833         tcache_slot_opengl      *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1834         tcache_slot_opengl      *parent;
1835 } tcache_slot_opengl;
1836
1837 static void *Texture_sections = NULL;
1838 tcache_slot_opengl *Textures = NULL;
1839
1840 int GL_texture_sections = 0;
1841 int GL_texture_ram = 0;
1842 int GL_frame_count = 0;
1843 int GL_min_texture_width = 0;
1844 int GL_max_texture_width = 0;
1845 int GL_min_texture_height = 0;
1846 int GL_max_texture_height = 0;
1847 int GL_square_textures = 0;
1848 int GL_textures_in = 0;
1849 int GL_textures_in_frame = 0;
1850 int GL_last_bitmap_id = -1;
1851 int GL_last_detail = -1;
1852 int GL_last_bitmap_type = -1;
1853 int GL_last_section_x = -1;
1854 int GL_last_section_y = -1;
1855
1856 int vram_full = 0;
1857
1858 void opengl_tcache_init (int use_sections)
1859 {
1860         int i, idx, s_idx;
1861
1862         // DDOI - FIXME skipped a lot of stuff here
1863         GL_should_preload = 0;
1864
1865         //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1866         uint tmp_pl = 1;
1867
1868         if ( tmp_pl == 0 )      {
1869                 GL_should_preload = 0;
1870         } else if ( tmp_pl == 1 )       {
1871                 GL_should_preload = 1;
1872         } else {
1873                 GL_should_preload = 1;
1874         }
1875
1876         STUB_FUNCTION;
1877
1878         GL_min_texture_width = 16;
1879         GL_min_texture_height = 16;
1880         GL_max_texture_width = 256;
1881         GL_max_texture_height = 256;
1882
1883         GL_square_textures = 1;
1884
1885         Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1886         if ( !Textures )        {
1887                 exit(1);
1888         }
1889
1890         if(use_sections){
1891                 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1892                 if(!Texture_sections){
1893                         exit(1);
1894                 }
1895                 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1896         }
1897
1898         // Init the texture structures
1899         int section_count = 0;
1900         for( i=0; i<MAX_BITMAPS; i++ )  {
1901                 /*
1902                 Textures[i].vram_texture = NULL;
1903                 Textures[i].vram_texture_surface = NULL;
1904                 */
1905                 Textures[i].texture_handle = 0;
1906
1907                 Textures[i].bitmap_id = -1;
1908                 Textures[i].size = 0;
1909                 Textures[i].used_this_frame = 0;
1910
1911                 Textures[i].parent = NULL;
1912
1913                 // allocate sections
1914                 if(use_sections){
1915                         for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1916                                 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1917                                         Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1918                                         Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1919                                         /*
1920                                         Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1921                                         Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1922                                         */
1923                                         Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1924                                         Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1925                                         Textures[i].data_sections[idx][s_idx]->size = 0;
1926                                         Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1927                                 }
1928                         }
1929                 } else {
1930                         for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1931                                 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1932                                         Textures[i].data_sections[idx][s_idx] = NULL;
1933                                 }
1934                         }
1935                 }
1936         }
1937
1938         GL_texture_sections = use_sections;
1939
1940         //GL_last_detail = Detail.hardware_textures;
1941         GL_last_bitmap_id = -1;
1942         GL_last_bitmap_type = -1;
1943
1944         GL_last_section_x = -1;
1945         GL_last_section_y = -1;
1946
1947         GL_textures_in = 0;
1948         GL_textures_in_frame = 0;
1949 }
1950
1951 int opengl_free_texture (tcache_slot_opengl *t);
1952
1953 void opengl_free_texture_with_handle(int handle)
1954 {
1955         for(int i=0; i<MAX_BITMAPS; i++ )  {
1956                 if (Textures[i].bitmap_id == handle) {
1957                         Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1958                         opengl_free_texture ( &Textures[i] );
1959                 }
1960         }
1961 }
1962
1963 void opengl_tcache_flush ()
1964 {
1965         int i;
1966
1967         for( i=0; i<MAX_BITMAPS; i++ )  {
1968                 opengl_free_texture ( &Textures[i] );
1969         }
1970         if (GL_textures_in != 0) {
1971                 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1972                 GL_textures_in = 0;
1973         }
1974
1975         GL_last_bitmap_id = -1;
1976         GL_last_section_x = -1;
1977         GL_last_section_y = -1;
1978 }
1979
1980 void opengl_tcache_cleanup ()
1981 {
1982         opengl_tcache_flush ();
1983
1984         GL_textures_in = 0;
1985         GL_textures_in_frame = 0;
1986
1987         if ( Textures ) {
1988                 free(Textures);
1989                 Textures = NULL;
1990         }
1991
1992         if( Texture_sections != NULL ){
1993                 free(Texture_sections);
1994                 Texture_sections = NULL;
1995         }
1996 }
1997
1998 void opengl_tcache_frame ()
1999 {
2000         int idx, s_idx;
2001
2002         GL_last_bitmap_id = -1;
2003         GL_textures_in_frame = 0;
2004
2005         GL_frame_count++;
2006
2007         int i;
2008         for( i=0; i<MAX_BITMAPS; i++ )  {
2009                 Textures[i].used_this_frame = 0;
2010
2011                 // data sections
2012                 if(Textures[i].data_sections[0][0] != NULL){
2013                         Assert(GL_texture_sections);
2014                         if(GL_texture_sections){
2015                                 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2016                                         for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2017                                                 if(Textures[i].data_sections[idx][s_idx] != NULL){
2018                                                         Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2019                                                 }
2020                                         }
2021                                 }
2022                         }
2023                 }
2024         }
2025
2026         if ( vram_full )        {
2027                 opengl_tcache_flush();
2028                 vram_full = 0;
2029         }
2030 }
2031
2032 int opengl_free_texture ( tcache_slot_opengl *t )
2033 {
2034         int idx, s_idx;
2035         
2036
2037         // Bitmap changed!!     
