2 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
7 * Code that uses the OpenGL graphics library
10 * Revision 1.24 2002/05/30 22:12:57 relnev
11 * finish default texture case
13 * Revision 1.23 2002/05/30 22:02:30 theoddone33
16 * Revision 1.22 2002/05/30 21:44:48 relnev
17 * implemented some missing texture stuff.
19 * enable bitmap polys for opengl.
21 * work around greenness in bitmaps.
23 * Revision 1.21 2002/05/30 17:29:30 theoddone33
24 * Fix some more stubs, change at least one polygon winding since culling is now
27 * Revision 1.20 2002/05/30 16:50:24 theoddone33
28 * Keyboard partially fixed
30 * Revision 1.19 2002/05/30 08:13:14 relnev
33 * Revision 1.18 2002/05/29 23:37:36 relnev
36 * Revision 1.17 2002/05/29 23:17:49 theoddone33
37 * Non working text code and fixed keys
39 * Revision 1.16 2002/05/29 19:45:13 theoddone33
40 * More changes on texture loading
42 * Revision 1.15 2002/05/29 19:06:48 theoddone33
43 * Enable string printing. Enable texture mapping
45 * Revision 1.14 2002/05/29 08:54:40 relnev
46 * "fixed" bitmap drawing.
48 * copied more d3d code over.
50 * Revision 1.13 2002/05/29 06:25:13 theoddone33
51 * Keyboard input, mouse tracking now work
53 * Revision 1.12 2002/05/29 04:52:45 relnev
56 * Revision 1.11 2002/05/29 04:29:56 relnev
57 * removed some unncessary stubbing, implemented opengl rect
59 * Revision 1.10 2002/05/29 04:13:27 theoddone33
62 * Revision 1.9 2002/05/29 03:35:51 relnev
65 * Revision 1.8 2002/05/29 03:30:05 relnev
68 * Revision 1.7 2002/05/29 02:52:32 theoddone33
69 * Enable OpenGL renderer
71 * Revision 1.6 2002/05/28 04:56:51 theoddone33
72 * runs a little bit now
74 * Revision 1.5 2002/05/28 04:07:28 theoddone33
75 * New graphics stubbing arrangement
77 * Revision 1.4 2002/05/27 23:39:34 relnev
80 * Revision 1.3 2002/05/27 22:35:01 theoddone33
83 * Revision 1.2 2002/05/27 22:32:02 theoddone33
84 * throw all d3d stuff at opengl
86 * Revision 1.1.1.1 2002/05/03 03:28:09 root
90 * 10 7/14/99 9:42a Dave
91 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
94 * 9 7/09/99 9:51a Dave
95 * Added thick polyline code.
97 * 8 6/29/99 10:35a Dave
98 * Interface polygon bitmaps! Whee!
100 * 7 2/03/99 11:44a Dave
101 * Fixed d3d transparent textures.
103 * 6 1/24/99 11:37p Dave
104 * First full rev of beam weapons. Very customizable. Removed some bogus
105 * Int3()'s in low level net code.
107 * 5 12/18/98 1:13a Dave
108 * Rough 1024x768 support for Direct3D. Proper detection and usage through
111 * 4 12/06/98 2:36p Dave
112 * Drastically improved nebula fogging.
114 * 3 11/11/98 5:37p Dave
115 * Checkin for multiplayer testing.
117 * 2 10/07/98 10:53a Dave
120 * 1 10/07/98 10:49a Dave
122 * 14 5/20/98 9:46p John
123 * added code so the places in code that change half the palette don't
124 * have to clear the screen.
126 * 13 5/06/98 5:30p John
127 * Removed unused cfilearchiver. Removed/replaced some unused/little used
128 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
129 * DirectX header files and libs that fixed the Direct3D alpha blending
132 * 12 4/14/98 12:15p John
133 * Made 16-bpp movies work.
135 * 11 3/12/98 5:36p John
136 * Took out any unused shaders. Made shader code take rgbc instead of
137 * matrix and vector since noone used it like a matrix and it would have
138 * been impossible to do in hardware. Made Glide implement a basic
139 * shader for online help.
141 * 10 3/10/98 4:18p John
142 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
143 * & Glide have popups and print screen. Took out all >8bpp software
144 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
145 * support Fred. Made zbuffering key off of functions rather than one
148 * 9 12/02/97 4:00p John
149 * Added first rev of thruster glow, along with variable levels of
150 * translucency, which retquired some restructing of palman.
152 * 8 10/03/97 9:10a John
153 * added better antialiased line drawer
155 * 7 9/23/97 10:45a John
156 * made so you can tell bitblt code to rle a bitmap by passing flag to
159 * 6 9/09/97 11:01a Sandeep
160 * fixed warning level 4 bugs
162 * 5 7/10/97 2:06p John
163 * added code to specify alphablending type for bitmaps.
165 * 4 6/17/97 7:04p John
166 * added d3d support for gradients.
167 * fixed some color bugs by adding screen signatures instead of watching
168 * flags and palette changes.
170 * 3 6/12/97 2:50a Lawrance
171 * bm_unlock() now passed bitmap number, not pointer
173 * 2 6/11/97 1:12p John
174 * Started fixing all the text colors in the game.
