2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
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
10 * $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
15 * Code that uses the OpenGL graphics library
18 * Revision 1.53 2002/06/22 17:08:16 relnev
19 * more fixes to unused alpha code
21 * Revision 1.52 2002/06/21 23:59:14 relnev
22 * moved a gr_opengl_set_state to after the gr_tcache_set
24 * Revision 1.51 2002/06/19 04:52:45 relnev
25 * MacOS X updates (Ryan)
27 * Revision 1.50 2002/06/18 23:20:44 relnev
30 * adjusted line offsets.
32 * Revision 1.49 2002/06/17 23:11:39 relnev
33 * enable sdl key repeating.
37 * Revision 1.48 2002/06/09 04:41:17 relnev
38 * added copyright header
40 * Revision 1.47 2002/06/09 03:16:04 relnev
43 * removed unneeded asm, old sdl 2d setup.
45 * fixed crash caused by opengl_get_region.
47 * Revision 1.46 2002/06/05 04:03:32 relnev
48 * finished cfilesystem.
50 * removed some old code.
52 * fixed mouse save off-by-one.
56 * Revision 1.45 2002/06/03 09:25:37 relnev
57 * implement mouse cursor and screen save/restore
59 * Revision 1.44 2002/06/02 18:46:59 relnev
62 * Revision 1.43 2002/06/02 11:34:00 relnev
65 * Revision 1.42 2002/06/02 10:28:17 relnev
66 * fix texture handle leak
68 * Revision 1.41 2002/06/01 09:00:34 relnev
69 * silly debug memmanager
71 * Revision 1.40 2002/06/01 07:12:33 relnev
72 * a few NDEBUG updates.
74 * removed a few warnings.
76 * Revision 1.39 2002/06/01 05:33:15 relnev
77 * copied more code over.
79 * added scissor clipping.
81 * Revision 1.38 2002/06/01 03:35:27 relnev
84 * Revision 1.37 2002/06/01 03:32:00 relnev
85 * fix texture loading mistake.
87 * enable some d3d stuff for opengl also
89 * Revision 1.36 2002/05/31 23:25:03 relnev
92 * Revision 1.34 2002/05/31 22:15:22 relnev
95 * Revision 1.33 2002/05/31 22:04:55 relnev
96 * use d3d rect_internal
98 * Revision 1.32 2002/05/31 06:28:23 relnev
101 * Revision 1.31 2002/05/31 06:04:39 relnev
104 * Revision 1.30 2002/05/31 03:56:11 theoddone33
105 * Change tmapper polygon winding and enable culling
107 * Revision 1.29 2002/05/31 03:34:02 theoddone33
111 * Revision 1.28 2002/05/31 00:06:59 relnev
114 * Revision 1.27 2002/05/30 23:46:29 theoddone33
115 * some minor key changes (not necessarily fixes)
117 * Revision 1.26 2002/05/30 23:33:12 relnev
118 * implemented a few more functions.
120 * Revision 1.25 2002/05/30 23:01:16 relnev
121 * implement gr_opengl_set_state.
123 * Revision 1.24 2002/05/30 22:12:57 relnev
124 * finish default texture case
126 * Revision 1.23 2002/05/30 22:02:30 theoddone33
129 * Revision 1.22 2002/05/30 21:44:48 relnev
130 * implemented some missing texture stuff.
132 * enable bitmap polys for opengl.
134 * work around greenness in bitmaps.
136 * Revision 1.21 2002/05/30 17:29:30 theoddone33
137 * Fix some more stubs, change at least one polygon winding since culling is now
140 * Revision 1.20 2002/05/30 16:50:24 theoddone33
141 * Keyboard partially fixed
143 * Revision 1.19 2002/05/30 08:13:14 relnev
146 * Revision 1.18 2002/05/29 23:37:36 relnev
149 * Revision 1.17 2002/05/29 23:17:49 theoddone33
150 * Non working text code and fixed keys
152 * Revision 1.16 2002/05/29 19:45:13 theoddone33
153 * More changes on texture loading
155 * Revision 1.15 2002/05/29 19:06:48 theoddone33
156 * Enable string printing. Enable texture mapping
158 * Revision 1.14 2002/05/29 08:54:40 relnev
159 * "fixed" bitmap drawing.
161 * copied more d3d code over.