2038         if ( t->bitmap_id > -1 )        {
2039                 // if I, or any of my children have been used this frame, bail  
2040                 if(t->used_this_frame){
2041                         return 0;
2042                 }
2043                 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2044                         for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2045                                 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2046                                         return 0;
2047                                 }
2048                         }
2049                 }
2050
2051                 // ok, now we know its legal to free everything safely
2052                 glDeleteTextures (1, &t->texture_handle);
2053                 t->texture_handle = 0;
2054
2055                 if ( GL_last_bitmap_id == t->bitmap_id )       {
2056                         GL_last_bitmap_id = -1;
2057                 }
2058
2059                 // if this guy has children, free them too, since the children
2060                 // actually make up his size
2061                 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2062                         for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2063                                 if(t->data_sections[idx][s_idx] != NULL){
2064                                         opengl_free_texture(t->data_sections[idx][s_idx]);
2065                                 }
2066                         }
2067                 }
2068
2069                 t->bitmap_id = -1;
2070                 t->used_this_frame = 0;
2071                 GL_textures_in -= t->size;
2072         }
2073
2074         return 1;
2075 }
2076
2077 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2078 {
2079         int tex_w, tex_h;
2080
2081         // bogus
2082         if((w_out == NULL) ||  (h_out == NULL)){
2083                 return;
2084         }
2085
2086         // starting size
2087         tex_w = w_in;
2088         tex_h = h_in;
2089
2090         if (1)        {
2091                 int i;
2092                 for (i=0; i<16; i++ )   {
2093                         if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) )        {
2094                                 tex_w = 1 << (i+1);
2095                                 break;
2096                         }
2097                 }
2098
2099                 for (i=0; i<16; i++ )   {
2100                         if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) )        {
2101                                 tex_h = 1 << (i+1);
2102                                 break;
2103                         }
2104                 }
2105         }
2106
2107         if ( tex_w < GL_min_texture_width ) {
2108                 tex_w = GL_min_texture_width;
2109         } else if ( tex_w > GL_max_texture_width )     {
2110                 tex_w = GL_max_texture_width;
2111         }
2112
2113         if ( tex_h < GL_min_texture_height ) {
2114                 tex_h = GL_min_texture_height;
2115         } else if ( tex_h > GL_max_texture_height )    {
2116                 tex_h = GL_max_texture_height;
2117         }
2118
2119         if ( GL_square_textures )      {
2120                 int new_size;
2121                 // Make the both be equal to larger of the two
2122                 new_size = max(tex_w, tex_h);
2123                 tex_w = new_size;
2124                 tex_h = new_size;
2125         }
2126
2127         // store the outgoing size
2128         *w_out = tex_w;
2129         *h_out = tex_h;
2130 }
2131
2132 // data == start of bitmap data
2133 // sx == x offset into bitmap
2134 // sy == y offset into bitmap
2135 // src_w == absolute width of section on source bitmap
2136 // src_h == absolute height of section on source bitmap
2137 // bmap_w == width of source bitmap
2138 // bmap_h == height of source bitmap
2139 // tex_w == width of final texture
2140 // tex_h == height of final texture
2141 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)
2142 {
2143         int ret_val = 1;
2144
2145         // bogus
2146         if(t == NULL){
2147                 return 0;
2148         }
2149
2150         if ( t->used_this_frame )       {
2151                 mprintf(( "ARGHH!!! Texture already used this frame!  Cannot free it!\n" ));
2152                 return 0;
2153         }
2154         if ( !reload )  {
2155                 // gah
2156                 if(!opengl_free_texture(t)){
2157                         return 0;
2158                 }
2159         }
2160
2161         // get final texture size
2162         opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2163
2164         if ( (tex_w < 1) || (tex_h < 1) )       {
2165                 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2166                 return 0;
2167         }
2168
2169         if ( bitmap_type == TCACHE_TYPE_AABITMAP )      {
2170                 t->u_scale = (float)bmap_w / (float)tex_w;
2171                 t->v_scale = (float)bmap_h / (float)tex_h;
2172         } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2173                 t->u_scale = (float)src_w / (float)tex_w;
2174                 t->v_scale = (float)src_h / (float)tex_h;
2175         } else {
2176                 t->u_scale = 1.0f;
2177                 t->v_scale = 1.0f;
2178         }
2179
2180         if (!reload) {
2181                 glGenTextures (1, &t->texture_handle);
2182         }
2183         
2184         if (t->texture_handle == 0) {
2185                 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2186                 return 0;
2187         }
2188         
2189         glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2190
2191         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2192         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2193         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2194         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2195
2196         switch (bitmap_type) {
2197
2198                 case TCACHE_TYPE_AABITMAP:
2199                         {
2200                         int i,j;
2201                         ubyte *bmp_data = ((ubyte*)data);
2202                         ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2203                         ubyte *texmemp = texmem;
2204                         ubyte xlat[256];
2205                         
2206                         for (i=0; i<16; i++) {
2207                                 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2208                         }