176 * 1 5/12/97 12:14p John
183 #include <windowsx.h>
190 #include "floating.h"
192 #include "grinternal.h"
193 #include "gropengl.h"
196 static int Inited = 0;
198 static GLuint bitmapTex;
199 static GLubyte *bitmapMem;
201 typedef enum gr_texture_source {
203 TEXTURE_SOURCE_DECAL,
204 TEXTURE_SOURCE_NO_FILTERING,
207 typedef enum gr_alpha_blend {
208 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
209 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
210 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
211 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
214 typedef enum gr_zbuffer_type {
221 float z_mult = 30000.0f;
222 #define NEBULA_COLORS 20
225 // Throw in some dummy functions - DDOI
227 int D3D_32bit = 0; // grd3d.cpp
228 int D3D_fog_mode = -1; // grd3d.cpp
229 int D3D_inited = 0; // grd3d.cpp
230 int D3D_zbias = 1; // grd3d.cpp
231 int D3d_rendition_uvs = 0; // grd3d.cpp
233 void gr_dd_activate(int active) // grdirectdraw.cpp
238 void gr_directdraw_cleanup() // grdirectdraw.cpp
243 void gr_directdraw_force_windowed() // grdirectdraw.cpp
248 void gr_directdraw_init()
254 int GL_should_preload = 0;
255 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
257 if ( gr_screen.mode != GR_OPENGL) {
261 if ( !GL_should_preload ) {
265 float u_scale, v_scale;
269 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
271 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
275 mprintf(("Texture upload failed!\n" ));
281 int gr_d3d_preload (int x, int y)
283 return gr_opengl_preload(x, y);
286 void d3d_start_frame()
291 void d3d_stop_frame()
301 void d3d_zbias (int a)
307 void gr_opengl_activate(int b)
312 void opengl_tcache_flush ();
313 void gr_opengl_preload_init()
315 if (gr_screen.mode != GR_OPENGL) {
319 opengl_tcache_flush ();
322 void gr_opengl_pixel(int x, int y)
324 if ( x < gr_screen.clip_left ) return;
325 if ( x > gr_screen.clip_right ) return;
326 if ( y < gr_screen.clip_top ) return;
327 if ( y > gr_screen.clip_bottom ) return;
330 void gr_opengl_clear()
332 glClearColor(gr_screen.current_clear_color.red / 255.0,
333 gr_screen.current_clear_color.red / 255.0,
334 gr_screen.current_clear_color.red / 255.0, 1.0);
336 glClear ( GL_COLOR_BUFFER_BIT );
339 void opengl_tcache_frame ();
340 void gr_opengl_flip()
344 SDL_GL_SwapBuffers ();
346 opengl_tcache_frame ();
349 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
354 void gr_opengl_set_clip(int x,int y,int w,int h)
356 // check for sanity of parameters
362 if (x >= gr_screen.max_w)
363 x = gr_screen.max_w - 1;
364 if (y >= gr_screen.max_h)
365 y = gr_screen.max_h - 1;
367 if (x + w > gr_screen.max_w)
368 w = gr_screen.max_w - x;
369 if (y + h > gr_screen.max_h)
370 h = gr_screen.max_h - y;
372 if (w > gr_screen.max_w)
374 if (h > gr_screen.max_h)
377 gr_screen.offset_x = x;
378 gr_screen.offset_y = y;
379 gr_screen.clip_left = 0;
380 gr_screen.clip_right = w-1;
381 gr_screen.clip_top = 0;
382 gr_screen.clip_bottom = h-1;
383 gr_screen.clip_width = w;
384 gr_screen.clip_height = h;
386 // glViewport(x, y, w, h);
389 void gr_opengl_reset_clip()
391 gr_screen.offset_x = 0;
392 gr_screen.offset_y = 0;
393 gr_screen.clip_left = 0;
394 gr_screen.clip_top = 0;
395 gr_screen.clip_right = gr_screen.max_w - 1;
396 gr_screen.clip_bottom = gr_screen.max_h - 1;
397 gr_screen.clip_width = gr_screen.max_w;
398 gr_screen.clip_height = gr_screen.max_h;
400 // glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
403 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
405 gr_screen.current_alpha = alpha;
406 gr_screen.current_alphablend_mode = alphablend_mode;
407 gr_screen.current_bitblt_mode = bitblt_mode;
408 gr_screen.current_bitmap = bitmap_num;
410 gr_screen.current_bitmap_sx = sx;
411 gr_screen.current_bitmap_sy = sy;
414 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
416 shade->screen_sig = gr_screen.signature;
423 void gr_opengl_set_shader( shader * shade )
426 if (shade->screen_sig != gr_screen.signature) {
427 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
429 gr_screen.current_shader = *shade;
431 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
436 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
439 extern int GL_last_bitmap_id;
440 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
444 GLubyte *sptr, *dptr;
448 int cw = min(bmp->w, w);
449 int ch = min(bmp->h, h);
451 GL_last_bitmap_id = -1; /* HACK! */
453 glColor4f(1.0, 1.0, 1.0, 1.0);
454 glBindTexture(GL_TEXTURE_2D, bitmapTex);
457 for (iy = sy; iy < ch; iy += 256) {
459 ih = min(256, (ch-iy));
461 for (ix = sx; ix < cw; ix += 256) {
463 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
465 iw = min(256, (cw-ix));
471 memcpy(dptr, sptr, iw*2);
479 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
489 t = (float)ih / 256.0;
494 s = (float)iw / 256.0;
495 t = (float)ih / 256.0;
500 s = (float)iw / 256.0;
512 bm_unlock(gr_screen.current_bitmap);
516 void gr_d3d_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
523 int dx1=x, dx2=x+w-1;
524 int dy1=y, dy2=y+h-1;
527 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
532 if ( count > 1 ) Int3();
536 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
537 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
538 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
539 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
540 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
541 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
568 if ( w < 1 ) return; // clipped away!
569 if ( h < 1 ) return; // clipped away!
