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changes to screen backup/mouse drawing code. removed a few warnings.
[taylor/freespace2.git] / src / graphics / gropengl.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
4  * All source code herein is the property of Volition, Inc. You may not sell 
5  * or otherwise commercially exploit the source or things you created based on
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * Code that uses the OpenGL graphics library
16  *
17  * $Log$
18  * Revision 1.58  2002/09/04 01:12:11  relnev
19  * changes to screen backup/mouse drawing code.  removed a few warnings.
20  *
21  * Revision 1.57  2002/08/31 01:39:13  theoddone33
22  * Speed up the renderer a tad
23  *
24  * Revision 1.56  2002/08/01 05:03:11  relnev
25  * minor change
26  *
27  * Revision 1.55  2002/08/01 04:55:45  relnev
28  * experimenting with texture state
29  *
30  * Revision 1.54  2002/07/30 15:00:15  relnev
31  * not use luminance alpha by default
32  *
33  * Revision 1.53  2002/06/22 17:08:16  relnev
34  * more fixes to unused alpha code
35  *
36  * Revision 1.52  2002/06/21 23:59:14  relnev
37  * moved a gr_opengl_set_state to after the gr_tcache_set
38  *
39  * Revision 1.51  2002/06/19 04:52:45  relnev
40  * MacOS X updates (Ryan)
41  *
42  * Revision 1.50  2002/06/18 23:20:44  relnev
43  * fixed _splitpath.
44  *
45  * adjusted line offsets.
46  *
47  * Revision 1.49  2002/06/17 23:11:39  relnev
48  * enable sdl key repeating.
49  *
50  * swap '/` keys.
51  *
52  * Revision 1.48  2002/06/09 04:41:17  relnev
53  * added copyright header
54  *
55  * Revision 1.47  2002/06/09 03:16:04  relnev
56  * added _splitpath.
57  *
58  * removed unneeded asm, old sdl 2d setup.
59  *
60  * fixed crash caused by opengl_get_region.
61  *
62  * Revision 1.46  2002/06/05 04:03:32  relnev
63  * finished cfilesystem.
64  *
65  * removed some old code.
66  *
67  * fixed mouse save off-by-one.
68  *
69  * sound cleanups.
70  *
71  * Revision 1.45  2002/06/03 09:25:37  relnev
72  * implement mouse cursor and screen save/restore
73  *
74  * Revision 1.44  2002/06/02 18:46:59  relnev
75  * updated
76  *
77  * Revision 1.43  2002/06/02 11:34:00  relnev
78  * adjust z coords
79  *
80  * Revision 1.42  2002/06/02 10:28:17  relnev
81  * fix texture handle leak
82  *
83  * Revision 1.41  2002/06/01 09:00:34  relnev
84  * silly debug memmanager
85  *
86  * Revision 1.40  2002/06/01 07:12:33  relnev
87  * a few NDEBUG updates.
88  *
89  * removed a few warnings.
90  *
91  * Revision 1.39  2002/06/01 05:33:15  relnev
92  * copied more code over.
93  *
94  * added scissor clipping.
95  *
96  * Revision 1.38  2002/06/01 03:35:27  relnev
97  * fix typo
98  *
99  * Revision 1.37  2002/06/01 03:32:00  relnev
100  * fix texture loading mistake.
101  *
102  * enable some d3d stuff for opengl also
103  *
104  * Revision 1.36  2002/05/31 23:25:03  relnev
105  * line fixes
106  *
107  * Revision 1.34  2002/05/31 22:15:22  relnev
108  * BGRA
109  *
110  * Revision 1.33  2002/05/31 22:04:55  relnev
111  * use d3d rect_internal
112  *
113  * Revision 1.32  2002/05/31 06:28:23  relnev
114  * more stuff
115  *
116  * Revision 1.31  2002/05/31 06:04:39  relnev
117  * fog
118  *
119  * Revision 1.30  2002/05/31 03:56:11  theoddone33
120  * Change tmapper polygon winding and enable culling
121  *
122  * Revision 1.29  2002/05/31 03:34:02  theoddone33
123  * Fix Keyboard
124  * Add titlebar
125  *
126  * Revision 1.28  2002/05/31 00:06:59  relnev
127  * minor change
128  *
129  * Revision 1.27  2002/05/30 23:46:29  theoddone33
130  * some minor key changes (not necessarily fixes)
131  *
132  * Revision 1.26  2002/05/30 23:33:12  relnev
133  * implemented a few more functions.
134  *
135  * Revision 1.25  2002/05/30 23:01:16  relnev
136  * implement gr_opengl_set_state.
137  *
138  * Revision 1.24  2002/05/30 22:12:57  relnev
139  * finish default texture case
140  *
141  * Revision 1.23  2002/05/30 22:02:30  theoddone33
142  * More gl changes
143  *
144  * Revision 1.22  2002/05/30 21:44:48  relnev
145  * implemented some missing texture stuff.
146  *
147  * enable bitmap polys for opengl.
148  *
149  * work around greenness in bitmaps.
150  *
151  * Revision 1.21  2002/05/30 17:29:30  theoddone33
152  * Fix some more stubs, change at least one polygon winding since culling is now
153  * enabled.
154  *
155  * Revision 1.20  2002/05/30 16:50:24  theoddone33
156  * Keyboard partially fixed
157  *
158  * Revision 1.19  2002/05/30 08:13:14  relnev
159  * fonts are fixed
160  *
161  * Revision 1.18  2002/05/29 23:37:36  relnev
162  * fix bitmap bug
163  *
164  * Revision 1.17  2002/05/29 23:17:49  theoddone33
165  * Non working text code and fixed keys
166  *
167  * Revision 1.16  2002/05/29 19:45:13  theoddone33
168  * More changes on texture loading
169  *
170  * Revision 1.15  2002/05/29 19:06:48  theoddone33
171  * Enable string printing.  Enable texture mapping
172  *
173  * Revision 1.14  2002/05/29 08:54:40  relnev
174  * "fixed" bitmap drawing.
175  *
176  * copied more d3d code over.
177  *
178  * Revision 1.13  2002/05/29 06:25:13  theoddone33
179  * Keyboard input, mouse tracking now work
180  *
181  * Revision 1.12  2002/05/29 04:52:45  relnev
182  * bitmap
183  *
184  * Revision 1.11  2002/05/29 04:29:56  relnev
185  * removed some unncessary stubbing, implemented opengl rect
186  *
187  * Revision 1.10  2002/05/29 04:13:27  theoddone33
188  * enable opengl_line
189  *
190  * Revision 1.9  2002/05/29 03:35:51  relnev
191  * added rest of init
192  *
193  * Revision 1.8  2002/05/29 03:30:05  relnev
194  * update opengl stubs
195  *
196  * Revision 1.7  2002/05/29 02:52:32  theoddone33
197  * Enable OpenGL renderer
198  *
199  * Revision 1.6  2002/05/28 04:56:51  theoddone33
200  * runs a little bit now
201  *
202  * Revision 1.5  2002/05/28 04:07:28  theoddone33
203  * New graphics stubbing arrangement
204  *
205  * Revision 1.4  2002/05/27 23:39:34  relnev
206  * 0
207  *
208  * Revision 1.3  2002/05/27 22:35:01  theoddone33
209  * more symbols
210  *
211  * Revision 1.2  2002/05/27 22:32:02  theoddone33
212  * throw all d3d stuff at opengl
213  *
214  * Revision 1.1.1.1  2002/05/03 03:28:09  root
215  * Initial import.
216  *
217  * 
218  * 10    7/14/99 9:42a Dave
219  * Put in clear_color debug function. Put in base for 3dnow stuff / P3
220  * stuff
221  * 
222  * 9     7/09/99 9:51a Dave
223  * Added thick polyline code.
224  * 
225  * 8     6/29/99 10:35a Dave
226  * Interface polygon bitmaps! Whee!
227  * 
228  * 7     2/03/99 11:44a Dave
229  * Fixed d3d transparent textures.
230  * 
231  * 6     1/24/99 11:37p Dave
232  * First full rev of beam weapons. Very customizable. Removed some bogus
233  * Int3()'s in low level net code.
234  * 
235  * 5     12/18/98 1:13a Dave
236  * Rough 1024x768 support for Direct3D. Proper detection and usage through
237  * the launcher.
238  * 
239  * 4     12/06/98 2:36p Dave
240  * Drastically improved nebula fogging.
241  * 
242  * 3     11/11/98 5:37p Dave
243  * Checkin for multiplayer testing.
244  * 
245  * 2     10/07/98 10:53a Dave
246  * Initial checkin.
247  * 
248  * 1     10/07/98 10:49a Dave
249  * 
250  * 14    5/20/98 9:46p John
251  * added code so the places in code that change half the palette don't
252  * have to clear the screen.
253  * 
254  * 13    5/06/98 5:30p John
255  * Removed unused cfilearchiver.  Removed/replaced some unused/little used
256  * graphics functions, namely gradient_h and _v and pixel_sp.   Put in new
257  * DirectX header files and libs that fixed the Direct3D alpha blending
258  * problems.
259  * 
260  * 12    4/14/98 12:15p John
261  * Made 16-bpp movies work.
262  * 
263  * 11    3/12/98 5:36p John
264  * Took out any unused shaders.  Made shader code take rgbc instead of
265  * matrix and vector since noone used it like a matrix and it would have
266  * been impossible to do in hardware.   Made Glide implement a basic
267  * shader for online help.  
268  * 
269  * 10    3/10/98 4:18p John
270  * Cleaned up graphics lib.  Took out most unused gr functions.   Made D3D
271  * & Glide have popups and print screen.  Took out all >8bpp software
272  * support.  Made Fred zbuffer.  Made zbuffer allocate dynamically to
273  * support Fred.  Made zbuffering key off of functions rather than one
274  * global variable.
275  * 
276  * 9     12/02/97 4:00p John
277  * Added first rev of thruster glow, along with variable levels of
278  * translucency, which retquired some restructing of palman.
279  * 
280  * 8     10/03/97 9:10a John
281  * added better antialiased line drawer
282  * 
283  * 7     9/23/97 10:45a John
284  * made so you can tell bitblt code to rle a bitmap by passing flag to
285  * gr_set_bitmap
286  * 
287  * 6     9/09/97 11:01a Sandeep
288  * fixed warning level 4 bugs
289  * 
290  * 5     7/10/97 2:06p John
291  * added code to specify alphablending type for bitmaps.
292  * 
293  * 4     6/17/97 7:04p John
294  * added d3d support for gradients.
295  * fixed some color bugs by adding screen signatures instead of watching
296  * flags and palette changes.
297  * 
298  * 3     6/12/97 2:50a Lawrance
299  * bm_unlock() now passed bitmap number, not pointer
300  * 
301  * 2     6/11/97 1:12p John
302  * Started fixing all the text colors in the game.