2209                         xlat[15] = xlat[1];
2210                         for ( ; i<256; i++ )    {
2211                                 xlat[i] = xlat[0];
2212                         }
2213                         
2214                         for (i=0;i<tex_h;i++)
2215                         {
2216                                 for (j=0;j<tex_w;j++)
2217                                 {
2218                                         if (i < bmap_h && j < bmap_w) {
2219                                                 *texmemp++ = 0xff;
2220                                                 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2221                                         } else {
2222                                                 *texmemp++ = 0;
2223                                                 *texmemp++ = 0;
2224                                         }
2225                                 }
2226                         }
2227
2228                         glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2229
2230                         free (texmem);
2231                         }
2232                         break;
2233                 case TCACHE_TYPE_BITMAP_SECTION:
2234                         {
2235                                 int i,j;
2236                                 ubyte *bmp_data = ((ubyte*)data);
2237                                 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2238                                 ubyte *texmemp = texmem;
2239                                 
2240                                 for (i=0;i<tex_h;i++)
2241                                 {
2242                                         for (j=0;j<tex_w;j++)
2243                                         {
2244                                                 if (i < src_h && j < src_w) {
2245                                                         *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2246                                                         *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2247                                                 } else {
2248                                                         *texmemp++ = 0;
2249                                                         *texmemp++ = 0;
2250                                                 }
2251                                         }
2252                                 }
2253                                 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2254                                         GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2255                                         
2256                                 free(texmem);
2257                                 break;
2258                         }
2259                 default:
2260                         {
2261                                 int i,j;
2262                                 ubyte *bmp_data = ((ubyte*)data);
2263                                 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2264                                 ubyte *texmemp = texmem;
2265                                 
2266                                 fix u, utmp, v, du, dv;
2267                                 
2268                                 u = v = 0;
2269                                 
2270                                 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2271                                 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2272                                 
2273                                 for (j=0;j<tex_h;j++)
2274                                 {
2275                                         utmp = u;
2276                                         for (i=0;i<tex_w;i++)
2277                                         {
2278                                                 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2279                                                 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2280                                                 utmp += du;
2281                                         }
2282                                         v += dv;
2283                                 }
2284
2285                                 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2286                                         GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2287                                         
2288                                 free(texmem);
2289                                 break;
2290                         }
2291                         break;
2292         }
2293         
2294         t->bitmap_id = texture_handle;
2295         t->time_created = GL_frame_count;
2296         t->used_this_frame = 0;
2297         t->size = tex_w * tex_h * 2;
2298         t->w = (ushort)tex_w;
2299         t->h = (ushort)tex_h;
2300         GL_textures_in_frame += t->size;
2301         if (!reload) {
2302                 GL_textures_in += t->size;
2303         }
2304
2305         return ret_val;
2306 }
2307
2308 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2309 {
2310         ubyte flags;
2311         bitmap *bmp;
2312         int final_w, final_h;
2313         ubyte bpp = 16;
2314         int reload = 0;
2315
2316         // setup texture/bitmap flags
2317         flags = 0;
2318         switch(bitmap_type){
2319                 case TCACHE_TYPE_AABITMAP:
2320                         flags |= BMP_AABITMAP;
2321                         bpp = 8;
2322                         break;
2323                 case TCACHE_TYPE_NORMAL:
2324                         flags |= BMP_TEX_OTHER;
2325                 case TCACHE_TYPE_XPARENT:
2326                         flags |= BMP_TEX_XPARENT;
2327                         break;
2328                 case TCACHE_TYPE_NONDARKENING:
2329                         Int3();
2330                         flags |= BMP_TEX_NONDARK;
2331                         break;
2332         }
2333
2334         // lock the bitmap into the proper format
2335         bmp = bm_lock(bitmap_handle, bpp, flags);
2336         if ( bmp == NULL ) {
2337                 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2338                 return 0;
2339         }
2340
2341         int max_w = bmp->w;
2342         int max_h = bmp->h;
2343
2344         
2345            // DDOI - TODO
2346         if ( bitmap_type != TCACHE_TYPE_AABITMAP )      {
2347                 // max_w /= D3D_texture_divider;
2348                 // max_h /= D3D_texture_divider;
2349
2350                 // Detail.debris_culling goes from 0 to 4.