573 // Make sure clipping algorithm works
577 Assert( w == (dx2-dx1+1) );
578 Assert( h == (dy2-dy1+1) );
581 Assert( sx+w <= bw );
582 Assert( sy+h <= bh );
583 Assert( dx2 >= dx1 );
584 Assert( dy2 >= dy1 );
585 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
586 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
587 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
588 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
591 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
592 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
594 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
597 void gr_opengl_bitmap(int x, int y)
601 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
602 int dx1=x, dx2=x+w-1;
603 int dy1=y, dy2=y+h-1;
606 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
607 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
608 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
609 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
610 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
611 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
613 if ( sx < 0 ) return;
614 if ( sy < 0 ) return;
615 if ( sx >= w ) return;
616 if ( sy >= h ) return;
618 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
620 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
623 static void opengl_scanline(int x1,int x2,int y)
628 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
632 saved_zbuf = gr_zbuffer_get();
633 gr_zbuffer_set(GR_ZBUFF_NONE);
636 glColor4ub(r, g, b, a);
645 glVertex2f(x+w, y+h);
651 gr_zbuffer_set(saved_zbuf);
655 void gr_opengl_rect(int x,int y,int w,int h)
657 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);
660 void gr_opengl_shade(int x,int y,int w,int h)
667 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
668 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
669 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
670 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
671 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
672 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
673 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
674 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
676 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
679 void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
684 if ( !gr_screen.current_color.is_alphacolor ) return;
686 float u_scale, v_scale;
688 // gr_d3d_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
690 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
691 // Couldn't set texture
692 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
696 // LPD3DTLVERTEX src_v;
697 // D3DTLVERTEX d3d_verts[4];
699 float u0, u1, v0, v1;
700 float x1, x2, y1, y2;
703 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
706 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
708 u0 = u_scale*i2fl(sx)/i2fl(bw);
709 v0 = v_scale*i2fl(sy)/i2fl(bh);
711 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
712 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
714 x1 = i2fl(x+gr_screen.offset_x);
715 y1 = i2fl(y+gr_screen.offset_y);
716 x2 = i2fl(x+w+gr_screen.offset_x);
717 y2 = i2fl(y+h+gr_screen.offset_y);
719 if ( gr_screen.current_color.is_alphacolor ) {
720 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
722 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
726 glTexCoord2f (u0, v1);
727 glVertex3f (x1, y2, -0.99);
729 glTexCoord2f (u1, v1);
730 glVertex3f (x2, y2, -0.99);
732 glTexCoord2f (u1, v0);
733 glVertex3f (x2, y1, -0.99);
735 glTexCoord2f (u0, v0);
736 glVertex3f (x1, y1, -0.99);
740 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
747 int dx1=x, dx2=x+w-1;
748 int dy1=y, dy2=y+h-1;
751 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
756 if ( count > 1 ) Int3();
760 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
761 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
762 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
763 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
764 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
765 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
792 if ( w < 1 ) return; // clipped away!
793 if ( h < 1 ) return; // clipped away!
797 // Make sure clipping algorithm works
801 Assert( w == (dx2-dx1+1) );
802 Assert( h == (dy2-dy1+1) );
805 Assert( sx+w <= bw );
806 Assert( sy+h <= bh );
807 Assert( dx2 >= dx1 );
808 Assert( dy2 >= dy1 );
809 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
810 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
811 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
812 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
815 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
816 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
819 void gr_opengl_aabitmap(int x, int y)
823 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
824 int dx1=x, dx2=x+w-1;
825 int dy1=y, dy2=y+h-1;
828 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
829 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
830 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
831 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
832 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
833 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
835 if ( sx < 0 ) return;
836 if ( sy < 0 ) return;
837 if ( sx >= w ) return;
838 if ( sy >= h ) return;
840 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
841 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
845 void gr_opengl_string( int sx, int sy, char *s )
847 int width, spacing, letter;
850 if ( !Current_font ) {
854 gr_set_bitmap(Current_font->bitmap_id);
859 if (sx==0x8000) { //centered
860 x = get_centered_x(s);
872 y += Current_font->h;
873 if (sx==0x8000) { //centered
874 x = get_centered_x(s);
881 letter = get_char_width(s[0],s[1],&width,&spacing);
884 //not in font, draw as space
892 // Check if this character is totally clipped
893 if ( x + width < gr_screen.clip_left ) continue;
894 if ( y + Current_font->h < gr_screen.clip_top ) continue;
895 if ( x > gr_screen.clip_right ) continue;
896 if ( y > gr_screen.clip_bottom ) continue;
899 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
900 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
904 wc = width - xd; hc = Current_font->h - yd;
905 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
906 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
908 if ( wc < 1 ) continue;
909 if ( hc < 1 ) continue;
911 int u = Current_font->bm_u[letter];
912 int v = Current_font->bm_v[letter];
914 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
918 void gr_opengl_circle( int xc, int yc, int d )
928 if ( (xc+r) < gr_screen.clip_left ) return;
929 if ( (xc-r) > gr_screen.clip_right ) return;
930 if ( (yc+r) < gr_screen.clip_top ) return;
931 if ( (yc-r) > gr_screen.clip_bottom ) return;
934 // Draw the first octant
935 opengl_scanline( xc-y, xc+y, yc-x );
936 opengl_scanline( xc-y, xc+y, yc+x );
941 // Draw the second octant
942 opengl_scanline( xc-x, xc+x, yc-y );
943 opengl_scanline( xc-x, xc+x, yc+y );
950 opengl_scanline( xc-x, xc+x, yc-y );
951 opengl_scanline( xc-x, xc+x, yc+y );
957 void gr_opengl_line(int x1,int y1,int x2,int y2)
959 int clipped = 0, swapped=0;
961 glDisable ( GL_DEPTH_TEST );
962 glEnable ( GL_BLEND );
963 glBlendFunc ( GL_SRC_ALPHA, GL_DST_ALPHA );
965 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);
968 glColor4f (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
969 glVertex3f (i2fl (x2+gr_screen.offset_x),i2fl (y2+gr_screen.offset_y), -0.99f);
970 glVertex3f (i2fl (x1+gr_screen.offset_x),i2fl (y1+gr_screen.offset_y), -0.99f);
974 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
976 void gr_opengl_scaler(vertex *va, vertex *vb )
978 float x0, y0, x1, y1;
979 float u0, v0, u1, v1;
980 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
981 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
982 float xmin, xmax, ymin, ymax;
983 int dx0, dy0, dx1, dy1;
985 //============= CLIP IT =====================
987 x0 = va->sx; y0 = va->sy;
988 x1 = vb->sx; y1 = vb->sy;
990 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
991 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
993 u0 = va->u; v0 = va->v;
994 u1 = vb->u; v1 = vb->v;
996 // Check for obviously offscreen bitmaps...