303  * 
304  * 1     5/12/97 12:14p John
305  *
306  * $NoKeywords: $
307  */
308
309 #ifndef PLAT_UNIX
310 #include <windows.h>
311 #include <windowsx.h>
312 #endif
313
314 #ifdef __MACOSX__
315 #include <gl.h>
316 #else
317 #include <GL/gl.h>
318 #endif
319
320 #include "pstypes.h"
321 #include "osapi.h"
322 #include "2d.h"
323 #include "3d.h"
324 #include "bmpman.h"
325 #include "floating.h"
326 #include "palman.h"
327 #include "systemvars.h"
328 #include "grinternal.h"
329 #include "gropengl.h"
330 #include "line.h"
331 #include "neb.h"
332 #include "mouse.h"
333 #include "osregistry.h"
334
335 static int Inited = 0;
336
337 typedef enum gr_texture_source {
338         TEXTURE_SOURCE_NONE,
339         TEXTURE_SOURCE_DECAL,
340         TEXTURE_SOURCE_NO_FILTERING,
341 } gr_texture_source;
342
343 typedef enum gr_alpha_blend {
344         ALPHA_BLEND_NONE,                       // 1*SrcPixel + 0*DestPixel
345         ALPHA_BLEND_ADDITIVE,                   // 1*SrcPixel + 1*DestPixel
346         ALPHA_BLEND_ALPHA_ADDITIVE,             // Alpha*SrcPixel + 1*DestPixel
347         ALPHA_BLEND_ALPHA_BLEND_ALPHA,          // Alpha*SrcPixel + (1-Alpha)*DestPixel
348         ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR,      // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
349 } gr_alpha_blend;
350
351 typedef enum gr_zbuffer_type {
352         ZBUFFER_TYPE_NONE,
353         ZBUFFER_TYPE_READ,
354         ZBUFFER_TYPE_WRITE,
355         ZBUFFER_TYPE_FULL,
356 } gr_zbuffer_type;
357                         
358 #define NEBULA_COLORS 20
359
360 volatile int GL_activate = 0;
361 volatile int GL_deactivate = 0;
362
363 static int GL_use_luminance_alpha;
364
365 static int GL_single_buffer = 0;
366
367 #ifdef PLAT_UNIX
368 // Throw in some dummy functions - DDOI
369
370 int D3D_32bit = 0;              // grd3d.cpp
371 int D3D_fog_mode = -1;          // grd3d.cpp
372 int D3D_inited = 0;             // grd3d.cpp
373 int D3D_zbias = 1;              // grd3d.cpp
374 int D3d_rendition_uvs = 0;      // grd3d.cpp
375
376 void d3d_flush ()
377 {
378         STUB_FUNCTION;
379 }
380
381 void d3d_zbias (int a)
382 {
383         STUB_FUNCTION;
384 }
385 #endif
386
387 static void gr_opengl_set_texture_state(gr_texture_source ts);
388
389 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
390 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
391
392 static void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
393 {
394         gr_opengl_set_texture_state(ts);
395         
396         if (ab != GL_current_alpha_blend) {
397                 switch (ab) {
398                         case ALPHA_BLEND_NONE:                  // 1*SrcPixel + 0*DestPixel
399                                 glBlendFunc(GL_ONE, GL_ZERO);
400                                 break;
401                         case ALPHA_BLEND_ADDITIVE:              // 1*SrcPixel + 1*DestPixel
402                                 glBlendFunc(GL_ONE, GL_ONE);
403                                 break;
404                         case ALPHA_BLEND_ALPHA_ADDITIVE:        // Alpha*SrcPixel + 1*DestPixel
405                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
406                                 break;
407                         case ALPHA_BLEND_ALPHA_BLEND_ALPHA:     // Alpha*SrcPixel + (1-Alpha)*DestPixel
408                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
409                                 break;
410                         case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
411                                 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
412                                 break;
413                         default:
414                                 break;
415                 }
416                 
417                 GL_current_alpha_blend = ab;
418         }
419         
420         if (zt != GL_current_zbuffer_type) {
421                 switch (zt) {
422                         case ZBUFFER_TYPE_NONE:
423                                 glDepthFunc(GL_ALWAYS);
424                                 glDepthMask(GL_FALSE);
425                                 break;
426                         case ZBUFFER_TYPE_READ:
427                                 glDepthFunc(GL_LESS);
428                                 glDepthMask(GL_FALSE);  
429                                 break;
430                         case ZBUFFER_TYPE_WRITE:
431                                 glDepthFunc(GL_ALWAYS);
432                                 glDepthMask(GL_TRUE);
433                                 break;
434                         case ZBUFFER_TYPE_FULL:
435                                 glDepthFunc(GL_LESS);
436                                 glDepthMask(GL_TRUE);
437                                 break;
438                         default:
439                                 break;
440                 }
441                 
442                 GL_current_zbuffer_type = zt;
443         }       
444 }
445
446 void gr_opengl_activate(int active)
447 {
448         if (active) {
449                 GL_activate++;
450                 
451                 /* TODO:
452                    make sure window is active and mouse grabbed
453                  */
454         } else {
455                 GL_deactivate++;
456                 
457                 /* TODO:
458                    make sure mouse is not grabbed and window minimized
459                  */
460         }
461         
462         STUB_FUNCTION;
463 }
464
465
466 void opengl_tcache_flush ();
467
468 void gr_opengl_preload_init()
469 {
470         if (gr_screen.mode != GR_OPENGL) {
471                 return;
472         }
473
474         opengl_tcache_flush ();
475 }
476
477 int GL_should_preload = 0;
478 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
479 {
480         if ( gr_screen.mode != GR_OPENGL) {
481                 return 0;
482         }
483
484         if ( !GL_should_preload )      {
485                 return 0;
486         }
487
488         float u_scale, v_scale;
489
490         int retval;
491         if ( is_aabitmap )      {
492                 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
493         } else {
494                 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
495         }
496
497         if ( !retval )  {
498                 mprintf(("Texture upload failed!\n" ));
499         }
500
501         return retval;
502 }
503
504 void gr_opengl_pixel(int x, int y)
505 {
506         gr_line(x,y,x,y);
507 }
508
509 void gr_opengl_clear()
510 {
511         glClearColor(gr_screen.current_clear_color.red / 255.0, 
512                 gr_screen.current_clear_color.green / 255.0, 
513                 gr_screen.current_clear_color.blue / 255.0, 1.0);
514
515         glClear ( GL_COLOR_BUFFER_BIT );
516 }
517
518 void opengl_tcache_frame ();
519 void gr_opengl_flip()
520 {
521         if (!Inited) return;
522
523         gr_reset_clip();
524
525         mouse_eval_deltas();
526         
527 #ifndef NDEBUG
528         GLenum error = glGetError();
529         int ic = 0;
530         do {
531                 error = glGetError();
532                 
533                 if (error != GL_NO_ERROR) {
534                         nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
535                 }
536                 ic++;
537         } while (error != GL_NO_ERROR);
538 #endif
539         
540         if (GL_single_buffer) {
541                 glDrawBuffer(GL_FRONT);
542                 glReadBuffer(GL_BACK);
543                 glCopyPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_COLOR);
544                 glDrawBuffer(GL_BACK);
545         } else {
546                 SDL_GL_SwapBuffers ();
547         }
548
549         if ( mouse_is_visible() )       {
550                 int mx, my;
551                 
552                 gr_reset_clip();
553                 mouse_get_pos( &mx, &my );
554                 
555                 glDrawBuffer(GL_FRONT);
556                 
557                 if ( Gr_cursor == -1 )  {
558                         // stuff
559                 } else {
560                         gr_set_bitmap(Gr_cursor);
561                         gr_bitmap( mx, my );
562                 }
563                 
564                 glDrawBuffer(GL_BACK);
565          }
566
567         int cnt = GL_activate;
568         if ( cnt )      {
569                 GL_activate-=cnt;
570                 opengl_tcache_flush();
571                 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
572         }
573         
574         cnt = GL_deactivate;
575         if ( cnt )      {
576                 GL_deactivate-=cnt;
577                 // gr_opengl_clip_cursor(0);  /* mouse grab, see opengl_activate */
578         }
579         
580         opengl_tcache_frame ();
581 }
582
583 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
584 {
585         // Not used.