2351                 max_w /= (16 >> Detail.hardware_textures);
2352                 max_h /= (16 >> Detail.hardware_textures);
2353         }
2354         
2355
2356         // get final texture size as it will be allocated as a DD surface
2357         opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h); 
2358
2359         // if this tcache slot has no bitmap
2360         if ( tslot->bitmap_id < 0) {
2361                 reload = 0;
2362         }
2363         // different bitmap altogether - determine if the new one can use the old one's slot
2364         else if (tslot->bitmap_id != bitmap_handle)     {
2365                 if((final_w == tslot->w) && (final_h == tslot->h)){
2366                         reload = 1;
2367                         //ml_printf("Reloading texture %d\n", bitmap_handle);
2368                 } else {
2369                         reload = 0;
2370                 }
2371         }
2372
2373         // call the helper
2374         int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, 0, 0, bmp->w, bmp->h, bmp->w, bmp->h, max_w, max_h, tslot, reload, fail_on_full);
2375
2376         // unlock the bitmap
2377         bm_unlock(bitmap_handle);
2378
2379         return ret_val;
2380 }
2381
2382 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2383 {
2384         ubyte flags;
2385         bitmap *bmp;
2386         int final_w, final_h;
2387         int section_x, section_y;
2388         int reload = 0;
2389
2390         // setup texture/bitmap flags
2391         Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2392         if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2393                 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2394         }
2395         flags = BMP_TEX_XPARENT;
2396
2397         // lock the bitmap in the proper format
2398         bmp = bm_lock(bitmap_handle, 16, flags);
2399         if ( bmp == NULL ) {
2400                 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2401                 return 0;
2402         }
2403         // determine the width and height of this section
2404         bm_get_section_size(bitmap_handle, sx, sy, &section_x, &section_y);
2405
2406         // get final texture size as it will be allocated as an opengl texture
2407         opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2408
2409         // if this tcache slot has no bitmap
2410         if ( tslot->bitmap_id < 0) {
2411                 reload = 0;
2412         }
2413         // different bitmap altogether - determine if the new one can use the old one's slot
2414         else if (tslot->bitmap_id != bitmap_handle)     {
2415                 if((final_w == tslot->w) && (final_h == tslot->h)){
2416                         reload = 1;
2417                 } else {
2418                         reload = 0;
2419                 }
2420         }
2421
2422         // call the helper
2423         int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, bmp->sections.sx[sx], bmp->sections.sy[sy], section_x, section_y, bmp->w, bmp->h, section_x, section_y, tslot, reload, fail_on_full);
2424
2425         // unlock the bitmap
2426         bm_unlock(bitmap_handle);
2427
2428         return ret_val;
2429 }
2430
2431                 
2432 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2433 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)
2434 {
2435         bitmap *bmp = NULL;
2436
2437         int idx, s_idx;
2438         int ret_val = 1;
2439
2440         if (bitmap_id < 0)
2441         {
2442                 GL_last_bitmap_id = -1;
2443                 return 0;
2444         }
2445
2446         if ( GL_last_detail != Detail.hardware_textures )      {
2447                 GL_last_detail = Detail.hardware_textures;
2448                 opengl_tcache_flush();
2449         }
2450
2451         if (vram_full) {
2452                 return 0;
2453         }
2454
2455         int n = bm_get_cache_slot (bitmap_id, 1);
2456         tcache_slot_opengl *t = &Textures[n];
2457
2458         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))       {
2459                 t->used_this_frame++;
2460
2461                 // mark all children as used
2462                 if(GL_texture_sections){
2463                         for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2464                                 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2465                                         if(t->data_sections[idx][s_idx] != NULL){
2466                                                 t->data_sections[idx][s_idx]->used_this_frame++;
2467                                         }
2468                                 }
2469                         }
2470                 }
2471
2472                 *u_scale = t->u_scale;
2473                 *v_scale = t->v_scale;
2474                 return 1;
2475         }
2476
2477         if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2478                 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2479                 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2480                         return 0;
2481                 }
2482
2483                 ret_val = 1;
2484
2485                 // if the texture sections haven't been created yet
2486                 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2487
2488                         // lock the bitmap in the proper format
2489                         bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2490                         bm_unlock(bitmap_id);
2491
2492                         // now lets do something for each texture
2493
2494                         for(idx=0; idx<bmp->sections.num_x; idx++){
2495                                 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2496                                         // hmm. i'd rather we didn't have to do it this way...