163 * Revision 1.13 2002/05/29 06:25:13 theoddone33
164 * Keyboard input, mouse tracking now work
166 * Revision 1.12 2002/05/29 04:52:45 relnev
169 * Revision 1.11 2002/05/29 04:29:56 relnev
170 * removed some unncessary stubbing, implemented opengl rect
172 * Revision 1.10 2002/05/29 04:13:27 theoddone33
175 * Revision 1.9 2002/05/29 03:35:51 relnev
178 * Revision 1.8 2002/05/29 03:30:05 relnev
179 * update opengl stubs
181 * Revision 1.7 2002/05/29 02:52:32 theoddone33
182 * Enable OpenGL renderer
184 * Revision 1.6 2002/05/28 04:56:51 theoddone33
185 * runs a little bit now
187 * Revision 1.5 2002/05/28 04:07:28 theoddone33
188 * New graphics stubbing arrangement
190 * Revision 1.4 2002/05/27 23:39:34 relnev
193 * Revision 1.3 2002/05/27 22:35:01 theoddone33
196 * Revision 1.2 2002/05/27 22:32:02 theoddone33
197 * throw all d3d stuff at opengl
199 * Revision 1.1.1.1 2002/05/03 03:28:09 root
203 * 10 7/14/99 9:42a Dave
204 * Put in clear_color debug function. Put in base for 3dnow stuff / P3
207 * 9 7/09/99 9:51a Dave
208 * Added thick polyline code.
210 * 8 6/29/99 10:35a Dave
211 * Interface polygon bitmaps! Whee!
213 * 7 2/03/99 11:44a Dave
214 * Fixed d3d transparent textures.
216 * 6 1/24/99 11:37p Dave
217 * First full rev of beam weapons. Very customizable. Removed some bogus
218 * Int3()'s in low level net code.
220 * 5 12/18/98 1:13a Dave
221 * Rough 1024x768 support for Direct3D. Proper detection and usage through
224 * 4 12/06/98 2:36p Dave
225 * Drastically improved nebula fogging.
227 * 3 11/11/98 5:37p Dave
228 * Checkin for multiplayer testing.
230 * 2 10/07/98 10:53a Dave
233 * 1 10/07/98 10:49a Dave
235 * 14 5/20/98 9:46p John
236 * added code so the places in code that change half the palette don't
237 * have to clear the screen.
239 * 13 5/06/98 5:30p John
240 * Removed unused cfilearchiver. Removed/replaced some unused/little used
241 * graphics functions, namely gradient_h and _v and pixel_sp. Put in new
242 * DirectX header files and libs that fixed the Direct3D alpha blending
245 * 12 4/14/98 12:15p John
246 * Made 16-bpp movies work.
248 * 11 3/12/98 5:36p John
249 * Took out any unused shaders. Made shader code take rgbc instead of
250 * matrix and vector since noone used it like a matrix and it would have
251 * been impossible to do in hardware. Made Glide implement a basic
252 * shader for online help.
254 * 10 3/10/98 4:18p John
255 * Cleaned up graphics lib. Took out most unused gr functions. Made D3D
256 * & Glide have popups and print screen. Took out all >8bpp software
257 * support. Made Fred zbuffer. Made zbuffer allocate dynamically to
258 * support Fred. Made zbuffering key off of functions rather than one
261 * 9 12/02/97 4:00p John
262 * Added first rev of thruster glow, along with variable levels of
263 * translucency, which retquired some restructing of palman.
265 * 8 10/03/97 9:10a John
266 * added better antialiased line drawer
268 * 7 9/23/97 10:45a John
269 * made so you can tell bitblt code to rle a bitmap by passing flag to
272 * 6 9/09/97 11:01a Sandeep
273 * fixed warning level 4 bugs
275 * 5 7/10/97 2:06p John
276 * added code to specify alphablending type for bitmaps.
278 * 4 6/17/97 7:04p John
279 * added d3d support for gradients.
280 * fixed some color bugs by adding screen signatures instead of watching
281 * flags and palette changes.
283 * 3 6/12/97 2:50a Lawrance
284 * bm_unlock() now passed bitmap number, not pointer
286 * 2 6/11/97 1:12p John
287 * Started fixing all the text colors in the game.