586 }
587
588 void gr_opengl_set_clip(int x,int y,int w,int h)
589 {
590         // check for sanity of parameters
591         if (x < 0)
592                 x = 0;
593         if (y < 0)
594                 y = 0;
595
596         if (x >= gr_screen.max_w)
597                 x = gr_screen.max_w - 1;
598         if (y >= gr_screen.max_h)
599                 y = gr_screen.max_h - 1;
600
601         if (x + w > gr_screen.max_w)
602                 w = gr_screen.max_w - x;
603         if (y + h > gr_screen.max_h)
604                 h = gr_screen.max_h - y;
605         
606         if (w > gr_screen.max_w)
607                 w = gr_screen.max_w;
608         if (h > gr_screen.max_h)
609                 h = gr_screen.max_h;
610         
611         gr_screen.offset_x = x;
612         gr_screen.offset_y = y;
613         gr_screen.clip_left = 0;
614         gr_screen.clip_right = w-1;
615         gr_screen.clip_top = 0;
616         gr_screen.clip_bottom = h-1;
617         gr_screen.clip_width = w;
618         gr_screen.clip_height = h;
619         
620         glEnable(GL_SCISSOR_TEST);
621         glScissor(x, gr_screen.max_h-y-h, w, h);
622 }
623
624 void gr_opengl_reset_clip()
625 {
626         gr_screen.offset_x = 0;
627         gr_screen.offset_y = 0;
628         gr_screen.clip_left = 0;
629         gr_screen.clip_top = 0;
630         gr_screen.clip_right = gr_screen.max_w - 1;
631         gr_screen.clip_bottom = gr_screen.max_h - 1;
632         gr_screen.clip_width = gr_screen.max_w;
633         gr_screen.clip_height = gr_screen.max_h;
634         
635         glDisable(GL_SCISSOR_TEST);
636 //      glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
637 }
638
639 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
640 {
641         gr_screen.current_alpha = alpha;
642         gr_screen.current_alphablend_mode = alphablend_mode;
643         gr_screen.current_bitblt_mode = bitblt_mode;
644         gr_screen.current_bitmap = bitmap_num;
645
646         gr_screen.current_bitmap_sx = sx;
647         gr_screen.current_bitmap_sy = sy;
648 }
649
650 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
651 {
652         shade->screen_sig = gr_screen.signature;
653         shade->r = r;
654         shade->g = g;
655         shade->b = b;
656         shade->c = c;   
657 }
658
659 void gr_opengl_set_shader( shader * shade )
660 {       
661         if ( shade )    {
662                 if (shade->screen_sig != gr_screen.signature)   {
663                         gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
664                 }
665                 gr_screen.current_shader = *shade;
666         } else {
667                 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
668         }
669 }
670
671
672 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
673 {
674         STUB_FUNCTION; /* who called me? */
675 }
676
677
678 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
679 {
680         STUB_FUNCTION; /* who called me? */
681 }
682
683 void gr_opengl_bitmap(int x, int y)
684 {
685         STUB_FUNCTION; /* who called me? */
686 }
687
688 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
689 {
690         int saved_zbuf;
691         vertex v[4];
692         vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
693
694         saved_zbuf = gr_zbuffer_get();
695         
696         // start the frame, no zbuffering, no culling
697         g3_start_frame(1);      
698         gr_zbuffer_set(GR_ZBUFF_NONE);          
699         gr_set_cull(0);         
700
701         // stuff coords         
702         v[0].sx = i2fl(x);
703         v[0].sy = i2fl(y);
704         v[0].sw = 0.0f;
705         v[0].u = 0.0f;
706         v[0].v = 0.0f;
707         v[0].flags = PF_PROJECTED;
708         v[0].codes = 0;
709         v[0].r = (ubyte)r;
710         v[0].g = (ubyte)g;
711         v[0].b = (ubyte)b;
712         v[0].a = (ubyte)a;
713
714         v[1].sx = i2fl(x + w);
715         v[1].sy = i2fl(y);      
716         v[1].sw = 0.0f;
717         v[1].u = 0.0f;
718         v[1].v = 0.0f;
719         v[1].flags = PF_PROJECTED;
720         v[1].codes = 0;
721         v[1].r = (ubyte)r;
722         v[1].g = (ubyte)g;
723         v[1].b = (ubyte)b;
724         v[1].a = (ubyte)a;
725
726         v[2].sx = i2fl(x + w);
727         v[2].sy = i2fl(y + h);
728         v[2].sw = 0.0f;
729         v[2].u = 0.0f;
730         v[2].v = 0.0f;
731         v[2].flags = PF_PROJECTED;
732         v[2].codes = 0;
733         v[2].r = (ubyte)r;
734         v[2].g = (ubyte)g;
735         v[2].b = (ubyte)b;
736         v[2].a = (ubyte)a;
737
738         v[3].sx = i2fl(x);
739         v[3].sy = i2fl(y + h);
740         v[3].sw = 0.0f;
741         v[3].u = 0.0f;
742         v[3].v = 0.0f;
743         v[3].flags = PF_PROJECTED;
744         v[3].codes = 0;                         
745         v[3].r = (ubyte)r;
746         v[3].g = (ubyte)g;
747         v[3].b = (ubyte)b;
748         v[3].a = (ubyte)a;
749
750         // draw the polys
751         g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);          
752
753         g3_end_frame();
754
755         // restore zbuffer and culling
756         gr_zbuffer_set(saved_zbuf);
757         gr_set_cull(1); 
758 }
759
760 void gr_opengl_rect(int x,int y,int w,int h)
761 {
762         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);
763 }
764
765 void gr_opengl_shade(int x,int y,int w,int h)
766 {
767         int r,g,b,a;
768         
769         float shade1 = 1.0f;
770         float shade2 = 6.0f;
771
772         r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
773         if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
774         g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
775         if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
776         b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
777         if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
778         a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
779         if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
780
781         gr_opengl_rect_internal(x, y, w, h, r, g, b, a);        
782 }
783
784 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
785 {
786         if ( w < 1 ) return;
787         if ( h < 1 ) return;
788
789         if ( !gr_screen.current_color.is_alphacolor )   return;
790
791         float u_scale, v_scale;
792
793         if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) )     {
794                 // Couldn't set texture
795                 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
796                 return;
797         }
798
799         gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
800         
801         float u0, u1, v0, v1;
802         float x1, x2, y1, y2;
803         int bw, bh;
804
805         bm_get_info( gr_screen.current_bitmap, &bw, &bh );
806
807         u0 = u_scale*i2fl(sx)/i2fl(bw);
808         v0 = v_scale*i2fl(sy)/i2fl(bh);
809
810         u1 = u_scale*i2fl(sx+w)/i2fl(bw);
811         v1 = v_scale*i2fl(sy+h)/i2fl(bh);
812
813         x1 = i2fl(x+gr_screen.offset_x);
814         y1 = i2fl(y+gr_screen.offset_y);
815         x2 = i2fl(x+w+gr_screen.offset_x);
816         y2 = i2fl(y+h+gr_screen.offset_y);
817
818         if ( gr_screen.current_color.is_alphacolor )    {
819                 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
820         } else {
821                 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
822         }
823
824         glBegin (GL_QUADS);
825           glTexCoord2f (u0, v1);
826           glVertex3f (x1, y2, -0.99);
827
828           glTexCoord2f (u1, v1);
829           glVertex3f (x2, y2, -0.99);
830
831           glTexCoord2f (u1, v0);
832           glVertex3f (x2, y1, -0.99);
833
834           glTexCoord2f (u0, v0);
835           glVertex3f (x1, y1, -0.99);
836         glEnd ();
837 }
838
839 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
840 {
841         int reclip;
842         #ifndef NDEBUG
843         int count = 0;
844         #endif
845
846         int dx1=x, dx2=x+w-1;
847         int dy1=y, dy2=y+h-1;
848
849         int bw, bh;
850         bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
851
852         do {
853                 reclip = 0;
854                 #ifndef NDEBUG
855                         if ( count > 1 ) Int3();
856                         count++;
857                 #endif
858         
859                 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
860                 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
861                 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
862                 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
863                 if ( dx2 > gr_screen.clip_right )       { dx2 = gr_screen.clip_right; }
864                 if ( dy2 > gr_screen.clip_bottom )      { dy2 = gr_screen.clip_bottom; }
865
866                 if ( sx < 0 ) {
867                         dx1 -= sx;
868                         sx = 0;
869                         reclip = 1;
870                 }
871
872                 if ( sy < 0 ) {
873                         dy1 -= sy;
874                         sy = 0;
875                         reclip = 1;
876                 }
877
878                 w = dx2-dx1+1;
879                 h = dy2-dy1+1;
880
881                 if ( sx + w > bw ) {
882                         w = bw - sx;
883                         dx2 = dx1 + w - 1;
884                 }
885
886                 if ( sy + h > bh ) {
887                         h = bh - sy;
888                         dy2 = dy1 + h - 1;
889                 }
890
891                 if ( w < 1 ) return;            // clipped away!
892                 if ( h < 1 ) return;            // clipped away!
893
894         } while (reclip);
895
896         // Make sure clipping algorithm works
897         #ifndef NDEBUG
898                 Assert( w > 0 );
899                 Assert( h > 0 );
900                 Assert( w == (dx2-dx1+1) );
901                 Assert( h == (dy2-dy1+1) );
902                 Assert( sx >= 0 );
903                 Assert( sy >= 0 );
904                 Assert( sx+w <= bw );
905                 Assert( sy+h <= bh );
906                 Assert( dx2 >= dx1 );
907                 Assert( dy2 >= dy1 );
908                 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
909                 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
910                 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
911                 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
912         #endif
913
914         // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
915         gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
916 }
917
918 void gr_opengl_aabitmap(int x, int y)
919 {
920         int w, h;
921
922         bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
923         int dx1=x, dx2=x+w-1;
924         int dy1=y, dy2=y+h-1;
925         int sx=0, sy=0;
926
927         if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
928         if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
929         if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
930         if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
931         if ( dx2 > gr_screen.clip_right )       { dx2 = gr_screen.clip_right; }
932         if ( dy2 > gr_screen.clip_bottom )      { dy2 = gr_screen.clip_bottom; }
933
934         if ( sx < 0 ) return;
935         if ( sy < 0 ) return;
936         if ( sx >= w ) return;
937         if ( sy >= h ) return;
938
939         // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
940         gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
941 }
942
943 void gr_opengl_string( int sx, int sy, char *s )
944 {
945         int width, spacing, letter;
946         int x, y;
947
948         if ( !Current_font )    {
949                 return;
950         }
951
952         gr_set_bitmap(Current_font->bitmap_id);
953
954         x = sx;
955         y = sy;
956
957         if (sx==0x8000) {                       //centered
958                 x = get_centered_x(s);
959         } else {
960                 x = sx;
961         }
962         
963         spacing = 0;
964
965         while (*s)      {
966                 x += spacing;
967
968                 while (*s== '\n' )      {
969                         s++;
970                         y += Current_font->h;
971                         if (sx==0x8000) {                       //centered
972                                 x = get_centered_x(s);
973                         } else {
974                                 x = sx;
975                         }
976                 }
977                 if (*s == 0 ) break;
978
979                 letter = get_char_width(s[0],s[1],&width,&spacing);
980                 s++;
981
982                 //not in font, draw as space
983                 if (letter<0)   {
984                         continue;
985                 }
986
987                 int xd, yd, xc, yc;
988                 int wc, hc;
989
990                 // Check if this character is totally clipped
991                 if ( x + width < gr_screen.clip_left ) continue;
992                 if ( y + Current_font->h < gr_screen.clip_top ) continue;
993                 if ( x > gr_screen.clip_right ) continue;
994                 if ( y > gr_screen.clip_bottom ) continue;
995
996                 xd = yd = 0;
997                 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
998                 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
999                 xc = x+xd;
1000                 yc = y+yd;
1001
1002                 wc = width - xd; hc = Current_font->h - yd;
1003                 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1004                 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1005
1006                 if ( wc < 1 ) continue;
1007                 if ( hc < 1 ) continue;
1008
1009                 int u = Current_font->bm_u[letter];
1010                 int v = Current_font->bm_v[letter];
1011
1012                 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1013         }
1014 }
1015
1016 void gr_opengl_line(int x1,int y1,int x2,int y2)
1017 {
1018         int clipped = 0, swapped=0;
1019
1020         gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1021         
1022         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);
1023         
1024         float sx1, sy1;
1025         float sx2, sy2;
1026         
1027         sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1028         sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1029         sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1030         sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1031         
1032         if ( x1 == x2 && y1 == y2 ) {
1033                 glBegin (GL_POINTS);
1034                   glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1035                   glVertex3f (sx1, sy1, -0.99f);
1036                 glEnd ();
1037                 
1038                 return;
1039         }
1040         
1041         if ( x1 == x2 ) {
1042                 if ( sy1 < sy2 )    {
1043                         sy2 += 0.5f;
1044                 } else {
1045                         sy1 += 0.5f;
1046                 }
1047         } else if ( y1 == y2 )  {
1048                 if ( sx1 < sx2 )    {
1049                         sx2 += 0.5f;
1050                 } else {
1051                         sx1 += 0.5f;
1052                 }
1053         }
1054         
1055         glBegin (GL_LINES);
1056           glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1057           glVertex3f (sx2, sy2, -0.99f);
1058           glVertex3f (sx1, sy1, -0.99f);
1059         glEnd ();
1060 }
1061
1062 void gr_opengl_aaline(vertex *v1, vertex *v2)
1063 {
1064         gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1065 }
1066
1067 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1068 {
1069         int clipped = 0, swapped=0;
1070
1071         if ( !gr_screen.current_color.is_alphacolor )   {
1072                 gr_line( x1, y1, x2, y2 );
1073                 return;
1074         }
1075
1076         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);
1077
1078         gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1079
1080         int aa = swapped ? 0 : gr_screen.current_color.alpha;
1081         int ba = swapped ? gr_screen.current_color.alpha : 0;
1082         
1083         float sx1, sy1;
1084         float sx2, sy2;
1085         
1086         sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1087         sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1088         sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1089         sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1090
1091         if ( x1 == x2 ) {
1092                 if ( sy1 < sy2 )    {
1093                         sy2 += 0.5f;
1094                 } else {
1095                         sy1 += 0.5f;
1096                 }
1097         } else if ( y1 == y2 )  {
1098                 if ( sx1 < sx2 )    {
1099                         sx2 += 0.5f;
1100                 } else {
1101                         sx1 += 0.5f;
1102                 }
1103         }
1104         
1105         glBegin (GL_LINES);
1106           glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1107           glVertex3f (sx2, sy2, -0.99f);
1108           glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1109           glVertex3f (sx1, sy1, -0.99f);
1110         glEnd ();       
1111 }
1112
1113 void gr_opengl_circle( int xc, int yc, int d )
1114 {
1115         int p,x, y, r;
1116
1117         r = d/2;
1118         p=3-d;
1119         x=0;
1120         y=r;
1121
1122         // Big clip
1123         if ( (xc+r) < gr_screen.clip_left ) return;
1124         if ( (xc-r) > gr_screen.clip_right ) return;
1125         if ( (yc+r) < gr_screen.clip_top ) return;
1126         if ( (yc-r) > gr_screen.clip_bottom ) return;
1127
1128         while(x<y)      {
1129                 // Draw the first octant
1130                 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1131                 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1132                                 
1133                 if (p<0) 
1134                         p=p+(x<<2)+6;
1135                 else    {
1136                         // Draw the second octant
1137                         gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1138                         gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1139                                                 
1140                         p=p+((x-y)<<2)+10;
1141                         y--;
1142                 }
1143                 x++;
1144         }
1145         if(x==y) {
1146                 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1147                 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1148         }
1149         return;
1150 }
1151
1152 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1153 {
1154         float f_float;
1155         
1156         f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1157         if (f_float < 0.0f) {
1158                 f_float = 0.0f;
1159         } else {
1160                 f_float = 1.0f;
1161         }
1162         *r = 0;
1163         *g = 0;
1164         *b = 0;
1165         *a = (int)(f_float * 255.0);
1166 }
1167
1168 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1169 {
1170         int i;
1171         float u_scale = 1.0f, v_scale = 1.0f;
1172
1173         // Make nebula use the texture mapper... this blends the colors better.