2497                                         if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2498                                                 ret_val = 0;
2499                                         }
2500
2501                                         // not used this frame
2502                                         t->data_sections[idx][s_idx]->used_this_frame = 0;
2503                                 }
2504                         }
2505
2506                         // zero out pretty much everything in the parent struct since he's just the root
2507                         t->bitmap_id = bitmap_id;
2508                         t->texture_handle = 0;
2509                         t->time_created = t->data_sections[sx][sy]->time_created;
2510                         t->used_this_frame = 0;
2511                         /*
2512                         t->vram_texture = NULL;
2513                         t->vram_texture_surface = NULL
2514                         */
2515                 }
2516
2517                 // argh. we failed to upload. free anything we can
2518                 if(!ret_val){
2519                         opengl_free_texture(t);
2520                 }
2521                 // swap in the texture we want
2522                 else {
2523                         t = t->data_sections[sx][sy];
2524                 }
2525         }
2526         // all other "normal" textures
2527         else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2528                 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2529         }
2530
2531         // everything went ok
2532         if(ret_val && (t->texture_handle) && !vram_full){
2533                 *u_scale = t->u_scale;
2534                 *v_scale = t->v_scale;
2535
2536                 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2537
2538                 GL_last_bitmap_id = t->bitmap_id;
2539                 GL_last_bitmap_type = bitmap_type;
2540                 GL_last_section_x = sx;
2541                 GL_last_section_y = sy;
2542
2543                 t->used_this_frame++;
2544         }
2545         // gah
2546         else {
2547                 glBindTexture (GL_TEXTURE_2D, 0);       // test - DDOI
2548                 return 0;
2549         }
2550
2551         return 1;
2552 }
2553
2554 void gr_opengl_set_clear_color(int r, int g, int b)
2555 {
2556         gr_init_color (&gr_screen.current_clear_color, r, g, b);
2557 }
2558
2559 void gr_opengl_flash(int r, int g, int b)
2560 {
2561         CAP(r,0,255);
2562         CAP(g,0,255);
2563         CAP(b,0,255);
2564         
2565         if ( r || g || b ) {
2566                 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2567                 
2568                 float x1, x2, y1, y2;
2569                 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2570                 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2571                 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2572                 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2573                 
2574                 glColor4ub(r, g, b, 255);
2575                 glBegin (GL_QUADS);
2576                   glVertex3f (x1, y2, -0.99);
2577
2578                   glVertex3f (x2, y2, -0.99);
2579
2580                   glVertex3f (x2, y1, -0.99);
2581
2582                   glVertex3f (x1, y1, -0.99);
2583                 glEnd ();         
2584         }
2585 }
2586
2587 int gr_opengl_zbuffer_get()
2588 {
2589         if ( !gr_global_zbuffering )    {
2590                 return GR_ZBUFF_NONE;
2591         }
2592         return gr_zbuffering_mode;
2593 }
2594
2595 int gr_opengl_zbuffer_set(int mode)
2596 {
2597         int tmp = gr_zbuffering_mode;
2598
2599         gr_zbuffering_mode = mode;
2600
2601         if (gr_zbuffering_mode == GR_ZBUFF_NONE )      {
2602                 gr_zbuffering = 0;
2603         } else {
2604                 gr_zbuffering = 1;
2605         }
2606         return tmp;
2607 }
2608
2609 void gr_opengl_zbuffer_clear(int mode)
2610 {
2611         if (mode) {
2612                 gr_zbuffering = 1;
2613                 gr_zbuffering_mode = GR_ZBUFF_FULL;
2614                 gr_global_zbuffering = 1;
2615                 
2616                 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2617                 glClear ( GL_DEPTH_BUFFER_BIT );
2618         } else {
2619                 gr_zbuffering = 0;
2620                 gr_zbuffering_mode = GR_ZBUFF_NONE;
2621                 gr_global_zbuffering = 0;
2622         }
2623 }
2624
2625 void gr_opengl_set_gamma(float gamma)
2626 {
2627         Gr_gamma = gamma;
2628         Gr_gamma_int = int (Gr_gamma*10);
2629
2630         // Create the Gamma lookup table
2631         int i;
2632         for (i=0;i<256; i++) {
2633                 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2634                 if ( v > 255 ) {
2635                         v = 255;
2636                 } else if ( v < 0 )     {
2637                         v = 0;
2638                 }
2639                 Gr_gamma_lookup[i] = v;
2640         }
2641
2642         // Flush any existing textures
2643         opengl_tcache_flush();
2644 }
2645
2646 void gr_opengl_fade_in(int instantaneous)
2647 {
2648         // Empty - DDOI
2649 }
2650
2651 void gr_opengl_fade_out(int instantaneous)
2652 {
2653         // Empty - DDOI
2654 }
2655
2656 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2657 {