289 * 1 5/12/97 12:14p John
296 #include <windowsx.h>
310 #include "floating.h"
312 #include "systemvars.h"
313 #include "grinternal.h"
314 #include "gropengl.h"
318 #include "osregistry.h"
320 static int Inited = 0;
322 typedef enum gr_texture_source {
324 TEXTURE_SOURCE_DECAL,
325 TEXTURE_SOURCE_NO_FILTERING,
328 typedef enum gr_alpha_blend {
329 ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
330 ALPHA_BLEND_ADDITIVE, // 1*SrcPixel + 1*DestPixel
331 ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
332 ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
333 ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
336 typedef enum gr_zbuffer_type {
343 #define NEBULA_COLORS 20
345 volatile int GL_activate = 0;
346 volatile int GL_deactivate = 0;
348 static char *Gr_saved_screen = NULL;
349 static int Gr_saved_screen_bitmap;
352 // Throw in some dummy functions - DDOI
354 int D3D_32bit = 0; // grd3d.cpp
355 int D3D_fog_mode = -1; // grd3d.cpp
356 int D3D_inited = 0; // grd3d.cpp
357 int D3D_zbias = 1; // grd3d.cpp
358 int D3d_rendition_uvs = 0; // grd3d.cpp
365 void d3d_zbias (int a)
372 static gr_texture_source GL_current_texture_source = (gr_texture_source) -1;
373 static gr_alpha_blend GL_current_alpha_blend = (gr_alpha_blend) -1;
374 static gr_zbuffer_type GL_current_zbuffer_type = (gr_zbuffer_type) -1;
376 void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
378 /* TODO: this doesn't work unless it's handled at the per-texture level */
379 /* if (ts != GL_current_texture_source) */ {
381 case TEXTURE_SOURCE_NONE:
382 glBindTexture(GL_TEXTURE_2D, 0);
383 gr_tcache_set(-1, -1, NULL, NULL );
385 case TEXTURE_SOURCE_DECAL:
386 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
387 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
388 // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
390 case TEXTURE_SOURCE_NO_FILTERING:
391 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
392 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
393 // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
399 GL_current_texture_source = ts;
402 if (ab != GL_current_alpha_blend) {
404 case ALPHA_BLEND_NONE: // 1*SrcPixel + 0*DestPixel
405 glBlendFunc(GL_ONE, GL_ZERO);
407 case ALPHA_BLEND_ADDITIVE: // 1*SrcPixel + 1*DestPixel
408 glBlendFunc(GL_ONE, GL_ONE);
410 case ALPHA_BLEND_ALPHA_ADDITIVE: // Alpha*SrcPixel + 1*DestPixel
411 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
413 case ALPHA_BLEND_ALPHA_BLEND_ALPHA: // Alpha*SrcPixel + (1-Alpha)*DestPixel
414 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
416 case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR: // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
417 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
423 GL_current_alpha_blend = ab;
426 if (zt != GL_current_zbuffer_type) {
428 case ZBUFFER_TYPE_NONE:
429 glDepthFunc(GL_ALWAYS);
430 glDepthMask(GL_FALSE);
432 case ZBUFFER_TYPE_READ:
433 glDepthFunc(GL_LESS);
434 glDepthMask(GL_FALSE);
436 case ZBUFFER_TYPE_WRITE:
437 glDepthFunc(GL_ALWAYS);
438 glDepthMask(GL_TRUE);
440 case ZBUFFER_TYPE_FULL:
441 glDepthFunc(GL_LESS);
442 glDepthMask(GL_TRUE);
448 GL_current_zbuffer_type = zt;
452 void gr_opengl_activate(int active)
458 make sure window is active and mouse grabbed
464 make sure mouse is not grabbed and window minimized
472 void opengl_tcache_flush ();
474 void gr_opengl_preload_init()
476 if (gr_screen.mode != GR_OPENGL) {
480 opengl_tcache_flush ();
483 int GL_should_preload = 0;
484 int gr_opengl_preload(int bitmap_num, int is_aabitmap)
486 if ( gr_screen.mode != GR_OPENGL) {
490 if ( !GL_should_preload ) {
494 float u_scale, v_scale;
498 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
500 retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
504 mprintf(("Texture upload failed!\n" ));
510 void gr_opengl_pixel(int x, int y)
515 void gr_opengl_clear()
517 glClearColor(gr_screen.current_clear_color.red / 255.0,
518 gr_screen.current_clear_color.green / 255.0,
519 gr_screen.current_clear_color.blue / 255.0, 1.0);
521 glClear ( GL_COLOR_BUFFER_BIT );
524 void gr_opengl_save_mouse_area(int x, int y, int w, int h);
525 void opengl_tcache_frame ();