1174         if ( flags & TMAP_FLAG_NEBULA ){
1175                 Int3 ();
1176         }
1177
1178         gr_texture_source texture_source = (gr_texture_source)-1;
1179         gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1180         gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1181         
1182         if ( gr_zbuffering )    {
1183                 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER)   )       {
1184                         zbuffer_type = ZBUFFER_TYPE_READ;
1185                 } else {
1186                         zbuffer_type = ZBUFFER_TYPE_FULL;
1187                 }
1188         } else {
1189                 zbuffer_type = ZBUFFER_TYPE_NONE;
1190         }
1191         
1192         int alpha;
1193
1194         int tmap_type = TCACHE_TYPE_NORMAL;
1195
1196         int r, g, b;
1197
1198         if ( flags & TMAP_FLAG_TEXTURED )       {
1199                 r = g = b = 255;
1200         } else {
1201                 r = gr_screen.current_color.red;
1202                 g = gr_screen.current_color.green;
1203                 b = gr_screen.current_color.blue;
1204         }
1205
1206         if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )        
1207         {
1208                 if (1) {
1209                         tmap_type = TCACHE_TYPE_NORMAL;
1210                         alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1211                         
1212                         // Blend with screen pixel using src*alpha+dst
1213                         float factor = gr_screen.current_alpha;
1214                         
1215                         alpha = 255;
1216                         
1217                         if ( factor <= 1.0f )   {
1218                                 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1219                                 r = (r*tmp_alpha)/255;
1220                                 g = (g*tmp_alpha)/255;
1221                                 b = (b*tmp_alpha)/255;
1222                         }
1223                 } else {
1224                         tmap_type = TCACHE_TYPE_XPARENT;
1225                         
1226                         alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1227                         
1228                         // Blend with screen pixel using src*alpha+dst
1229                         float factor = gr_screen.current_alpha;
1230                                 
1231                         if ( factor > 1.0f )    {
1232                                 alpha = 255;
1233                         } else {
1234                                 alpha = fl2i(gr_screen.current_alpha*255.0f);
1235                         }
1236                 }
1237         } else {
1238                 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1239                         alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1240                 } else {
1241                         alpha_blend = ALPHA_BLEND_NONE;
1242                 }
1243                 alpha = 255;
1244         }
1245
1246         if(flags & TMAP_FLAG_BITMAP_SECTION){
1247                 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1248         }
1249         
1250         texture_source = TEXTURE_SOURCE_NONE;
1251         
1252         if ( flags & TMAP_FLAG_TEXTURED )       {
1253                 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 ))
1254                 {
1255                         mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1256                         return;
1257                 }
1258
1259                 // use nonfiltered textures for bitmap sections
1260                 if(flags & TMAP_FLAG_BITMAP_SECTION){
1261                         texture_source = TEXTURE_SOURCE_NO_FILTERING;
1262                 } else {
1263                         texture_source = TEXTURE_SOURCE_DECAL;
1264                 }
1265         }
1266
1267
1268         gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1269         
1270         if ( flags & TMAP_FLAG_TEXTURED )
1271         {
1272                 // rendition junk
1273                 // STUB_FUNCTION;
1274         }
1275
1276         if (flags & TMAP_FLAG_PIXEL_FOG) {
1277                 int r, g, b;
1278                 int ra, ga, ba;
1279                 ra = ga = ba = 0;
1280         
1281                 /* argh */
1282                 for (i=nv-1;i>=0;i--)   // DDOI - change polygon winding
1283                 {
1284                         vertex * va = verts[i];
1285                         float sx, sy;
1286                 
1287                         int x, y;
1288                         x = fl2i(va->sx*16.0f);
1289                         y = fl2i(va->sy*16.0f);
1290                 
1291                         x += gr_screen.offset_x*16;
1292                         y += gr_screen.offset_y*16;
1293                 
1294                         sx = i2fl(x) / 16.0f;
1295                         sy = i2fl(y) / 16.0f;
1296                 
1297                         neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1298                         
1299                         ra += r;
1300                         ga += g;
1301                         ba += b;
1302                 }
1303                 
1304                 ra /= nv;
1305                 ga /= nv;
1306                 ba /= nv;
1307                 
1308                 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1309         }
1310         
1311         glBegin(GL_TRIANGLE_FAN);
1312         for (i = nv-1; i >= 0; i--) {           
1313                 vertex * va = verts[i];
1314                 float sx, sy, sz;
1315                 float tu, tv;
1316                 float rhw;
1317                 int a;
1318                 
1319                 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) )      {
1320                         sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1321                         
1322                         if ( sz > 0.98f ) {
1323                                 sz = 0.98f;
1324                         }
1325                 } else {
1326                         sz = 0.99f;
1327                 }
1328
1329                 if ( flags & TMAP_FLAG_CORRECT )        {
1330                         rhw = va->sw;
1331                 } else {
1332                         rhw = 1.0f;
1333                 }
1334                 
1335                 if (flags & TMAP_FLAG_ALPHA) {
1336                         a = verts[i]->a;
1337                 } else {
1338                         a = alpha;
1339                 }
1340
1341                 if (flags & TMAP_FLAG_NEBULA ) {
1342                         int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1343                         r = gr_palette[pal*3+0];
1344                         g = gr_palette[pal*3+1];
1345                         b = gr_palette[pal*3+2];
1346                 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) )   {
1347                         r = Gr_gamma_lookup[verts[i]->b];
1348                         g = Gr_gamma_lookup[verts[i]->b];
1349                         b = Gr_gamma_lookup[verts[i]->b];
1350                 } else if ( (flags & TMAP_FLAG_RGB)  && (flags & TMAP_FLAG_GOURAUD) )   {
1351                         // Make 0.75 be 256.0f
1352                         r = Gr_gamma_lookup[verts[i]->r];
1353                         g = Gr_gamma_lookup[verts[i]->g];
1354                         b = Gr_gamma_lookup[verts[i]->b];
1355                 } else {
1356                         // use constant RGB values...
1357                 }
1358                 glColor4ub (r,g,b,a);
1359
1360                 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1361                         int sr, sg, sb, sa;
1362                         
1363                         /* this is for GL_EXT_SECONDARY_COLOR */
1364                         gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1365                         /* do separate color call here */
1366                         
1367                         STUB_FUNCTION;
1368                 }
1369                 
1370                 int x, y;
1371                 x = fl2i(va->sx*16.0f);
1372                 y = fl2i(va->sy*16.0f);
1373
1374                 x += gr_screen.offset_x*16;
1375                 y += gr_screen.offset_y*16;
1376                 
1377                 sx = i2fl(x) / 16.0f;
1378                 sy = i2fl(y) / 16.0f;
1379
1380                 if ( flags & TMAP_FLAG_TEXTURED )       {
1381                         tu = va->u*u_scale;
1382                         tv = va->v*v_scale;
1383                         glTexCoord2f(tu, tv);
1384                 }
1385                 
1386                 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1387         }
1388         glEnd();
1389 }
1390
1391 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1392 {
1393         gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1394 }
1395
1396 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1397
1398 void gr_opengl_scaler(vertex *va, vertex *vb )
1399 {
1400         float x0, y0, x1, y1;
1401         float u0, v0, u1, v1;
1402         float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1403         float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1404         float xmin, xmax, ymin, ymax;
1405         int dx0, dy0, dx1, dy1;
1406
1407         //============= CLIP IT =====================
1408
1409         x0 = va->sx; y0 = va->sy;
1410         x1 = vb->sx; y1 = vb->sy;
1411
1412         xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1413         xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1414
1415         u0 = va->u; v0 = va->v;
1416         u1 = vb->u; v1 = vb->v;
1417
1418         // Check for obviously offscreen bitmaps...