2658         if (front) {
2659                 glReadBuffer(GL_FRONT);
2660         } else {
2661                 glReadBuffer(GL_BACK);
2662         }
2663         
2664         gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2665         
2666         glPixelStorei(GL_PACK_ROW_LENGTH, gr_screen.max_w);
2667         
2668         if (gr_screen.bits_per_pixel == 15) {
2669                 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2670         } else if (gr_screen.bits_per_pixel == 32) {
2671                 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2672         }
2673         
2674         glPixelStorei(GL_PACK_ROW_LENGTH, 0);
2675 }
2676
2677 static int Gr_opengl_mouse_saved = 0;
2678 static int Gr_opengl_mouse_saved_x1 = 0;
2679 static int Gr_opengl_mouse_saved_y1 = 0;
2680 static int Gr_opengl_mouse_saved_x2 = 0;
2681 static int Gr_opengl_mouse_saved_y2 = 0;
2682 static int Gr_opengl_mouse_saved_w = 0;
2683 static int Gr_opengl_mouse_saved_h = 0;
2684 #define MAX_SAVE_SIZE (32*32)
2685 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2686
2687 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2688
2689 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2690 {
2691         Gr_opengl_mouse_saved_x1 = x;
2692         Gr_opengl_mouse_saved_y1 = y;
2693         Gr_opengl_mouse_saved_x2 = x+w-1;
2694         Gr_opengl_mouse_saved_y2 = y+h-1;
2695         
2696         CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2697         CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2698         CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2699         CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2700         
2701         Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2702         Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2703
2704         if ( Gr_opengl_mouse_saved_w < 1 ) return;
2705         if ( Gr_opengl_mouse_saved_h < 1 ) return;
2706         
2707         Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2708
2709         gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2710         
2711         glReadBuffer(GL_BACK);
2712         glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_opengl_mouse_saved_data);
2713         
2714         Gr_opengl_mouse_saved = 1;
2715 }
2716
2717 int gr_opengl_save_screen()
2718 {
2719         gr_reset_clip();
2720
2721         if ( Gr_saved_screen )  {
2722                 mprintf(( "Screen alread saved!\n" ));
2723                 return -1;
2724         }
2725
2726         Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2727         if (!Gr_saved_screen) {
2728                 mprintf(( "Couldn't get memory for saved screen!\n" ));
2729                 return -1;
2730         }
2731
2732         char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2733         if (!Gr_saved_screen_tmp) {
2734                 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2735                 return -1;
2736         }
2737         
2738         gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2739         
2740         glReadBuffer(GL_FRONT);
2741         glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen_tmp);
2742         
2743         ubyte *sptr, *dptr;
2744         
2745         sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2746         dptr = (ubyte *)Gr_saved_screen;
2747         for (int j = 0; j < gr_screen.max_h; j++) {
2748                 sptr -= gr_screen.max_w*2;
2749                 memcpy(dptr, sptr, gr_screen.max_w*2);
2750                 dptr += gr_screen.max_w*2;
2751         }
2752         
2753         free(Gr_saved_screen_tmp);
2754         
2755         if (Gr_opengl_mouse_saved) {
2756                 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2757                 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2+1)*gr_screen.max_w)];
2758                 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2759                         memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2760                 
2761                         sptr += 32*2;
2762                         dptr -= gr_screen.max_w*2;
2763                 }
2764         }
2765
2766         // this leaks texture handles, and the opengl doesn't currently 
2767         // perform some sort of garbage collection, so a hack was added
2768         // to bmpman to make it free textures
2769         Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2770         
2771         return Gr_saved_screen_bitmap;
2772 }
2773
2774 void gr_opengl_restore_screen(int id)
2775 {
2776         gr_reset_clip();
2777         
2778         if ( !Gr_saved_screen ) {
2779                 gr_clear();
2780                 return;
2781         }
2782
2783         gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2784         
2785         gr_set_bitmap(Gr_saved_screen_bitmap);
2786         gr_bitmap(0, 0);                
2787 }
2788
2789 void gr_opengl_free_screen(int id)
2790 {
2791         bm_release(Gr_saved_screen_bitmap);
2792         
2793         if ( Gr_saved_screen )  {
2794                 free( Gr_saved_screen );
2795                 Gr_saved_screen = NULL;
2796         }
2797 }
2798
2799 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2800 {
2801         STUB_FUNCTION;
2802 }
2803
2804 void gr_opengl_dump_frame_stop()
2805 {
2806         STUB_FUNCTION;
2807 }
2808
2809 void gr_opengl_dump_frame()
2810 {
2811         STUB_FUNCTION;