526 void gr_opengl_flip()
534 extern int Gr_opengl_mouse_saved;
535 Gr_opengl_mouse_saved = 0;
537 if ( mouse_is_visible() ) {
541 mouse_get_pos( &mx, &my );
543 gr_opengl_save_mouse_area(mx,my,32,32);
545 if ( Gr_cursor == -1 ) {
548 gr_set_bitmap(Gr_cursor);
554 GLenum error = glGetError();
557 error = glGetError();
559 if (error != GL_NO_ERROR) {
560 nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", error, ic));
563 } while (error != GL_NO_ERROR);
566 SDL_GL_SwapBuffers ();
568 opengl_tcache_frame ();
570 int cnt = GL_activate;
573 opengl_tcache_flush();
574 // gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
580 // gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
584 void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
589 void gr_opengl_set_clip(int x,int y,int w,int h)
591 // check for sanity of parameters
597 if (x >= gr_screen.max_w)
598 x = gr_screen.max_w - 1;
599 if (y >= gr_screen.max_h)
600 y = gr_screen.max_h - 1;
602 if (x + w > gr_screen.max_w)
603 w = gr_screen.max_w - x;
604 if (y + h > gr_screen.max_h)
605 h = gr_screen.max_h - y;
607 if (w > gr_screen.max_w)
609 if (h > gr_screen.max_h)
612 gr_screen.offset_x = x;
613 gr_screen.offset_y = y;
614 gr_screen.clip_left = 0;
615 gr_screen.clip_right = w-1;
616 gr_screen.clip_top = 0;
617 gr_screen.clip_bottom = h-1;
618 gr_screen.clip_width = w;
619 gr_screen.clip_height = h;
621 glEnable(GL_SCISSOR_TEST);
622 glScissor(x, gr_screen.max_h-y-h, w, h);
625 void gr_opengl_reset_clip()
627 gr_screen.offset_x = 0;
628 gr_screen.offset_y = 0;
629 gr_screen.clip_left = 0;
630 gr_screen.clip_top = 0;
631 gr_screen.clip_right = gr_screen.max_w - 1;
632 gr_screen.clip_bottom = gr_screen.max_h - 1;
633 gr_screen.clip_width = gr_screen.max_w;
634 gr_screen.clip_height = gr_screen.max_h;
636 glDisable(GL_SCISSOR_TEST);
637 // glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
640 void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
642 gr_screen.current_alpha = alpha;
643 gr_screen.current_alphablend_mode = alphablend_mode;
644 gr_screen.current_bitblt_mode = bitblt_mode;
645 gr_screen.current_bitmap = bitmap_num;
647 gr_screen.current_bitmap_sx = sx;
648 gr_screen.current_bitmap_sy = sy;
651 void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
653 shade->screen_sig = gr_screen.signature;
660 void gr_opengl_set_shader( shader * shade )
663 if (shade->screen_sig != gr_screen.signature) {
664 gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
666 gr_screen.current_shader = *shade;
668 gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
673 void gr_opengl_bitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
675 STUB_FUNCTION; /* who called me? */
678 extern int GL_last_bitmap_id;
679 bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
683 GLubyte *sptr, *dptr;
687 int cw = min(bmp->w, w);
688 int ch = min(bmp->h, h);
690 GL_last_bitmap_id = -1; /* HACK! */
692 glColor4f(1.0, 1.0, 1.0, 1.0);
693 glBindTexture(GL_TEXTURE_2D, bitmapTex);
696 for (iy = sy; iy < ch; iy += 256) {
698 ih = min(256, (ch-iy));
700 for (ix = sx; ix < cw; ix += 256) {
702 sptr = ((unsigned char *)bmp->data) + 2*(iy*bmp->w + ix);
704 iw = min(256, (cw-ix));
710 memcpy(dptr, sptr, iw*2);
718 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iw, ih, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, bitmapMem);
728 t = (float)ih / 256.0;
733 s = (float)iw / 256.0;
734 t = (float)ih / 256.0;
739 s = (float)iw / 256.0;
751 bm_unlock(gr_screen.current_bitmap);
756 void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
758 STUB_FUNCTION; /* who called me? */
765 int dx1=x, dx2=x+w-1;
766 int dy1=y, dy2=y+h-1;
769 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
774 if ( count > 1 ) Int3();
778 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
779 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
780 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
781 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
782 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
783 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
810 if ( w < 1 ) return; // clipped away!
811 if ( h < 1 ) return; // clipped away!