1419         if ( (y1<=y0) || (x1<=x0) ) return;
1420         if ( (x1<xmin ) || (x0>xmax) ) return;
1421         if ( (y1<ymin ) || (y0>ymax) ) return;
1422
1423         clipped_u0 = u0; clipped_v0 = v0;
1424         clipped_u1 = u1; clipped_v1 = v1;
1425
1426         clipped_x0 = x0; clipped_y0 = y0;
1427         clipped_x1 = x1; clipped_y1 = y1;
1428
1429         // Clip the left, moving u0 right as necessary
1430         if ( x0 < xmin )        {
1431                 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1432                 clipped_x0 = xmin;
1433         }
1434
1435         // Clip the right, moving u1 left as necessary
1436         if ( x1 > xmax )        {
1437                 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1438                 clipped_x1 = xmax;
1439         }
1440
1441         // Clip the top, moving v0 down as necessary
1442         if ( y0 < ymin )        {
1443                 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1444                 clipped_y0 = ymin;
1445         }
1446
1447         // Clip the bottom, moving v1 up as necessary
1448         if ( y1 > ymax )        {
1449                 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1450                 clipped_y1 = ymax;
1451         }
1452         
1453         dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1454         dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1455
1456         if (dx1<=dx0) return;
1457         if (dy1<=dy0) return;
1458
1459         //============= DRAW IT =====================
1460
1461         vertex v[4];
1462         vertex *vl[4];
1463
1464         vl[0] = &v[0];  
1465         v->sx = clipped_x0;
1466         v->sy = clipped_y0;
1467         v->sw = va->sw;
1468         v->z = va->z;
1469         v->u = clipped_u0;
1470         v->v = clipped_v0;
1471
1472         vl[1] = &v[1];  
1473         v[1].sx = clipped_x1;
1474         v[1].sy = clipped_y0;
1475         v[1].sw = va->sw;
1476         v[1].z = va->z;
1477         v[1].u = clipped_u1;
1478         v[1].v = clipped_v0;
1479
1480         vl[2] = &v[2];  
1481         v[2].sx = clipped_x1;
1482         v[2].sy = clipped_y1;
1483         v[2].sw = va->sw;
1484         v[2].z = va->z;
1485         v[2].u = clipped_u1;
1486         v[2].v = clipped_v1;
1487
1488         vl[3] = &v[3];  
1489         v[3].sx = clipped_x0;
1490         v[3].sy = clipped_y1;
1491         v[3].sw = va->sw;
1492         v[3].z = va->z;
1493         v[3].u = clipped_u0;
1494         v[3].v = clipped_v1;
1495
1496         gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1497 }
1498
1499 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1500 {
1501 }
1502
1503 void gr_opengl_get_color( int * r, int * g, int * b )
1504 {
1505         if (r) *r = gr_screen.current_color.red;
1506         if (g) *g = gr_screen.current_color.green;
1507         if (b) *b = gr_screen.current_color.blue;
1508 }
1509
1510 void gr_opengl_init_color(color *c, int r, int g, int b)
1511 {
1512         c->screen_sig = gr_screen.signature;
1513         c->red = (unsigned char)r;
1514         c->green = (unsigned char)g;
1515         c->blue = (unsigned char)b;
1516         c->alpha = 255;
1517         c->ac_type = AC_TYPE_NONE;
1518         c->alphacolor = -1;
1519         c->is_alphacolor = 0;
1520         c->magic = 0xAC01;
1521 }
1522
1523 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1524 {
1525         if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1526         if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1527         if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1528         if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1529
1530         gr_opengl_init_color( clr, r, g, b );
1531
1532         clr->alpha = (unsigned char)alpha;
1533         clr->ac_type = (ubyte)type;
1534         clr->alphacolor = -1;
1535         clr->is_alphacolor = 1;
1536 }
1537
1538 void gr_opengl_set_color( int r, int g, int b )
1539 {
1540         Assert((r >= 0) && (r < 256));
1541         Assert((g >= 0) && (g < 256));
1542         Assert((b >= 0) && (b < 256));
1543
1544         gr_opengl_init_color( &gr_screen.current_color, r, g, b );      
1545 }
1546
1547 void gr_opengl_set_color_fast(color *dst)
1548 {
1549         if ( dst->screen_sig != gr_screen.signature )   {
1550                 if ( dst->is_alphacolor )       {
1551                         gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1552                 } else {
1553                         gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1554                 }
1555         }
1556         gr_screen.current_color = *dst;
1557 }
1558
1559 void gr_opengl_print_screen(char *filename)
1560 {
1561         STUB_FUNCTION;
1562 }
1563
1564 int gr_opengl_supports_res_ingame(int res)
1565 {
1566         STUB_FUNCTION;
1567         
1568         return 1;
1569 }
1570
1571 int gr_opengl_supports_res_interface(int res)
1572 {
1573         STUB_FUNCTION;
1574         
1575         return 1;
1576 }
1577
1578 void opengl_tcache_cleanup ();
1579 void gr_opengl_cleanup()
1580 {
1581         if ( !Inited )  return;
1582
1583
1584         gr_reset_clip();
1585         gr_clear();
1586         gr_flip();
1587
1588         opengl_tcache_cleanup ();
1589
1590         Inited = 0;
1591 }
1592
1593 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1594 {
1595         Assert((r >= 0) && (r < 256));
1596         Assert((g >= 0) && (g < 256));
1597         Assert((b >= 0) && (b < 256));
1598         
1599         if (fog_mode == GR_FOGMODE_NONE) {
1600                 if (gr_screen.current_fog_mode != fog_mode) {
1601                         glDisable(GL_FOG);
1602                 }
1603                 gr_screen.current_fog_mode = fog_mode;
1604                 
1605                 return;
1606         }
1607         
1608         if (gr_screen.current_fog_mode != fog_mode) {
1609                 glEnable(GL_FOG);
1610                 
1611                 if (D3D_fog_mode == 2) {
1612                         glFogi(GL_FOG_MODE, GL_LINEAR);
1613                 }
1614                 
1615                 gr_screen.current_fog_mode = fog_mode;
1616         }
1617         
1618         if ( (gr_screen.current_fog_color.red != r) ||
1619                         (gr_screen.current_fog_color.green != g) ||
1620                         (gr_screen.current_fog_color.blue != b) ) {
1621                 GLfloat fc[4];
1622                 
1623                 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1624         
1625                 fc[0] = (float)r/255.0;
1626                 fc[1] = (float)g/255.0;
1627                 fc[2] = (float)b/255.0;
1628                 fc[3] = 1.0;
1629                 
1630                 glFogfv(GL_FOG_COLOR, fc);
1631         }
1632         
1633         if( (fog_near >= 0.0f) && (fog_far >= 0.0f) && 
1634                         ((fog_near != gr_screen.fog_near) || 
1635                         (fog_far != gr_screen.fog_far)) ) {
1636                 gr_screen.fog_near = fog_near;
1637                 gr_screen.fog_far = fog_far;
1638                 
1639                 if (D3D_fog_mode == 2) {
1640                         glFogf(GL_FOG_START, fog_near);
1641                         glFogf(GL_FOG_END, fog_far);
1642                 }
1643         }
1644 }
1645
1646 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1647 {
1648         // Not used.
1649 }
1650
1651 void gr_opengl_set_cull(int cull)
1652 {
1653         if (cull) {
1654                 glEnable (GL_CULL_FACE);
1655                 glFrontFace (GL_CCW);
1656         } else {
1657                 glDisable (GL_CULL_FACE);
1658         }
1659 }
1660
1661 void gr_opengl_filter_set(int filter)
1662 {
1663 }
1664
1665 // cross fade
1666 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1667 {
1668         if ( pct <= 50 ) {
1669                 gr_set_bitmap(bmap1);
1670                 gr_bitmap(x1, y1);
1671         } else {
1672                 gr_set_bitmap(bmap2);
1673                 gr_bitmap(x2, y2);
1674         }               
1675 }
1676
1677
1678 typedef struct tcache_slot_opengl {
1679         GLuint  texture_handle;
1680         float   u_scale, v_scale;
1681         int     bitmap_id;
1682         int     size;
1683         int     used_this_frame;
1684         int     time_created;
1685         ushort  w,h;
1686
1687         // sections
1688         tcache_slot_opengl      *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1689         tcache_slot_opengl      *parent;
1690         
1691         gr_texture_source       texture_mode;
1692 } tcache_slot_opengl;
1693
1694 static void *Texture_sections = NULL;
1695 static tcache_slot_opengl *Textures = NULL;
1696
1697 static tcache_slot_opengl *GL_bound_texture;
1698
1699 int GL_texture_sections = 0;
1700 int GL_texture_ram = 0;
1701 int GL_frame_count = 1;
1702 int GL_min_texture_width = 0;
1703 int GL_max_texture_width = 0;
1704 int GL_min_texture_height = 0;
1705 int GL_max_texture_height = 0;
1706 int GL_square_textures = 0;
1707 int GL_textures_in = 0;
1708 int GL_textures_in_frame = 0;
1709 int GL_last_bitmap_id = -1;
1710 int GL_last_detail = -1;
1711 int GL_last_bitmap_type = -1;
1712 int GL_last_section_x = -1;
1713 int GL_last_section_y = -1;
1714
1715 int vram_full = 0;
1716
1717 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
1718
1719 static void gr_opengl_set_texture_state(gr_texture_source ts)
1720 {
1721         if (ts == TEXTURE_SOURCE_NONE) {
1722                 GL_bound_texture = NULL;
1723                                 
1724                 glBindTexture(GL_TEXTURE_2D, 0);
1725                 gr_tcache_set(-1, -1, NULL, NULL );
1726         } else if (GL_bound_texture &&
1727                 GL_bound_texture->texture_mode != ts) {
1728                 switch (ts) {
1729                         case TEXTURE_SOURCE_DECAL:
1730                                 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1731                                 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1732                                 break;
1733                         case TEXTURE_SOURCE_NO_FILTERING:
1734                                 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1735                                 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1736                                 break;
1737                         default:
1738                                 break;
1739                 }
1740                         
1741                 GL_bound_texture->texture_mode = ts;
1742         }
1743         
1744         GL_current_texture_source = ts;
1745 }
1746
1747 void opengl_tcache_init (int use_sections)
1748 {
1749         int i, idx, s_idx;
1750
1751         // DDOI - FIXME skipped a lot of stuff here
1752         GL_should_preload = 0;
1753
1754         //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1755         uint tmp_pl = 1;
1756
1757         if ( tmp_pl == 0 )      {
1758                 GL_should_preload = 0;
1759         } else if ( tmp_pl == 1 )       {
1760                 GL_should_preload = 1;
1761         } else {
1762                 GL_should_preload = 1;
1763         }
1764
1765         STUB_FUNCTION;
1766
1767         GL_min_texture_width = 16;
1768         GL_min_texture_height = 16;
1769         GL_max_texture_width = 256;
1770         GL_max_texture_height = 256;
1771
1772         GL_square_textures = 1;
1773
1774         Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1775         if ( !Textures )        {
1776                 exit(1);
1777         }
1778
1779         if(use_sections){
1780                 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1781                 if(!Texture_sections){
1782                         exit(1);
1783                 }
1784                 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1785         }
1786
1787         // Init the texture structures
1788         int section_count = 0;
1789         for( i=0; i<MAX_BITMAPS; i++ )  {               
1790                 Textures[i].texture_handle = 0;
1791                 Textures[i].bitmap_id = -1;
1792                 Textures[i].size = 0;
1793                 Textures[i].used_this_frame = 0;
1794
1795                 Textures[i].parent = NULL;
1796
1797                 // allocate sections
1798                 if(use_sections){
1799                         for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1800                                 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1801                                         Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1802                                         Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1803                                         Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1804                                         Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1805                                         Textures[i].data_sections[idx][s_idx]->size = 0;
1806                                         Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1807                                 }
1808                         }
1809                 } else {
1810                         for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1811                                 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1812                                         Textures[i].data_sections[idx][s_idx] = NULL;
1813                                 }
1814                         }
1815                 }
1816         }
1817
1818         GL_texture_sections = use_sections;
1819
1820         //GL_last_detail = Detail.hardware_textures;
1821         GL_last_bitmap_id = -1;
1822         GL_last_bitmap_type = -1;
1823
1824         GL_last_section_x = -1;
1825         GL_last_section_y = -1;
1826
1827         GL_textures_in = 0;
1828         GL_textures_in_frame = 0;
1829 }
1830
1831 int opengl_free_texture (tcache_slot_opengl *t);
1832
1833 void opengl_free_texture_with_handle(int handle)
1834 {
1835         for(int i=0; i<MAX_BITMAPS; i++ )  {
1836                 if (Textures[i].bitmap_id == handle) {
1837                         Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1838                         opengl_free_texture ( &Textures[i] );
1839                 }
1840         }
1841 }
1842
1843 void opengl_tcache_flush ()
1844 {
1845         int i;
1846
1847         for( i=0; i<MAX_BITMAPS; i++ )  {
1848                 opengl_free_texture ( &Textures[i] );
1849         }
1850         if (GL_textures_in != 0) {
1851                 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
1852                 GL_textures_in = 0;
1853         }
1854
1855         GL_last_bitmap_id = -1;
1856         GL_last_section_x = -1;
1857         GL_last_section_y = -1;
1858 }
1859
1860 void opengl_tcache_cleanup ()
1861 {
1862         opengl_tcache_flush ();
1863
1864         GL_textures_in = 0;
1865         GL_textures_in_frame = 0;
1866
1867         if ( Textures ) {
1868                 free(Textures);
1869                 Textures = NULL;
1870         }
1871
1872         if( Texture_sections != NULL ){
1873                 free(Texture_sections);
1874                 Texture_sections = NULL;
1875         }
1876 }
1877
1878 void opengl_tcache_frame ()
1879 {
1880         GL_last_bitmap_id = -1;
1881         GL_textures_in_frame = 0;
1882
1883         if ((unsigned)GL_frame_count == 0xFFFFFFFF) {
1884                 mprintf(("TODO: unhandled wraparound..."));
1885         }
1886         
1887         GL_frame_count++;
1888
1889         if ( vram_full )        {
1890                 opengl_tcache_flush();
1891                 vram_full = 0;
1892         }
1893 }
1894
1895 int opengl_free_texture ( tcache_slot_opengl *t )
1896 {
1897         int idx, s_idx;
1898         
1899         // Bitmap changed!!     