2812 }
2813
2814 uint gr_opengl_lock()
2815 {
2816         STUB_FUNCTION;
2817         
2818         return 1;
2819 }
2820         
2821 void gr_opengl_unlock()
2822 {
2823 }
2824
2825 void opengl_zbias(int bias)
2826 {
2827         if (bias) {
2828                 glEnable(GL_POLYGON_OFFSET_FILL);
2829                 glPolygonOffset(0.0, -bias);
2830         } else {
2831                 glDisable(GL_POLYGON_OFFSET_FILL);
2832         }
2833 }
2834                 
2835 extern char *Osreg_title;
2836 void gr_opengl_init()
2837 {
2838         if ( Inited )   {
2839                 gr_opengl_cleanup();
2840                 Inited = 0;
2841         }
2842
2843         mprintf(( "Initializing opengl graphics device...\n" ));
2844         Inited = 1;
2845
2846 #ifdef PLAT_UNIX        
2847         if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2848         {
2849                 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2850                 exit (1);
2851         }
2852
2853         atexit (SDL_Quit);
2854
2855         SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2856         SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2857         SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2858         SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2859         SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2860         
2861         int flags = SDL_OPENGL;
2862         
2863         if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2864                 flags |= SDL_FULLSCREEN;
2865
2866         if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2867         {
2868                 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2869                 exit (1);
2870         }               
2871
2872         SDL_ShowCursor(0);
2873         SDL_WM_SetCaption (Osreg_title, "FS2");
2874 #endif
2875         glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2876
2877         glMatrixMode(GL_PROJECTION);
2878         glLoadIdentity();
2879         glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2880         glMatrixMode(GL_MODELVIEW);
2881         glLoadIdentity();
2882         
2883         glShadeModel(GL_SMOOTH);
2884         glEnable(GL_DITHER);
2885         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2886         glHint(GL_FOG_HINT, GL_NICEST);
2887                 
2888         glEnable(GL_DEPTH_TEST);
2889         glEnable(GL_BLEND);
2890         
2891         glEnable(GL_TEXTURE_2D);
2892         
2893         glDepthRange(0.0, 1.0);
2894         
2895         glPixelStorei(GL_PACK_ALIGNMENT, 1);
2896         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2897         
2898         D3D_32bit = 1;              // grd3d.cpp
2899         extern int D3D_enabled;
2900         D3D_enabled = 1;
2901         /* 
2902           TODO: set fog_mode to 1 if EXT_secondary_color found and wanted 
2903           1 = use secondary color ext
2904           2 = use opengl linear fog
2905          */
2906         D3D_fog_mode = 2;          // grd3d.cpp
2907
2908         glFlush();
2909         
2910         Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2911         Gr_bitmap_poly = 1;
2912         
2913         int bpp = 15;
2914         
2915         switch( bpp )   {
2916         case 15:
2917                 gr_screen.bits_per_pixel = 15;
2918                 gr_screen.bytes_per_pixel = 2;
2919                 
2920                 Gr_red.bits = 5;
2921                 Gr_red.shift = 10;
2922                 Gr_red.scale = 8;
2923                 Gr_red.mask = 0x7C00;
2924
2925                 Gr_green.bits = 5;
2926                 Gr_green.shift = 5;
2927                 Gr_green.scale = 8;
2928                 Gr_green.mask = 0x3E0;
2929
2930                 Gr_blue.bits = 5;
2931                 Gr_blue.shift = 0;
2932                 Gr_blue.scale = 8;
2933                 Gr_blue.mask = 0x1F;
2934
2935                 break;
2936
2937         case 16:
2938                 gr_screen.bits_per_pixel = 16;
2939                 gr_screen.bytes_per_pixel = 2;
2940                 
2941                 Gr_red.bits = 5;
2942                 Gr_red.shift = 11;
2943                 Gr_red.scale = 8;
2944                 Gr_red.mask = 0xF800;
2945
2946                 Gr_green.bits = 6;
2947                 Gr_green.shift = 5;
2948                 Gr_green.scale = 4;
2949                 Gr_green.mask = 0x7E0;
2950
2951                 Gr_blue.bits = 5;
2952                 Gr_blue.shift = 0;
2953                 Gr_blue.scale = 8;
2954                 Gr_blue.mask = 0x1F;
2955
2956                 break;
2957
2958         case 32:
2959                 gr_screen.bits_per_pixel = 32;
2960                 gr_screen.bytes_per_pixel = 4;
2961                 
2962                 Gr_red.bits = 8;
2963                 Gr_red.shift = 16;
2964                 Gr_red.scale = 1;
2965                 Gr_red.mask = 0xff0000;
2966
2967                 Gr_green.bits = 8;
2968                 Gr_green.shift = 8;
2969                 Gr_green.scale = 1;
2970                 Gr_green.mask = 0xff00;
2971
2972                 Gr_blue.bits = 8;
2973                 Gr_blue.shift = 0;
2974                 Gr_blue.scale = 1;
2975                 Gr_blue.mask = 0xff;
2976
2977                 break;
2978
2979         default:
2980                 Int3(); // Illegal bpp
2981         }
2982
2983         // DDOI - set these so no one else does!