997 if ( (y1<=y0) || (x1<=x0) ) return;
998 if ( (x1<xmin ) || (x0>xmax) ) return;
999 if ( (y1<ymin ) || (y0>ymax) ) return;
1001 clipped_u0 = u0; clipped_v0 = v0;
1002 clipped_u1 = u1; clipped_v1 = v1;
1004 clipped_x0 = x0; clipped_y0 = y0;
1005 clipped_x1 = x1; clipped_y1 = y1;
1007 // Clip the left, moving u0 right as necessary
1009 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1013 // Clip the right, moving u1 left as necessary
1015 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1019 // Clip the top, moving v0 down as necessary
1021 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1025 // Clip the bottom, moving v1 up as necessary
1027 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1031 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1032 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1034 if (dx1<=dx0) return;
1035 if (dy1<=dy0) return;
1037 //============= DRAW IT =====================
1045 tmpu = (clipped_u1-clipped_u0) / (dx1-dx0);
1046 if ( fl_abs(tmpu) < 0.001f ) {
1047 return; // scaled up way too far!
1049 tmpv = (clipped_v1-clipped_v0) / (dy1-dy0);
1050 if ( fl_abs(tmpv) < 0.001f ) {
1051 return; // scaled up way too far!
1054 bp = bm_lock( gr_screen.current_bitmap, 8, 0 );
1056 du = fl2f(tmpu*(bp->w-1));
1057 dv = fl2f(tmpv*(bp->h-1));
1059 v = fl2f(clipped_v0*(bp->h-1));
1060 u = fl2f(clipped_u0*(bp->w-1));
1063 spixels = (ubyte *)bp->data;
1065 for (y=dy0; y<=dy1; y++ ) {
1066 sbits = &spixels[bp->rowsize*(v>>16)];
1070 for (x=0; x<w; x++ ) {
1071 ubyte c = sbits[ tmp_u >> 16 ];
1073 gr_set_color( gr_palette[c*3+0], gr_palette[c*3+1], gr_palette[c*3+2] );
1074 gr_pixel( x+dx0, y );
1081 bm_unlock(gr_screen.current_bitmap);
1086 void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1089 float u_scale = 1.0f, v_scale = 1.0f;
1091 // Make nebula use the texture mapper... this blends the colors better.
1092 if ( flags & TMAP_FLAG_NEBULA ){
1096 gr_texture_source texture_source = (gr_texture_source)-1;
1097 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1098 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1100 if ( gr_zbuffering ) {
1101 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1102 zbuffer_type = ZBUFFER_TYPE_READ;
1104 zbuffer_type = ZBUFFER_TYPE_FULL;
1107 zbuffer_type = ZBUFFER_TYPE_NONE;
1112 int tmap_type = TCACHE_TYPE_NORMAL;
1116 if ( flags & TMAP_FLAG_TEXTURED ) {
1119 r = gr_screen.current_color.red;
1120 g = gr_screen.current_color.green;
1121 b = gr_screen.current_color.blue;
1124 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1127 tmap_type = TCACHE_TYPE_NORMAL;
1128 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1130 // Blend with screen pixel using src*alpha+dst
1131 float factor = gr_screen.current_alpha;
1135 if ( factor <= 1.0f ) {
1136 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1137 r = (r*tmp_alpha)/255;
1138 g = (g*tmp_alpha)/255;
1139 b = (b*tmp_alpha)/255;
1142 tmap_type = TCACHE_TYPE_XPARENT;
1144 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1146 // Blend with screen pixel using src*alpha+dst
1147 float factor = gr_screen.current_alpha;
1149 if ( factor > 1.0f ) {
1152 alpha = fl2i(gr_screen.current_alpha*255.0f);
1156 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1157 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1159 alpha_blend = ALPHA_BLEND_NONE;
1164 if(flags & TMAP_FLAG_BITMAP_SECTION){
1165 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1168 texture_source = TEXTURE_SOURCE_NONE;
1170 if ( flags & TMAP_FLAG_TEXTURED ) {
1171 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 ))
1173 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1177 // use nonfiltered textures for bitmap sections
1178 if(flags & TMAP_FLAG_BITMAP_SECTION){
1179 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1181 texture_source = TEXTURE_SOURCE_DECAL;
1186 x1 = gr_screen.clip_left*16;
1187 x2 = gr_screen.clip_right*16+15;
1188 y1 = gr_screen.clip_top*16;
1189 y2 = gr_screen.clip_bottom*16+15;
1191 // gr_d3d_set_state( texture_source, alpha_blend, zbuffer_type );
1193 if ( flags & TMAP_FLAG_TEXTURED )
1199 glBegin (GL_TRIANGLE_FAN);
1202 vertex * va = verts[i];
1203 float sx, sy, sz, sw;
1208 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1209 sz = va->z / z_mult;
1217 if ( flags & TMAP_FLAG_CORRECT ) {
1223 if (flags & TMAP_FLAG_ALPHA) {
1229 if (flags & TMAP_FLAG_NEBULA ) {
1230 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1231 r = gr_palette[pal*3+0];
1232 g = gr_palette[pal*3+1];
1233 b = gr_palette[pal*3+2];
1234 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1235 r = Gr_gamma_lookup[verts[i]->b];
1236 g = Gr_gamma_lookup[verts[i]->b];
1237 b = Gr_gamma_lookup[verts[i]->b];
1238 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1239 // Make 0.75 be 256.0f
1240 r = Gr_gamma_lookup[verts[i]->r];
1241 g = Gr_gamma_lookup[verts[i]->g];
1242 b = Gr_gamma_lookup[verts[i]->b];
1244 // use constant RGB values...