1900         if ( t->bitmap_id > -1 )        {
1901                 // if I, or any of my children have been used this frame, bail  
1902                 if(t->used_this_frame == GL_frame_count){
1903                         return 0;
1904                 }
1905                 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1906                         for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1907                                 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame == GL_frame_count)){
1908                                         return 0;
1909                                 }
1910                         }
1911                 }
1912
1913                 // ok, now we know its legal to free everything safely
1914                 t->texture_mode = (gr_texture_source) -1;
1915                 if (t->texture_handle) {
1916                         glDeleteTextures (1, &t->texture_handle);
1917                         t->texture_handle = 0;
1918                 }
1919
1920                 if ( GL_last_bitmap_id == t->bitmap_id )       {
1921                         GL_last_bitmap_id = -1;
1922                 }
1923
1924                 // if this guy has children, free them too, since the children
1925                 // actually make up his size
1926                 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1927                         for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1928                                 if(t->data_sections[idx][s_idx] != NULL){
1929                                         opengl_free_texture(t->data_sections[idx][s_idx]);
1930                                 }
1931                         }
1932                 }
1933
1934                 t->bitmap_id = -1;
1935                 t->used_this_frame = 0;
1936                 GL_textures_in -= t->size;
1937         }
1938
1939         return 1;
1940 }
1941
1942 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
1943 {
1944         int tex_w, tex_h;
1945
1946         // bogus
1947         if((w_out == NULL) ||  (h_out == NULL)){
1948                 return;
1949         }
1950
1951         // starting size
1952         tex_w = w_in;
1953         tex_h = h_in;
1954
1955         if (1)        {
1956                 int i;
1957                 for (i=0; i<16; i++ )   {
1958                         if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) )        {
1959                                 tex_w = 1 << (i+1);
1960                                 break;
1961                         }
1962                 }
1963
1964                 for (i=0; i<16; i++ )   {
1965                         if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) )        {
1966                                 tex_h = 1 << (i+1);
1967                                 break;
1968                         }
1969                 }
1970         }
1971
1972         if ( tex_w < GL_min_texture_width ) {
1973                 tex_w = GL_min_texture_width;
1974         } else if ( tex_w > GL_max_texture_width )     {
1975                 tex_w = GL_max_texture_width;
1976         }
1977
1978         if ( tex_h < GL_min_texture_height ) {
1979                 tex_h = GL_min_texture_height;
1980         } else if ( tex_h > GL_max_texture_height )    {
1981                 tex_h = GL_max_texture_height;
1982         }
1983
1984         if ( GL_square_textures )      {
1985                 int new_size;
1986                 // Make the both be equal to larger of the two
1987                 new_size = max(tex_w, tex_h);
1988                 tex_w = new_size;
1989                 tex_h = new_size;
1990         }
1991
1992         // store the outgoing size
1993         *w_out = tex_w;
1994         *h_out = tex_h;
1995 }
1996
1997 // data == start of bitmap data
1998 // sx == x offset into bitmap
1999 // sy == y offset into bitmap
2000 // src_w == absolute width of section on source bitmap
2001 // src_h == absolute height of section on source bitmap
2002 // bmap_w == width of source bitmap
2003 // bmap_h == height of source bitmap
2004 // tex_w == width of final texture
2005 // tex_h == height of final texture
2006 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)
2007 {
2008         int ret_val = 1;
2009
2010         // bogus
2011         if(t == NULL){
2012                 return 0;
2013         }
2014
2015         if ( t->used_this_frame == GL_frame_count )       {
2016                 mprintf(( "ARGHH!!! Texture already used this frame!  Cannot free it!\n" ));
2017                 return 0;
2018         }
2019
2020         if ( !reload )  {
2021                 // gah
2022                 if(!opengl_free_texture(t)){
2023                         return 0;
2024                 }
2025         }
2026
2027         // get final texture size
2028         opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2029
2030         if ( (tex_w < 1) || (tex_h < 1) )       {
2031                 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2032                 return 0;
2033         }
2034
2035         if ( bitmap_type == TCACHE_TYPE_AABITMAP )      {
2036                 t->u_scale = (float)bmap_w / (float)tex_w;
2037                 t->v_scale = (float)bmap_h / (float)tex_h;
2038         } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2039                 t->u_scale = (float)src_w / (float)tex_w;
2040                 t->v_scale = (float)src_h / (float)tex_h;
2041         } else {
2042                 t->u_scale = 1.0f;
2043                 t->v_scale = 1.0f;
2044         }
2045
2046         if (!reload) {
2047                 glGenTextures (1, &t->texture_handle);
2048         }
2049         
2050         if (t->texture_handle == 0) {
2051                 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2052                 return 0;
2053         }
2054                 
2055         GL_bound_texture = t;
2056         
2057         GL_bound_texture->texture_mode = (gr_texture_source) -1;
2058         
2059         glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2060         
2061         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2062         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2063         glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2064
2065         /* this should be set next anyway */    
2066 //      if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2067 //              gr_opengl_set_texture_state(GL_current_texture_source);
2068 //      }
2069         
2070         switch (bitmap_type) {
2071
2072                 case TCACHE_TYPE_AABITMAP:
2073                         {
2074                         int i,j;
2075                         ubyte *bmp_data = ((ubyte*)data);
2076                         ubyte *texmem;
2077                         ubyte *texmemp;
2078                         
2079                         ubyte xlat[256];
2080                         
2081                         for (i=0; i<16; i++) {
2082                                 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2083                         }
2084                         xlat[15] = xlat[1];
2085                         for ( ; i<256; i++ )    {
2086                                 xlat[i] = xlat[0];
2087                         }
2088                         
2089                         if (GL_use_luminance_alpha) {
2090                                 texmem = (ubyte *) malloc (tex_w*tex_h*2);
2091                                 texmemp = texmem;
2092                                                         
2093                                 for (i=0;i<tex_h;i++)
2094                                 {
2095                                         for (j=0;j<tex_w;j++)
2096                                         {
2097                                                 if (i < bmap_h && j < bmap_w) {
2098                                                         *texmemp++ = 0xff;
2099                                                         *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2100                                                 } else {
2101                                                         *texmemp++ = 0;
2102                                                         *texmemp++ = 0;
2103                                                 }
2104                                         }
2105                                 }
2106
2107                                 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2108
2109                                 free (texmem);
2110                         } else {
2111                                 texmem = (ubyte *) malloc (tex_w*tex_h*4);
2112                                 texmemp = texmem;
2113                                                         
2114                                 for (i=0;i<tex_h;i++)
2115                                 {
2116                                         for (j=0;j<tex_w;j++)
2117                                         {
2118                                                 if (i < bmap_h && j < bmap_w) {
2119                                                         *texmemp++ = 0xff; /* R */
2120                                                         *texmemp++ = 0xff; /* G */
2121                                                         *texmemp++ = 0xff; /* B */
2122                                                         *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2123                                                 } else {
2124                                                         *texmemp++ = 0;
2125                                                         *texmemp++ = 0;
2126                                                         *texmemp++ = 0;
2127                                                         *texmemp++ = 0;
2128                                                 }
2129                                         }
2130                                 }
2131
2132                                 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texmem);
2133
2134                                 free (texmem);
2135                         }
2136                         }
2137                         break;
2138                 case TCACHE_TYPE_BITMAP_SECTION:
2139                         {
2140                                 int i,j;
2141                                 ubyte *bmp_data = ((ubyte*)data);
2142                                 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2143                                 ubyte *texmemp = texmem;
2144                                 
2145                                 for (i=0;i<tex_h;i++)
2146                                 {
2147                                         for (j=0;j<tex_w;j++)
2148                                         {
2149                                                 if (i < src_h && j < src_w) {
2150                                                         *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2151                                                         *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2152                                                 } else {
2153                                                         *texmemp++ = 0;
2154                                                         *texmemp++ = 0;
2155                                                 }
2156                                         }
2157                                 }
2158                                 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2159                                         GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2160                                         
2161                                 free(texmem);
2162                                 break;
2163                         }
2164                 default:
2165                         {
2166                                 int i,j;
2167                                 ubyte *bmp_data = ((ubyte*)data);
2168                                 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2169                                 ubyte *texmemp = texmem;
2170                                 
2171                                 fix u, utmp, v, du, dv;
2172                                 
2173                                 u = v = 0;
2174                                 
2175                                 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2176                                 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2177                                 
2178                                 for (j=0;j<tex_h;j++)
2179                                 {
2180                                         utmp = u;
2181                                         for (i=0;i<tex_w;i++)
2182                                         {
2183                                                 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2184                                                 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2185                                                 utmp += du;
2186                                         }
2187                                         v += dv;
2188                                 }
2189
2190                                 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2191                                         GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2192                                         
2193                                 free(texmem);
2194                                 break;
2195                         }
2196                         break;
2197         }
2198         
2199         t->bitmap_id = texture_handle;
2200         t->time_created = GL_frame_count;
2201         t->used_this_frame = 0;
2202         t->size = tex_w * tex_h * 2;
2203         t->w = (ushort)tex_w;
2204         t->h = (ushort)tex_h;
2205         GL_textures_in_frame += t->size;
2206         if (!reload) {
2207                 GL_textures_in += t->size;
2208         }
2209
2210         return ret_val;
2211 }
2212
2213 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2214 {
2215         ubyte flags;
2216         bitmap *bmp;
2217         int final_w, final_h;
2218         ubyte bpp = 16;
2219         int reload = 0;
2220
2221         // setup texture/bitmap flags
2222         flags = 0;
2223         switch(bitmap_type){
2224                 case TCACHE_TYPE_AABITMAP:
2225                         flags |= BMP_AABITMAP;
2226                         bpp = 8;
2227                         break;
2228                 case TCACHE_TYPE_NORMAL:
2229                         flags |= BMP_TEX_OTHER;
2230                 case TCACHE_TYPE_XPARENT:
2231                         flags |= BMP_TEX_XPARENT;
2232                         break;
2233                 case TCACHE_TYPE_NONDARKENING:
2234                         Int3();
2235                         flags |= BMP_TEX_NONDARK;
2236                         break;
2237         }
2238
2239         // lock the bitmap into the proper format
2240         bmp = bm_lock(bitmap_handle, bpp, flags);
2241         if ( bmp == NULL ) {
2242                 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2243                 return 0;
2244         }
2245
2246         int max_w = bmp->w;
2247         int max_h = bmp->h;
2248
2249         
2250            // DDOI - TODO
2251         if ( bitmap_type != TCACHE_TYPE_AABITMAP )      {
2252                 // max_w /= D3D_texture_divider;
2253                 // max_h /= D3D_texture_divider;
2254
2255                 // Detail.debris_culling goes from 0 to 4.