2984         Gr_ta_red.mask = 0x0f00;
2985         Gr_ta_red.shift = 8;
2986         Gr_ta_red.scale = 16;
2987
2988         Gr_ta_green.mask = 0x00f0;
2989         Gr_ta_green.shift = 4;
2990         Gr_ta_green.scale = 16;
2991         
2992         Gr_ta_blue.mask = 0x000f;
2993         Gr_ta_blue.shift = 0;
2994         Gr_ta_blue.scale = 16;
2995
2996         Gr_ta_alpha.mask = 0xf000;
2997         Gr_ta_alpha.shift = 12;
2998         Gr_ta_alpha.scale = 16;
2999
3000
3001         opengl_tcache_init (1);
3002         gr_opengl_clear();
3003
3004         Gr_current_red = &Gr_red;
3005         Gr_current_blue = &Gr_blue;
3006         Gr_current_green = &Gr_green;
3007         Gr_current_alpha = &Gr_alpha;
3008                                 
3009         gr_screen.gf_flip = gr_opengl_flip;
3010         gr_screen.gf_flip_window = gr_opengl_flip_window;
3011         gr_screen.gf_set_clip = gr_opengl_set_clip;
3012         gr_screen.gf_reset_clip = gr_opengl_reset_clip;
3013         gr_screen.gf_set_font = grx_set_font;
3014         
3015         gr_screen.gf_set_color = gr_opengl_set_color;
3016         gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
3017         gr_screen.gf_create_shader = gr_opengl_create_shader;
3018         gr_screen.gf_set_shader = gr_opengl_set_shader;
3019         gr_screen.gf_clear = gr_opengl_clear;
3020         // gr_screen.gf_bitmap = gr_opengl_bitmap;
3021         // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
3022         gr_screen.gf_aabitmap = gr_opengl_aabitmap;
3023         gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
3024         
3025         gr_screen.gf_rect = gr_opengl_rect;
3026         gr_screen.gf_shade = gr_opengl_shade;
3027         gr_screen.gf_string = gr_opengl_string;
3028         gr_screen.gf_circle = gr_opengl_circle;
3029
3030         gr_screen.gf_line = gr_opengl_line;
3031         gr_screen.gf_aaline = gr_opengl_aaline;
3032         gr_screen.gf_pixel = gr_opengl_pixel;
3033         gr_screen.gf_scaler = gr_opengl_scaler;
3034         gr_screen.gf_tmapper = gr_opengl_tmapper;
3035
3036         gr_screen.gf_gradient = gr_opengl_gradient;
3037
3038         gr_screen.gf_set_palette = gr_opengl_set_palette;
3039         gr_screen.gf_get_color = gr_opengl_get_color;
3040         gr_screen.gf_init_color = gr_opengl_init_color;
3041         gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
3042         gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
3043         gr_screen.gf_print_screen = gr_opengl_print_screen;
3044
3045         gr_screen.gf_fade_in = gr_opengl_fade_in;
3046         gr_screen.gf_fade_out = gr_opengl_fade_out;
3047         gr_screen.gf_flash = gr_opengl_flash;
3048         
3049         gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
3050         gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
3051         gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
3052         
3053         gr_screen.gf_save_screen = gr_opengl_save_screen;
3054         gr_screen.gf_restore_screen = gr_opengl_restore_screen;
3055         gr_screen.gf_free_screen = gr_opengl_free_screen;
3056         
3057         gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3058         gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3059         gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3060         
3061         gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3062         
3063         gr_screen.gf_lock = gr_opengl_lock;
3064         gr_screen.gf_unlock = gr_opengl_unlock;
3065         
3066         gr_screen.gf_fog_set = gr_opengl_fog_set;       
3067
3068         gr_screen.gf_get_region = gr_opengl_get_region;
3069
3070         gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3071
3072         gr_screen.gf_set_cull = gr_opengl_set_cull;
3073
3074         gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3075
3076         gr_screen.gf_filter_set = gr_opengl_filter_set;
3077
3078         gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3079
3080         gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
3081         
3082         Mouse_hidden++;
3083         gr_reset_clip();
3084         gr_clear();
3085         gr_flip();
3086         Mouse_hidden--;
3087 }