1246 glColor4ub (r,g,b,a);
1248 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1249 // gr_d3d_stuff_fog_value(va->z, &src_v->specular);
1251 // i hate you, specular color
1255 x = fl2i(va->sx*16.0f);
1256 y = fl2i(va->sy*16.0f);
1258 x += gr_screen.offset_x*16;
1259 y += gr_screen.offset_y*16;
1261 sx = i2fl(x) / 16.0f;
1262 sy = i2fl(y) / 16.0f;
1264 if ( flags & TMAP_FLAG_TEXTURED ) {
1268 glTexCoord2d(tu, tv);
1276 if(flags & TMAP_FLAG_PIXEL_FOG){
1279 glVertex4f(sx, sy, sz, sw);
1284 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1286 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1289 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1291 // DDOI - needs opengl_make_rect
1293 int clipped = 0, swapped=0;
1295 if ( !gr_screen.current_color.is_alphacolor ) {
1296 gr_line( x1, y1, x2, y2 );
1300 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);
1302 uint color1, color2;
1304 glShadeModel (GL_FLAT);
1305 glEnable (GL_BLEND);
1306 glBlendFunc (GL_SRC_ALPHA, GL_DST_ALPHA);
1308 // DDOI - may not be right
1309 color1 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha );
1310 color2 = RGBA_MAKE(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, 0 );
1316 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1320 void gr_opengl_get_color( int * r, int * g, int * b )
1322 if (r) *r = gr_screen.current_color.red;
1323 if (g) *g = gr_screen.current_color.green;
1324 if (b) *b = gr_screen.current_color.blue;
1327 void gr_opengl_init_color(color *c, int r, int g, int b)
1329 c->screen_sig = gr_screen.signature;
1330 c->red = (unsigned char)r;
1331 c->green = (unsigned char)g;
1332 c->blue = (unsigned char)b;
1334 c->ac_type = AC_TYPE_NONE;
1336 c->is_alphacolor = 0;
1340 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1342 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1343 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1344 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1345 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1347 gr_opengl_init_color( clr, r, g, b );
1349 clr->alpha = (unsigned char)alpha;
1350 clr->ac_type = (ubyte)type;
1351 clr->alphacolor = -1;
1352 clr->is_alphacolor = 1;
1355 void gr_opengl_set_color( int r, int g, int b )
1357 Assert((r >= 0) && (r < 256));
1358 Assert((g >= 0) && (g < 256));
1359 Assert((b >= 0) && (b < 256));
1361 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1364 void gr_opengl_set_color_fast(color *dst)
1366 if ( dst->screen_sig != gr_screen.signature ) {
1367 if ( dst->is_alphacolor ) {
1368 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1370 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1373 gr_screen.current_color = *dst;
1376 void gr_opengl_print_screen(char *filename)
1381 int gr_opengl_supports_res_ingame(int res)
1388 int gr_opengl_supports_res_interface(int res)
1395 void opengl_tcache_cleanup ();
1396 void gr_opengl_cleanup()
1398 if ( !Inited ) return;
1405 opengl_tcache_cleanup ();
1410 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float near, float far)
1415 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1420 void gr_opengl_get_region(int front, int w, int g, ubyte *data)
1425 void gr_opengl_set_cull(int cull)
1428 // DDOI - disabled for debugging purposes
1429 //glEnable (GL_CULL_FACE);
1430 //glFrontFace (GL_CCW);
1432 glDisable (GL_CULL_FACE);
1436 void gr_opengl_filter_set(int filter)
1441 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1447 typedef struct tcache_slot_opengl {
1448 GLuint texture_handle;
1449 float u_scale, v_scale;
1452 char used_this_frame;
1457 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1458 tcache_slot_opengl *parent;
1459 } tcache_slot_opengl;
1461 static void *Texture_sections = NULL;
1462 tcache_slot_opengl *Textures = NULL;
1464 int GL_texture_sections = 0;
1465 int GL_texture_ram = 0;
1466 int GL_frame_count = 0;
1467 int GL_min_texture_width = 0;
1468 int GL_max_texture_width = 0;
1469 int GL_min_texture_height = 0;
1470 int GL_max_texture_height = 0;
1471 int GL_square_textures = 0;
1472 int GL_textures_in = 0;
1473 int GL_textures_in_frame = 0;
1474 int GL_last_bitmap_id = -1;
1475 int GL_last_detail = -1;
1476 int GL_last_bitmap_type = -1;
1477 int GL_last_section_x = -1;
1478 int GL_last_section_y = -1;
1482 void opengl_tcache_init (int use_sections)
1486 // DDOI - FIXME skipped a lot of stuff here
1487 GL_should_preload = 0;
1490 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1491 uint tmp_pl = 1; // Enabling preloading segfaults it somehow - DDOI
1493 if ( tmp_pl == 0 ) {
1494 GL_should_preload = 0;
1495 } else if ( tmp_pl == 1 ) {
1496 GL_should_preload = 1;
1503 GL_min_texture_width = 16;
1504 GL_min_texture_height = 16;
1505 GL_max_texture_width = 256;
1506 GL_max_texture_height = 256;
1508 GL_square_textures = 1;
1510 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1516 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1517 if(!Texture_sections){
1520 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1523 // Init the texture structures
1524 int section_count = 0;
1525 for( i=0; i<MAX_BITMAPS; i++ ) {
1527 Textures[i].vram_texture = NULL;
1528 Textures[i].vram_texture_surface = NULL;
1530 Textures[i].texture_handle = 0;
1532 Textures[i].bitmap_id = -1;
1533 Textures[i].size = 0;
1534 Textures[i].used_this_frame = 0;
1536 Textures[i].parent = NULL;
1538 // allocate sections
1540 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1541 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1542 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1543 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1545 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1546 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1548 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1549 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1550 Textures[i].data_sections[idx][s_idx]->size = 0;
1551 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1555 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1556 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1557 Textures[i].data_sections[idx][s_idx] = NULL;
1563 GL_texture_sections = use_sections;
1565 //GL_last_detail = Detail.hardware_textures;
1566 GL_last_bitmap_id = -1;
1567 GL_last_bitmap_type = -1;
1569 GL_last_section_x = -1;
1570 GL_last_section_y = -1;
1573 GL_textures_in_frame = 0;
1576 int opengl_free_texture (tcache_slot_opengl *t);
1578 void opengl_tcache_flush ()
1582 for( i=0; i<MAX_BITMAPS; i++ ) {