2256                 max_w /= (16 >> Detail.hardware_textures);
2257                 max_h /= (16 >> Detail.hardware_textures);
2258         }
2259         
2260
2261         // get final texture size as it will be allocated as a DD surface
2262         opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h); 
2263
2264         // if this tcache slot has no bitmap
2265         if ( tslot->bitmap_id < 0) {
2266                 reload = 0;
2267         }
2268         // different bitmap altogether - determine if the new one can use the old one's slot
2269         else if (tslot->bitmap_id != bitmap_handle)     {
2270                 if((final_w == tslot->w) && (final_h == tslot->h)){
2271                         reload = 1;
2272                         // mprintf(("Reloading texture %d\n", bitmap_handle));
2273                 } else {
2274                         reload = 0;
2275                 }
2276         }
2277         
2278         // call the helper
2279         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);
2280
2281         // unlock the bitmap
2282         bm_unlock(bitmap_handle);
2283
2284         return ret_val;
2285 }
2286
2287 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2288 {
2289         ubyte flags;
2290         bitmap *bmp;
2291         int final_w, final_h;
2292         int section_x, section_y;
2293         int reload = 0;
2294
2295         // setup texture/bitmap flags
2296         Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2297         if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2298                 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2299         }
2300         flags = BMP_TEX_XPARENT;
2301
2302         // lock the bitmap in the proper format
2303         bmp = bm_lock(bitmap_handle, 16, flags);
2304         if ( bmp == NULL ) {
2305                 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2306                 return 0;
2307         }
2308         // determine the width and height of this section
2309         bm_get_section_size(bitmap_handle, sx, sy, &section_x, &section_y);
2310
2311         // get final texture size as it will be allocated as an opengl texture
2312         opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2313
2314         // if this tcache slot has no bitmap
2315         if ( tslot->bitmap_id < 0) {
2316                 reload = 0;
2317         }
2318         // different bitmap altogether - determine if the new one can use the old one's slot
2319         else if (tslot->bitmap_id != bitmap_handle)     {
2320                 if((final_w == tslot->w) && (final_h == tslot->h)){
2321                         reload = 1;
2322                 } else {
2323                         reload = 0;
2324                 }
2325         }
2326
2327         // call the helper
2328         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);
2329
2330         // unlock the bitmap
2331         bm_unlock(bitmap_handle);
2332
2333         return ret_val;
2334 }
2335
2336                 
2337 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2338 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)
2339 {
2340         bitmap *bmp = NULL;
2341
2342         int idx, s_idx;
2343         int ret_val = 1;
2344
2345         if (bitmap_id < 0)
2346         {
2347                 GL_last_bitmap_id = -1;
2348                 return 0;
2349         }
2350
2351         if ( GL_last_detail != Detail.hardware_textures )      {
2352                 GL_last_detail = Detail.hardware_textures;
2353                 opengl_tcache_flush();
2354         }
2355
2356         if (vram_full) {
2357                 return 0;
2358         }
2359
2360         int n = bm_get_cache_slot (bitmap_id, 1);
2361         tcache_slot_opengl *t = &Textures[n];
2362
2363         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))       {
2364                 t->used_this_frame = GL_frame_count;
2365
2366                 // mark all children as used
2367                 if(GL_texture_sections){
2368                         for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2369                                 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2370                                         if(t->data_sections[idx][s_idx] != NULL){
2371                                                 t->data_sections[idx][s_idx]->used_this_frame = GL_frame_count;
2372                                         }
2373                                 }
2374                         }
2375                 }
2376
2377                 *u_scale = t->u_scale;
2378                 *v_scale = t->v_scale;
2379                 return 1;
2380         }
2381
2382         if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2383                 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2384                 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2385                         return 0;
2386                 }
2387
2388                 ret_val = 1;
2389
2390                 // if the texture sections haven't been created yet
2391                 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2392
2393                         // lock the bitmap in the proper format
2394                         bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2395                         bm_unlock(bitmap_id);
2396
2397                         // now lets do something for each texture
2398
2399                         for(idx=0; idx<bmp->sections.num_x; idx++){
2400                                 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2401                                         // hmm. i'd rather we didn't have to do it this way...
2402                                         if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2403                                                 ret_val = 0;
2404                                         }
2405
2406                                         // not used this frame
2407                                         t->data_sections[idx][s_idx]->used_this_frame = 0;
2408                                 }
2409                         }
2410
2411                         // zero out pretty much everything in the parent struct since he's just the root
2412                         t->bitmap_id = bitmap_id;
2413                         t->texture_handle = 0;
2414                         t->time_created = t->data_sections[sx][sy]->time_created;
2415                         t->used_this_frame = 0;
2416                 }
2417
2418                 // argh. we failed to upload. free anything we can
2419                 if(!ret_val){
2420                         opengl_free_texture(t);
2421                 }
2422                 // swap in the texture we want
2423                 else {
2424                         t = t->data_sections[sx][sy];
2425                 }
2426         }
2427         // all other "normal" textures
2428         else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2429                 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2430         }
2431
2432         // everything went ok
2433         if(ret_val && (t->texture_handle) && !vram_full){
2434                 *u_scale = t->u_scale;
2435                 *v_scale = t->v_scale;
2436
2437                 GL_bound_texture = t;
2438                 
2439                 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2440
2441                 /* this should be set next anyway */
2442 //              if (GL_current_texture_source != TEXTURE_SOURCE_NONE) {
2443 //                      gr_opengl_set_texture_state(GL_current_texture_source);
2444 //              }
2445                 
2446                 GL_last_bitmap_id = t->bitmap_id;
2447                 GL_last_bitmap_type = bitmap_type;
2448                 GL_last_section_x = sx;
2449                 GL_last_section_y = sy;
2450
2451                 t->used_this_frame = GL_frame_count;
2452         }
2453         // gah
2454         else {
2455                 GL_last_bitmap_id = -1;
2456                 GL_last_bitmap_type = -1;
2457
2458                 GL_last_section_x = -1;
2459                 GL_last_section_y = -1;
2460
2461                 GL_bound_texture = NULL;
2462                 
2463                 glBindTexture (GL_TEXTURE_2D, 0);       // test - DDOI
2464                 return 0;
2465         }
2466
2467         return 1;
2468 }
2469
2470 void gr_opengl_set_clear_color(int r, int g, int b)
2471 {
2472         gr_init_color (&gr_screen.current_clear_color, r, g, b);
2473 }
2474
2475 void gr_opengl_flash(int r, int g, int b)
2476 {
2477         CAP(r,0,255);
2478         CAP(g,0,255);
2479         CAP(b,0,255);
2480         
2481         if ( r || g || b ) {
2482                 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2483                 
2484                 float x1, x2, y1, y2;
2485                 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2486                 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2487                 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2488                 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2489                 
2490                 glColor4ub(r, g, b, 255);
2491                 glBegin (GL_QUADS);
2492                   glVertex3f (x1, y2, -0.99);
2493
2494                   glVertex3f (x2, y2, -0.99);
2495
2496                   glVertex3f (x2, y1, -0.99);
2497
2498                   glVertex3f (x1, y1, -0.99);
2499                 glEnd ();         
2500         }
2501 }
2502
2503 int gr_opengl_zbuffer_get()
2504 {
2505         if ( !gr_global_zbuffering )    {
2506                 return GR_ZBUFF_NONE;
2507         }
2508         return gr_zbuffering_mode;
2509 }
2510
2511 int gr_opengl_zbuffer_set(int mode)
2512 {
2513         int tmp = gr_zbuffering_mode;
2514
2515         gr_zbuffering_mode = mode;
2516
2517         if (gr_zbuffering_mode == GR_ZBUFF_NONE )      {
2518                 gr_zbuffering = 0;
2519         } else {
2520                 gr_zbuffering = 1;
2521         }
2522         return tmp;
2523 }
2524
2525 void gr_opengl_zbuffer_clear(int mode)
2526 {
2527         if (mode) {
2528                 gr_zbuffering = 1;
2529                 gr_zbuffering_mode = GR_ZBUFF_FULL;
2530                 gr_global_zbuffering = 1;
2531                 
2532                 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2533                 glClear ( GL_DEPTH_BUFFER_BIT );
2534         } else {
2535                 gr_zbuffering = 0;
2536                 gr_zbuffering_mode = GR_ZBUFF_NONE;
2537                 gr_global_zbuffering = 0;
2538         }
2539 }
2540
2541 void gr_opengl_set_gamma(float gamma)
2542 {
2543         Gr_gamma = gamma;
2544         Gr_gamma_int = int (Gr_gamma*10);
2545
2546         // Create the Gamma lookup table
2547         int i;
2548         for (i=0;i<256; i++) {
2549                 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2550                 if ( v > 255 ) {
2551                         v = 255;
2552                 } else if ( v < 0 )     {
2553                         v = 0;
2554                 }
2555                 Gr_gamma_lookup[i] = v;
2556         }
2557
2558         // Flush any existing textures
2559         opengl_tcache_flush();
2560 }
2561
2562 void gr_opengl_fade_in(int instantaneous)
2563 {
2564         // Empty - DDOI
2565 }
2566
2567 void gr_opengl_fade_out(int instantaneous)
2568 {