815 // Make sure clipping algorithm works
819 Assert( w == (dx2-dx1+1) );
820 Assert( h == (dy2-dy1+1) );
823 Assert( sx+w <= bw );
824 Assert( sy+h <= bh );
825 Assert( dx2 >= dx1 );
826 Assert( dy2 >= dy1 );
827 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
828 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
829 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
830 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
833 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
834 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
836 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
840 void gr_opengl_bitmap(int x, int y)
842 STUB_FUNCTION; /* who called me? */
846 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
847 int dx1=x, dx2=x+w-1;
848 int dy1=y, dy2=y+h-1;
851 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
852 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
853 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
854 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
855 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
856 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
858 if ( sx < 0 ) return;
859 if ( sy < 0 ) return;
860 if ( sx >= w ) return;
861 if ( sy >= h ) return;
863 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
865 gr_opengl_bitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
869 static void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
873 vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
875 saved_zbuf = gr_zbuffer_get();
877 // start the frame, no zbuffering, no culling
879 gr_zbuffer_set(GR_ZBUFF_NONE);
888 v[0].flags = PF_PROJECTED;
895 v[1].sx = i2fl(x + w);
900 v[1].flags = PF_PROJECTED;
907 v[2].sx = i2fl(x + w);
908 v[2].sy = i2fl(y + h);
912 v[2].flags = PF_PROJECTED;
920 v[3].sy = i2fl(y + h);
924 v[3].flags = PF_PROJECTED;
932 g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
936 // restore zbuffer and culling
937 gr_zbuffer_set(saved_zbuf);
941 void gr_opengl_rect(int x,int y,int w,int h)
943 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);
946 void gr_opengl_shade(int x,int y,int w,int h)
953 r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
954 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
955 g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
956 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
957 b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
958 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
959 a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
960 if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
962 gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
965 static void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
970 if ( !gr_screen.current_color.is_alphacolor ) return;
972 float u_scale, v_scale;
974 if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
975 // Couldn't set texture
976 mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
980 gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
982 float u0, u1, v0, v1;
983 float x1, x2, y1, y2;
986 bm_get_info( gr_screen.current_bitmap, &bw, &bh );
988 u0 = u_scale*i2fl(sx)/i2fl(bw);
989 v0 = v_scale*i2fl(sy)/i2fl(bh);
991 u1 = u_scale*i2fl(sx+w)/i2fl(bw);
992 v1 = v_scale*i2fl(sy+h)/i2fl(bh);
994 x1 = i2fl(x+gr_screen.offset_x);
995 y1 = i2fl(y+gr_screen.offset_y);
996 x2 = i2fl(x+w+gr_screen.offset_x);
997 y2 = i2fl(y+h+gr_screen.offset_y);
999 if ( gr_screen.current_color.is_alphacolor ) {
1000 glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
1002 glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
1006 glTexCoord2f (u0, v1);
1007 glVertex3f (x1, y2, -0.99);
1009 glTexCoord2f (u1, v1);
1010 glVertex3f (x2, y2, -0.99);
1012 glTexCoord2f (u1, v0);
1013 glVertex3f (x2, y1, -0.99);
1015 glTexCoord2f (u0, v0);
1016 glVertex3f (x1, y1, -0.99);
1020 void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
1027 int dx1=x, dx2=x+w-1;
1028 int dy1=y, dy2=y+h-1;
1031 bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
1036 if ( count > 1 ) Int3();
1040 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1041 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1042 if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1043 if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1044 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1045 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1062 if ( sx + w > bw ) {
1067 if ( sy + h > bh ) {
1072 if ( w < 1 ) return; // clipped away!
1073 if ( h < 1 ) return; // clipped away!