1583 opengl_free_texture ( &Textures[i] );
1585 if (GL_textures_in != 0) {
1586 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1590 GL_last_bitmap_id = -1;
1591 GL_last_section_x = -1;
1592 GL_last_section_y = -1;
1595 void opengl_tcache_cleanup ()
1597 opengl_tcache_flush ();
1600 GL_textures_in_frame = 0;
1607 if( Texture_sections != NULL ){
1608 free(Texture_sections);
1609 Texture_sections = NULL;
1613 void opengl_tcache_frame ()
1617 GL_last_bitmap_id = -1;
1618 GL_textures_in_frame = 0;
1623 for( i=0; i<MAX_BITMAPS; i++ ) {
1624 Textures[i].used_this_frame = 0;
1627 if(Textures[i].data_sections[0][0] != NULL){
1628 Assert(GL_texture_sections);
1629 if(GL_texture_sections){
1630 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1631 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1632 if(Textures[i].data_sections[idx][s_idx] != NULL){
1633 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1642 opengl_tcache_flush();
1647 int opengl_free_texture ( tcache_slot_opengl *t )
1653 if ( t->bitmap_id > -1 ) {
1654 // if I, or any of my children have been used this frame, bail
1655 if(t->used_this_frame){
1658 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1659 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1660 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
1666 // ok, now we know its legal to free everything safely
1667 glDeleteTextures (1, &t->texture_handle);
1668 t->texture_handle = 0;
1670 if ( GL_last_bitmap_id == t->bitmap_id ) {
1671 GL_last_bitmap_id = -1;
1674 // if this guy has children, free them too, since the children
1675 // actually make up his size
1676 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1677 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1678 if(t->data_sections[idx][s_idx] != NULL){
1679 opengl_free_texture(t->data_sections[idx][s_idx]);
1685 t->used_this_frame = 0;
1686 GL_textures_in -= t->size;
1692 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1697 if((w_out == NULL) || (h_out == NULL)){
1707 for (i=0; i<16; i++ ) {
1708 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
1714 for (i=0; i<16; i++ ) {
1715 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
1722 if ( tex_w < GL_min_texture_width ) {
1723 tex_w = GL_min_texture_width;
1724 } else if ( tex_w > GL_max_texture_width ) {
1725 tex_w = GL_max_texture_width;
1728 if ( tex_h < GL_min_texture_height ) {
1729 tex_h = GL_min_texture_height;
1730 } else if ( tex_h > GL_max_texture_height ) {
1731 tex_h = GL_max_texture_height;
1734 if ( GL_square_textures ) {
1736 // Make the both be equal to larger of the two
1737 new_size = max(tex_w, tex_h);
1742 // store the outgoing size
1747 // data == start of bitmap data
1748 // sx == x offset into bitmap
1749 // sy == y offset into bitmap
1750 // src_w == absolute width of section on source bitmap
1751 // src_h == absolute height of section on source bitmap
1752 // bmap_w == width of source bitmap
1753 // bmap_h == height of source bitmap
1754 // tex_w == width of final texture
1755 // tex_h == height of final texture
1756 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)
1765 if ( t->used_this_frame ) {
1766 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
1771 if(!opengl_free_texture(t)){
1776 // get final texture size
1777 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
1779 if ( (tex_w < 1) || (tex_h < 1) ) {
1780 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
1784 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
1785 t->u_scale = (float)bmap_w / (float)tex_w;
1786 t->v_scale = (float)bmap_h / (float)tex_h;
1787 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
1788 t->u_scale = (float)src_w / (float)tex_w;
1789 t->v_scale = (float)src_h / (float)tex_h;
1795 glGenTextures (1, &t->texture_handle);
1796 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
1798 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
1799 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
1800 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1801 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1803 switch (bitmap_type) {
1805 case TCACHE_TYPE_AABITMAP:
1808 ubyte *bmp_data = ((ubyte*)data);
1809 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1810 ubyte *texmemp = texmem;
1812 for (i=0;i<tex_h;i++)
1814 for (j=0;j<tex_w;j++)
1816 if (i < bmap_h && j < bmap_w) {
1818 *texmemp++ = bmp_data[i*bmap_w+j]<<4;
1826 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
1831 case TCACHE_TYPE_BITMAP_SECTION:
1834 ubyte *bmp_data = ((ubyte*)data);
1835 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1836 ubyte *texmemp = texmem;
1838 for (i=0;i<tex_h;i++)
1840 for (j=0;j<tex_w;j++)
1842 if (i < src_h && j < src_w) {
1843 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
1844 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
1851 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1852 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1860 ubyte *bmp_data = ((ubyte*)data);
1861 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
1862 ubyte *texmemp = texmem;
1864 fix u, utmp, v, du, dv;
1868 du = ( (bmap_w-1)*F1_0 ) / tex_w;
1869 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
1871 for (j=0;j<tex_h;j++)
1874 for (i=0;i<tex_w;i++)
1876 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
1877 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
1882 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA,
1883 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
1891 t->bitmap_id = texture_handle;
1892 t->time_created = GL_frame_count;
1893 t->used_this_frame = 0;
1894 t->size = tex_w * tex_h * 2;
1895 t->w = (ushort)tex_w;
1896 t->h = (ushort)tex_h;
1897 GL_textures_in_frame += t->size;
1899 GL_textures_in += t->size;
1905 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
1909 int final_w, final_h;
1913 // setup texture/bitmap flags
1915 switch(bitmap_type){
1916 case TCACHE_TYPE_AABITMAP:
1917 flags |= BMP_AABITMAP;
1920 case TCACHE_TYPE_NORMAL:
1921 flags |= BMP_TEX_OTHER;
1922 case TCACHE_TYPE_XPARENT:
1923 flags |= BMP_TEX_XPARENT;
1925 case TCACHE_TYPE_NONDARKENING:
1927 flags |= BMP_TEX_NONDARK;
1931 // lock the bitmap into the proper format
1932 bmp = bm_lock(bitmap_handle, bpp, flags);
1933 if ( bmp == NULL ) {
1934 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
1943 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
1944 max_w /= D3D_texture_divider;
1945 max_h /= D3D_texture_divider;
1947 // Detail.debris_culling goes from 0 to 4.