2569         // Empty - DDOI
2570 }
2571
2572 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2573 {
2574         if (front) {
2575                 glReadBuffer(GL_FRONT);
2576         } else {
2577                 glReadBuffer(GL_BACK);
2578         }
2579         
2580         gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2581         
2582         glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2583         
2584         if (gr_screen.bits_per_pixel == 15) {
2585                 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2586         } else if (gr_screen.bits_per_pixel == 32) {
2587                 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2588         }
2589         
2590         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2591 }
2592
2593 /* TODO - screen isn't really restored... */
2594 int gr_opengl_save_screen()
2595 {
2596         if (GL_single_buffer) {
2597                 mprintf(("gr_opengl_save_screen: screen already saved...\n"));
2598         }
2599         
2600         GL_single_buffer = 1;
2601
2602         return 0;
2603 }
2604
2605 void gr_opengl_restore_screen(int id)
2606 {
2607         GL_single_buffer = 0;
2608 }
2609
2610 void gr_opengl_free_screen(int id)
2611 {
2612 }
2613
2614 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2615 {
2616         STUB_FUNCTION;
2617 }
2618
2619 void gr_opengl_dump_frame_stop()
2620 {
2621         STUB_FUNCTION;
2622 }
2623
2624 void gr_opengl_dump_frame()
2625 {
2626         STUB_FUNCTION;
2627 }
2628
2629 uint gr_opengl_lock()
2630 {
2631         STUB_FUNCTION;
2632         
2633         return 1;
2634 }
2635         
2636 void gr_opengl_unlock()
2637 {
2638 }
2639
2640 void opengl_zbias(int bias)
2641 {
2642         if (bias) {
2643                 glEnable(GL_POLYGON_OFFSET_FILL);
2644                 glPolygonOffset(0.0, -bias);
2645         } else {
2646                 glDisable(GL_POLYGON_OFFSET_FILL);
2647         }
2648 }
2649                 
2650 extern char *Osreg_title;
2651 void gr_opengl_init()
2652 {
2653         if ( Inited )   {
2654                 gr_opengl_cleanup();
2655                 Inited = 0;
2656         }
2657
2658         mprintf(( "Initializing opengl graphics device...\n" ));
2659         Inited = 1;
2660
2661 #ifdef PLAT_UNIX        
2662         if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2663         {
2664                 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2665                 exit (1);
2666         }
2667
2668         atexit (SDL_Quit);
2669
2670         SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2671         SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2672         SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2673         SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2674         SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2675         
2676         int flags = SDL_OPENGL;
2677         
2678         if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2679                 flags |= SDL_FULLSCREEN;
2680
2681         if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2682         {
2683                 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2684                 exit (1);
2685         }               
2686
2687         SDL_ShowCursor(0);
2688         SDL_WM_SetCaption (Osreg_title, "FS2");
2689         
2690         /* might as well put this here */
2691         SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2692 #endif
2693         GL_use_luminance_alpha = os_config_read_uint(NOX("OpenGL"), NOX("UseLuminanceAlpha"), 0);
2694
2695         glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2696
2697         glMatrixMode(GL_PROJECTION);
2698         glLoadIdentity();
2699         glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2700         glMatrixMode(GL_MODELVIEW);
2701         glLoadIdentity();
2702         
2703         glShadeModel(GL_SMOOTH);
2704         glEnable(GL_DITHER);
2705         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2706         glHint(GL_FOG_HINT, GL_NICEST);
2707                 
2708         glEnable(GL_DEPTH_TEST);
2709         glEnable(GL_BLEND);
2710         
2711         glEnable(GL_TEXTURE_2D);
2712         
2713         glDepthRange(0.0, 1.0);
2714         
2715         glPixelStorei(GL_PACK_ALIGNMENT, 1);
2716         glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2717         glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2718         
2719         D3D_32bit = 1;              // grd3d.cpp
2720         extern int D3D_enabled;
2721         D3D_enabled = 1;
2722         /* 
2723           TODO: set fog_mode to 1 if EXT_secondary_color found and wanted 
2724           1 = use secondary color ext
2725           2 = use opengl linear fog
2726          */
2727         D3D_fog_mode = 2;          // grd3d.cpp
2728
2729         glFlush();
2730         
2731         Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2732         Gr_bitmap_poly = 1;
2733         
2734         int bpp = 15;
2735         
2736         switch( bpp )   {
2737         case 15:
2738                 gr_screen.bits_per_pixel = 15;
2739                 gr_screen.bytes_per_pixel = 2;
2740                 
2741                 Gr_red.bits = 5;
2742                 Gr_red.shift = 10;
2743                 Gr_red.scale = 8;
2744                 Gr_red.mask = 0x7C00;
2745
2746                 Gr_green.bits = 5;
2747                 Gr_green.shift = 5;
2748                 Gr_green.scale = 8;
2749                 Gr_green.mask = 0x3E0;
2750
2751                 Gr_blue.bits = 5;
2752                 Gr_blue.shift = 0;
2753                 Gr_blue.scale = 8;
2754                 Gr_blue.mask = 0x1F;
2755
2756                 break;
2757
2758         case 16:
2759                 gr_screen.bits_per_pixel = 16;
2760                 gr_screen.bytes_per_pixel = 2;
2761                 
2762                 Gr_red.bits = 5;
2763                 Gr_red.shift = 11;
2764                 Gr_red.scale = 8;
2765                 Gr_red.mask = 0xF800;
2766
2767                 Gr_green.bits = 6;
2768                 Gr_green.shift = 5;
2769                 Gr_green.scale = 4;
2770                 Gr_green.mask = 0x7E0;
2771
2772                 Gr_blue.bits = 5;
2773                 Gr_blue.shift = 0;
2774                 Gr_blue.scale = 8;
2775                 Gr_blue.mask = 0x1F;
2776
2777                 break;
2778
2779         case 32:
2780                 gr_screen.bits_per_pixel = 32;
2781                 gr_screen.bytes_per_pixel = 4;
2782                 
2783                 Gr_red.bits = 8;
2784                 Gr_red.shift = 16;
2785                 Gr_red.scale = 1;
2786                 Gr_red.mask = 0xff0000;
2787
2788                 Gr_green.bits = 8;
2789                 Gr_green.shift = 8;
2790                 Gr_green.scale = 1;
2791                 Gr_green.mask = 0xff00;
2792
2793                 Gr_blue.bits = 8;
2794                 Gr_blue.shift = 0;
2795                 Gr_blue.scale = 1;
2796                 Gr_blue.mask = 0xff;
2797
2798                 break;
2799
2800         default:
2801                 Int3(); // Illegal bpp
2802         }
2803
2804         // DDOI - set these so no one else does!
2805         Gr_ta_red.mask = 0x0f00;
2806         Gr_ta_red.shift = 8;
2807         Gr_ta_red.scale = 16;
2808
2809         Gr_ta_green.mask = 0x00f0;
2810         Gr_ta_green.shift = 4;
2811         Gr_ta_green.scale = 16;
2812         
2813         Gr_ta_blue.mask = 0x000f;
2814         Gr_ta_blue.shift = 0;
2815         Gr_ta_blue.scale = 16;
2816
2817         Gr_ta_alpha.mask = 0xf000;
2818         Gr_ta_alpha.shift = 12;
2819         Gr_ta_alpha.scale = 16;
2820
2821
2822         opengl_tcache_init (1);
2823         gr_opengl_clear();
2824
2825         Gr_current_red = &Gr_red;
2826         Gr_current_blue = &Gr_blue;
2827         Gr_current_green = &Gr_green;
2828         Gr_current_alpha = &Gr_alpha;
2829                                 
2830         gr_screen.gf_flip = gr_opengl_flip;
2831         gr_screen.gf_flip_window = gr_opengl_flip_window;
2832         gr_screen.gf_set_clip = gr_opengl_set_clip;
2833         gr_screen.gf_reset_clip = gr_opengl_reset_clip;
2834         gr_screen.gf_set_font = grx_set_font;
2835         
2836         gr_screen.gf_set_color = gr_opengl_set_color;
2837         gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
2838         gr_screen.gf_create_shader = gr_opengl_create_shader;
2839         gr_screen.gf_set_shader = gr_opengl_set_shader;
2840         gr_screen.gf_clear = gr_opengl_clear;
2841         // gr_screen.gf_bitmap = gr_opengl_bitmap;
2842         // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
2843         gr_screen.gf_aabitmap = gr_opengl_aabitmap;
2844         gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
2845         
2846         gr_screen.gf_rect = gr_opengl_rect;
2847         gr_screen.gf_shade = gr_opengl_shade;
2848         gr_screen.gf_string = gr_opengl_string;
2849         gr_screen.gf_circle = gr_opengl_circle;
2850
2851         gr_screen.gf_line = gr_opengl_line;
2852         gr_screen.gf_aaline = gr_opengl_aaline;
2853         gr_screen.gf_pixel = gr_opengl_pixel;
2854         gr_screen.gf_scaler = gr_opengl_scaler;
2855         gr_screen.gf_tmapper = gr_opengl_tmapper;
2856
2857         gr_screen.gf_gradient = gr_opengl_gradient;
2858
2859         gr_screen.gf_set_palette = gr_opengl_set_palette;
2860         gr_screen.gf_get_color = gr_opengl_get_color;
2861         gr_screen.gf_init_color = gr_opengl_init_color;
2862         gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
2863         gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
2864         gr_screen.gf_print_screen = gr_opengl_print_screen;
2865
2866         gr_screen.gf_fade_in = gr_opengl_fade_in;
2867         gr_screen.gf_fade_out = gr_opengl_fade_out;
2868         gr_screen.gf_flash = gr_opengl_flash;
2869         
2870         gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
2871         gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
2872         gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
2873         
2874         gr_screen.gf_save_screen = gr_opengl_save_screen;
2875         gr_screen.gf_restore_screen = gr_opengl_restore_screen;
2876         gr_screen.gf_free_screen = gr_opengl_free_screen;
2877         
2878         gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
2879         gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
2880         gr_screen.gf_dump_frame = gr_opengl_dump_frame;
2881         
2882         gr_screen.gf_set_gamma = gr_opengl_set_gamma;
2883         
2884         gr_screen.gf_lock = gr_opengl_lock;
2885         gr_screen.gf_unlock = gr_opengl_unlock;
2886         
2887         gr_screen.gf_fog_set = gr_opengl_fog_set;       
2888
2889         gr_screen.gf_get_region = gr_opengl_get_region;
2890
2891         gr_screen.gf_get_pixel = gr_opengl_get_pixel;
2892
2893         gr_screen.gf_set_cull = gr_opengl_set_cull;
2894
2895         gr_screen.gf_cross_fade = gr_opengl_cross_fade;
2896
2897         gr_screen.gf_filter_set = gr_opengl_filter_set;
2898
2899         gr_screen.gf_tcache_set = gr_opengl_tcache_set;
2900
2901         gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
2902         
2903         Mouse_hidden++;
2904         gr_reset_clip();
2905         gr_clear();
2906         gr_flip();
2907         Mouse_hidden--;
2908 }