1077 // Make sure clipping algorithm works
1081 Assert( w == (dx2-dx1+1) );
1082 Assert( h == (dy2-dy1+1) );
1085 Assert( sx+w <= bw );
1086 Assert( sy+h <= bh );
1087 Assert( dx2 >= dx1 );
1088 Assert( dy2 >= dy1 );
1089 Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
1090 Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
1091 Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
1092 Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
1095 // We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
1096 gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1099 void gr_opengl_aabitmap(int x, int y)
1103 bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
1104 int dx1=x, dx2=x+w-1;
1105 int dy1=y, dy2=y+h-1;
1108 if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
1109 if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
1110 if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
1111 if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
1112 if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
1113 if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
1115 if ( sx < 0 ) return;
1116 if ( sy < 0 ) return;
1117 if ( sx >= w ) return;
1118 if ( sy >= h ) return;
1120 // Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
1121 gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
1124 void gr_opengl_string( int sx, int sy, char *s )
1126 int width, spacing, letter;
1129 if ( !Current_font ) {
1133 gr_set_bitmap(Current_font->bitmap_id);
1138 if (sx==0x8000) { //centered
1139 x = get_centered_x(s);
1149 while (*s== '\n' ) {
1151 y += Current_font->h;
1152 if (sx==0x8000) { //centered
1153 x = get_centered_x(s);
1158 if (*s == 0 ) break;
1160 letter = get_char_width(s[0],s[1],&width,&spacing);
1163 //not in font, draw as space
1171 // Check if this character is totally clipped
1172 if ( x + width < gr_screen.clip_left ) continue;
1173 if ( y + Current_font->h < gr_screen.clip_top ) continue;
1174 if ( x > gr_screen.clip_right ) continue;
1175 if ( y > gr_screen.clip_bottom ) continue;
1178 if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
1179 if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
1183 wc = width - xd; hc = Current_font->h - yd;
1184 if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
1185 if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
1187 if ( wc < 1 ) continue;
1188 if ( hc < 1 ) continue;
1190 int u = Current_font->bm_u[letter];
1191 int v = Current_font->bm_v[letter];
1193 gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
1197 void gr_opengl_line(int x1,int y1,int x2,int y2)
1199 int clipped = 0, swapped=0;
1201 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1203 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);
1208 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1209 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1210 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1211 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1213 if ( x1 == x2 && y1 == y2 ) {
1214 glBegin (GL_POINTS);
1215 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1216 glVertex3f (sx1, sy1, -0.99f);
1228 } else if ( y1 == y2 ) {
1237 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
1238 glVertex3f (sx2, sy2, -0.99f);
1239 glVertex3f (sx1, sy1, -0.99f);
1243 void gr_opengl_aaline(vertex *v1, vertex *v2)
1245 gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
1248 void gr_opengl_gradient(int x1,int y1,int x2,int y2)
1250 int clipped = 0, swapped=0;
1252 if ( !gr_screen.current_color.is_alphacolor ) {
1253 gr_line( x1, y1, x2, y2 );
1257 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);
1259 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
1261 int aa = swapped ? 0 : gr_screen.current_color.alpha;
1262 int ba = swapped ? gr_screen.current_color.alpha : 0;
1267 sx1 = i2fl(x1 + gr_screen.offset_x)+0.5;
1268 sy1 = i2fl(y1 + gr_screen.offset_y)+0.5;
1269 sx2 = i2fl(x2 + gr_screen.offset_x)+0.5;
1270 sy2 = i2fl(y2 + gr_screen.offset_y)+0.5;
1278 } else if ( y1 == y2 ) {
1287 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba);
1288 glVertex3f (sx2, sy2, -0.99f);
1289 glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa);
1290 glVertex3f (sx1, sy1, -0.99f);
1294 void gr_opengl_circle( int xc, int yc, int d )
1304 if ( (xc+r) < gr_screen.clip_left ) return;
1305 if ( (xc-r) > gr_screen.clip_right ) return;
1306 if ( (yc+r) < gr_screen.clip_top ) return;
1307 if ( (yc-r) > gr_screen.clip_bottom ) return;
1310 // Draw the first octant
1311 gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
1312 gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
1317 // Draw the second octant
1318 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1319 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1327 gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
1328 gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
1333 static void gr_opengl_stuff_fog_value(float z, int *r, int *g, int *b, int *a)
1337 f_float = (gr_screen.fog_far - z) / (gr_screen.fog_far - gr_screen.fog_near);
1338 if (f_float < 0.0f) {
1346 *a = (int)(f_float * 255.0);
1349 static void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
1352 float u_scale = 1.0f, v_scale = 1.0f;
1354 // Make nebula use the texture mapper... this blends the colors better.