1948 max_w /= 16 >> Detail.hardware_textures;
1949 max_h /= 16 >> Detail.hardware_textures;
1953 // get final texture size as it will be allocated as a DD surface
1954 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
1956 // if this tcache slot has no bitmap
1957 if ( tslot->bitmap_id < 0) {
1960 // different bitmap altogether - determine if the new one can use the old one's slot
1961 else if (tslot->bitmap_id != bitmap_handle) {
1962 if((final_w == tslot->w) && (final_h == tslot->h)){
1964 //ml_printf("Reloading texture %d\n", bitmap_handle);
1971 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);
1973 // unlock the bitmap
1974 bm_unlock(bitmap_handle);
1979 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
1983 int final_w, final_h;
1984 int section_x, section_y;
1987 // setup texture/bitmap flags
1988 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
1989 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
1990 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
1992 flags = BMP_TEX_XPARENT;
1994 // lock the bitmap in the proper format
1995 bmp = bm_lock(bitmap_handle, 16, flags);
1996 if ( bmp == NULL ) {
1997 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2000 // determine the width and height of this section
2001 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2003 // get final texture size as it will be allocated as an opengl texture
2004 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2006 // if this tcache slot has no bitmap
2007 if ( tslot->bitmap_id < 0) {
2010 // different bitmap altogether - determine if the new one can use the old one's slot
2011 else if (tslot->bitmap_id != bitmap_handle) {
2012 if((final_w == tslot->w) && (final_h == tslot->h)){
2020 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);
2022 // unlock the bitmap
2023 bm_unlock(bitmap_handle);
2029 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2030 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)
2039 GL_last_bitmap_id = -1;
2044 if ( GL_last_detail != Detail.hardware_textures ) {
2045 GL_last_detail = Detail.hardware_textures;
2046 opengl_tcache_flush();
2054 int n = bm_get_cache_slot (bitmap_id, 1);
2055 tcache_slot_opengl *t = &Textures[n];
2057 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)) {
2058 t->used_this_frame++;
2060 // mark all children as used
2061 if(GL_texture_sections){
2062 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2063 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2064 if(t->data_sections[idx][s_idx] != NULL){
2065 t->data_sections[idx][s_idx]->used_this_frame++;
2071 *u_scale = t->u_scale;
2072 *v_scale = t->v_scale;
2076 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2077 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2078 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2084 // if the texture sections haven't been created yet
2085 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2087 // lock the bitmap in the proper format
2088 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2089 bm_unlock(bitmap_id);
2091 // now lets do something for each texture
2093 for(idx=0; idx<bmp->sections.num_x; idx++){
2094 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2095 // hmm. i'd rather we didn't have to do it this way...
2096 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2100 // not used this frame
2101 t->data_sections[idx][s_idx]->used_this_frame = 0;
2105 // zero out pretty much everything in the parent struct since he's just the root
2106 t->bitmap_id = bitmap_id;
2107 t->texture_handle = 0;
2108 t->time_created = t->data_sections[sx][sy]->time_created;
2109 t->used_this_frame = 0;
2111 t->vram_texture = NULL;
2112 t->vram_texture_surface = NULL
2116 // argh. we failed to upload. free anything we can
2118 opengl_free_texture(t);
2120 // swap in the texture we want
2122 t = t->data_sections[sx][sy];
2125 // all other "normal" textures
2126 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2127 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2130 // everything went ok
2131 if(ret_val && (t->texture_handle) && !vram_full){
2132 *u_scale = t->u_scale;
2133 *v_scale = t->v_scale;
2135 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2137 GL_last_bitmap_id = t->bitmap_id;
2138 GL_last_bitmap_type = bitmap_type;
2139 GL_last_section_x = sx;
2140 GL_last_section_y = sy;
2142 t->used_this_frame++;
2146 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2153 void gr_opengl_set_clear_color(int r, int g, int b)
2155 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2158 void gr_opengl_aaline(vertex *v1, vertex *v2)
2160 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
2163 void gr_opengl_flash(int r, int g, int b)
2168 int gr_opengl_zbuffer_get()
2170 if ( !gr_global_zbuffering ) {
2171 return GR_ZBUFF_NONE;
2173 return gr_zbuffering_mode;
2176 int gr_opengl_zbuffer_set(int mode)
2178 int tmp = gr_zbuffering_mode;
2180 gr_zbuffering_mode = mode;
2182 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2190 void gr_opengl_zbuffer_clear(int mode)
2194 gr_zbuffering_mode = GR_ZBUFF_FULL;
2195 gr_global_zbuffering = 1;
2197 // gr_d3d_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2198 glClear(GL_DEPTH_BUFFER_BIT);
2201 gr_zbuffering_mode = GR_ZBUFF_NONE;
2202 gr_global_zbuffering = 0;
2206 void gr_opengl_set_gamma(float gamma)
2209 Gr_gamma_int = int (Gr_gamma*10);
2211 // Create the Gamma lookup table
2213 for (i=0;i<256; i++) {
2214 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2217 } else if ( v < 0 ) {
2220 Gr_gamma_lookup[i] = v;
2223 // Flush any existing textures
2224 opengl_tcache_flush();
2227 void gr_opengl_fade_in(int instantaneous)