1355 if ( flags & TMAP_FLAG_NEBULA ){
1359 gr_texture_source texture_source = (gr_texture_source)-1;
1360 gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
1361 gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
1363 if ( gr_zbuffering ) {
1364 if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
1365 zbuffer_type = ZBUFFER_TYPE_READ;
1367 zbuffer_type = ZBUFFER_TYPE_FULL;
1370 zbuffer_type = ZBUFFER_TYPE_NONE;
1375 int tmap_type = TCACHE_TYPE_NORMAL;
1379 if ( flags & TMAP_FLAG_TEXTURED ) {
1382 r = gr_screen.current_color.red;
1383 g = gr_screen.current_color.green;
1384 b = gr_screen.current_color.blue;
1387 if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
1390 tmap_type = TCACHE_TYPE_NORMAL;
1391 alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
1393 // Blend with screen pixel using src*alpha+dst
1394 float factor = gr_screen.current_alpha;
1398 if ( factor <= 1.0f ) {
1399 int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
1400 r = (r*tmp_alpha)/255;
1401 g = (g*tmp_alpha)/255;
1402 b = (b*tmp_alpha)/255;
1405 tmap_type = TCACHE_TYPE_XPARENT;
1407 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1409 // Blend with screen pixel using src*alpha+dst
1410 float factor = gr_screen.current_alpha;
1412 if ( factor > 1.0f ) {
1415 alpha = fl2i(gr_screen.current_alpha*255.0f);
1419 if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
1420 alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
1422 alpha_blend = ALPHA_BLEND_NONE;
1427 if(flags & TMAP_FLAG_BITMAP_SECTION){
1428 tmap_type = TCACHE_TYPE_BITMAP_SECTION;
1431 texture_source = TEXTURE_SOURCE_NONE;
1433 if ( flags & TMAP_FLAG_TEXTURED ) {
1434 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 ))
1436 mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
1440 // use nonfiltered textures for bitmap sections
1441 if(flags & TMAP_FLAG_BITMAP_SECTION){
1442 texture_source = TEXTURE_SOURCE_NO_FILTERING;
1444 texture_source = TEXTURE_SOURCE_DECAL;
1449 gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
1451 if ( flags & TMAP_FLAG_TEXTURED )
1457 if (flags & TMAP_FLAG_PIXEL_FOG) {
1463 for (i=nv-1;i>=0;i--) // DDOI - change polygon winding
1465 vertex * va = verts[i];
1469 x = fl2i(va->sx*16.0f);
1470 y = fl2i(va->sy*16.0f);
1472 x += gr_screen.offset_x*16;
1473 y += gr_screen.offset_y*16;
1475 sx = i2fl(x) / 16.0f;
1476 sy = i2fl(y) / 16.0f;
1478 neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
1489 gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
1492 glBegin(GL_TRIANGLE_FAN);
1493 for (i = nv-1; i >= 0; i--) {
1494 vertex * va = verts[i];
1500 if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
1501 sz = 1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0));
1510 if ( flags & TMAP_FLAG_CORRECT ) {
1516 if (flags & TMAP_FLAG_ALPHA) {
1522 if (flags & TMAP_FLAG_NEBULA ) {
1523 int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
1524 r = gr_palette[pal*3+0];
1525 g = gr_palette[pal*3+1];
1526 b = gr_palette[pal*3+2];
1527 } else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
1528 r = Gr_gamma_lookup[verts[i]->b];
1529 g = Gr_gamma_lookup[verts[i]->b];
1530 b = Gr_gamma_lookup[verts[i]->b];
1531 } else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
1532 // Make 0.75 be 256.0f
1533 r = Gr_gamma_lookup[verts[i]->r];
1534 g = Gr_gamma_lookup[verts[i]->g];
1535 b = Gr_gamma_lookup[verts[i]->b];
1537 // use constant RGB values...
1539 glColor4ub (r,g,b,a);
1541 if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (D3D_fog_mode == 1)){
1544 /* this is for GL_EXT_SECONDARY_COLOR */
1545 gr_opengl_stuff_fog_value(va->z, &sr, &sg, &sb, &sa);
1546 /* do separate color call here */
1552 x = fl2i(va->sx*16.0f);
1553 y = fl2i(va->sy*16.0f);
1555 x += gr_screen.offset_x*16;
1556 y += gr_screen.offset_y*16;
1558 sx = i2fl(x) / 16.0f;
1559 sy = i2fl(y) / 16.0f;
1561 if ( flags & TMAP_FLAG_TEXTURED ) {
1564 glTexCoord2f(tu, tv);
1567 glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0/rhw);
1572 void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
1574 gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
1577 #define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
1579 void gr_opengl_scaler(vertex *va, vertex *vb )
1581 float x0, y0, x1, y1;
1582 float u0, v0, u1, v1;
1583 float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
1584 float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
1585 float xmin, xmax, ymin, ymax;
1586 int dx0, dy0, dx1, dy1;
1588 //============= CLIP IT =====================
1590 x0 = va->sx; y0 = va->sy;
1591 x1 = vb->sx; y1 = vb->sy;
1593 xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
1594 xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
1596 u0 = va->u; v0 = va->v;
1597 u1 = vb->u; v1 = vb->v;
1599 // Check for obviously offscreen bitmaps...