2232 void gr_opengl_fade_out(int instantaneous)
2237 int gr_opengl_save_screen()
2242 if ( Gr_saved_screen ) {
2243 mprintf(( "Screen alread saved!\n" ));
2247 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2248 if (!Gr_saved_screen) {
2249 mprintf(( "Couldn't get memory for saved screen!\n" ));
2258 void gr_opengl_restore_screen(int id)
2263 void gr_opengl_free_screen(int id)
2268 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2273 void gr_opengl_dump_frame_stop()
2278 void gr_opengl_dump_frame()
2283 uint gr_opengl_lock()
2290 void gr_opengl_unlock()
2294 void gr_opengl_init()
2297 gr_opengl_cleanup();
2301 mprintf(( "Initializing opengl graphics device...\n" ));
2305 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2307 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2313 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2314 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2315 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2316 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2317 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2319 if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL)
2321 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2325 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2327 glMatrixMode(GL_PROJECTION);
2329 glMatrixMode(GL_MODELVIEW);
2332 glEnable(GL_TEXTURE_2D);
2334 glGenTextures(1, &bitmapTex);
2335 glBindTexture(GL_TEXTURE_2D, bitmapTex);
2336 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2337 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2338 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
2340 glMatrixMode(GL_PROJECTION);
2344 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 1.0, -1.0);
2346 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2348 bitmapMem = (GLubyte *)malloc(256*256*4);
2349 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5_REV, bitmapMem);
2350 //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_CHAR, bitmapMem);
2354 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2364 Gr_red.mask = 0xff0000;
2369 Gr_green.mask = 0xff00;
2374 Gr_blue.mask = 0xff;
2382 Gr_red.mask = 0x7C00;
2387 Gr_green.mask = 0x3E0;
2392 Gr_blue.mask = 0x1F;
2400 Gr_red.mask = 0xF800;
2405 Gr_green.mask = 0x7E0;
2410 Gr_blue.mask = 0x1F;
2419 Gr_red.mask = 0xff0000;
2424 Gr_green.mask = 0xff00;
2429 Gr_blue.mask = 0xff;
2434 Int3(); // Illegal bpp
2437 // DDOI - set these so no one else does!
2438 Gr_ta_red.mask = 0x0f00;
2439 Gr_ta_red.shift = 8;
2440 Gr_ta_red.scale = 16;
2442 Gr_ta_green.mask = 0x00f0;
2443 Gr_ta_green.shift = 4;
2444 Gr_ta_green.scale = 16;
2446 Gr_ta_blue.mask = 0x000f;
2447 Gr_ta_blue.shift = 0;
2448 Gr_ta_blue.scale = 16;
2450 Gr_ta_alpha.mask = 0xf000;
2451 Gr_ta_alpha.shift = 12;
2452 Gr_ta_alpha.scale = 16;
2455 opengl_tcache_init (1);
2458 Gr_current_red = &Gr_red;
2459 Gr_current_blue = &Gr_blue;
2460 Gr_current_green = &Gr_green;
2461 Gr_current_alpha = &Gr_alpha;
2463 gr_screen.gf_flip = gr_opengl_flip;
2464 gr_screen.gf_flip_window = gr_opengl_flip_window;
2465 gr_screen.gf_set_clip = gr_opengl_set_clip;
2466 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2467 gr_screen.gf_set_font = grx_set_font;
2469 gr_screen.gf_set_color = gr_opengl_set_color;
2470 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2471 gr_screen.gf_create_shader = gr_opengl_create_shader;
2472 gr_screen.gf_set_shader = gr_opengl_set_shader;
2473 gr_screen.gf_clear = gr_opengl_clear;
2474 // gr_screen.gf_bitmap = gr_opengl_bitmap;
2475 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2476 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2477 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2479 gr_screen.gf_rect = gr_opengl_rect;
2480 gr_screen.gf_shade = gr_opengl_shade;
2481 gr_screen.gf_string = gr_opengl_string;
2482 gr_screen.gf_circle = gr_opengl_circle;
2484 gr_screen.gf_line = gr_opengl_line;
2485 gr_screen.gf_aaline = gr_opengl_aaline;
2486 gr_screen.gf_pixel = gr_opengl_pixel;
2487 gr_screen.gf_scaler = gr_opengl_scaler;
2488 gr_screen.gf_tmapper = gr_opengl_tmapper;
2490 gr_screen.gf_gradient = gr_opengl_gradient;
2492 gr_screen.gf_set_palette = gr_opengl_set_palette;
2493 gr_screen.gf_get_color = gr_opengl_get_color;
2494 gr_screen.gf_init_color = gr_opengl_init_color;
2495 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2496 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2497 gr_screen.gf_print_screen = gr_opengl_print_screen;
2499 gr_screen.gf_fade_in = gr_opengl_fade_in;
2500 gr_screen.gf_fade_out = gr_opengl_fade_out;
2501 gr_screen.gf_flash = gr_opengl_flash;
2503 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2504 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2505 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2507 gr_screen.gf_save_screen = gr_opengl_save_screen;
2508 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2509 gr_screen.gf_free_screen = gr_opengl_free_screen;
2511 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2512 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2513 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2515 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2517 gr_screen.gf_lock = gr_opengl_lock;
2518 gr_screen.gf_unlock = gr_opengl_unlock;
2520 gr_screen.gf_fog_set = gr_opengl_fog_set;
2522 gr_screen.gf_get_region = gr_opengl_get_region;
2524 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2526 gr_screen.gf_set_cull = gr_opengl_set_cull;
2528 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2530 gr_screen.gf_filter_set = gr_opengl_filter_set;
2532 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2534 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;