1600 if ( (y1<=y0) || (x1<=x0) ) return;
1601 if ( (x1<xmin ) || (x0>xmax) ) return;
1602 if ( (y1<ymin ) || (y0>ymax) ) return;
1604 clipped_u0 = u0; clipped_v0 = v0;
1605 clipped_u1 = u1; clipped_v1 = v1;
1607 clipped_x0 = x0; clipped_y0 = y0;
1608 clipped_x1 = x1; clipped_y1 = y1;
1610 // Clip the left, moving u0 right as necessary
1612 clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
1616 // Clip the right, moving u1 left as necessary
1618 clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
1622 // Clip the top, moving v0 down as necessary
1624 clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
1628 // Clip the bottom, moving v1 up as necessary
1630 clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
1634 dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
1635 dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
1637 if (dx1<=dx0) return;
1638 if (dy1<=dy0) return;
1640 //============= DRAW IT =====================
1654 v[1].sx = clipped_x1;
1655 v[1].sy = clipped_y0;
1658 v[1].u = clipped_u1;
1659 v[1].v = clipped_v0;
1662 v[2].sx = clipped_x1;
1663 v[2].sy = clipped_y1;
1666 v[2].u = clipped_u1;
1667 v[2].v = clipped_v1;
1670 v[3].sx = clipped_x0;
1671 v[3].sy = clipped_y1;
1674 v[3].u = clipped_u0;
1675 v[3].v = clipped_v1;
1677 gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
1680 void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
1684 void gr_opengl_get_color( int * r, int * g, int * b )
1686 if (r) *r = gr_screen.current_color.red;
1687 if (g) *g = gr_screen.current_color.green;
1688 if (b) *b = gr_screen.current_color.blue;
1691 void gr_opengl_init_color(color *c, int r, int g, int b)
1693 c->screen_sig = gr_screen.signature;
1694 c->red = (unsigned char)r;
1695 c->green = (unsigned char)g;
1696 c->blue = (unsigned char)b;
1698 c->ac_type = AC_TYPE_NONE;
1700 c->is_alphacolor = 0;
1704 void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
1706 if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
1707 if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
1708 if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
1709 if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
1711 gr_opengl_init_color( clr, r, g, b );
1713 clr->alpha = (unsigned char)alpha;
1714 clr->ac_type = (ubyte)type;
1715 clr->alphacolor = -1;
1716 clr->is_alphacolor = 1;
1719 void gr_opengl_set_color( int r, int g, int b )
1721 Assert((r >= 0) && (r < 256));
1722 Assert((g >= 0) && (g < 256));
1723 Assert((b >= 0) && (b < 256));
1725 gr_opengl_init_color( &gr_screen.current_color, r, g, b );
1728 void gr_opengl_set_color_fast(color *dst)
1730 if ( dst->screen_sig != gr_screen.signature ) {
1731 if ( dst->is_alphacolor ) {
1732 gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
1734 gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
1737 gr_screen.current_color = *dst;
1740 void gr_opengl_print_screen(char *filename)
1745 int gr_opengl_supports_res_ingame(int res)
1752 int gr_opengl_supports_res_interface(int res)
1759 void opengl_tcache_cleanup ();
1760 void gr_opengl_cleanup()
1762 if ( !Inited ) return;
1769 opengl_tcache_cleanup ();
1774 void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
1776 Assert((r >= 0) && (r < 256));
1777 Assert((g >= 0) && (g < 256));
1778 Assert((b >= 0) && (b < 256));
1780 if (fog_mode == GR_FOGMODE_NONE) {
1781 if (gr_screen.current_fog_mode != fog_mode) {
1784 gr_screen.current_fog_mode = fog_mode;
1789 if (gr_screen.current_fog_mode != fog_mode) {
1792 if (D3D_fog_mode == 2) {
1793 glFogi(GL_FOG_MODE, GL_LINEAR);
1796 gr_screen.current_fog_mode = fog_mode;
1799 if ( (gr_screen.current_fog_color.red != r) ||
1800 (gr_screen.current_fog_color.green != g) ||
1801 (gr_screen.current_fog_color.blue != b) ) {
1804 gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
1806 fc[0] = (float)r/255.0;
1807 fc[1] = (float)g/255.0;
1808 fc[2] = (float)b/255.0;
1811 glFogfv(GL_FOG_COLOR, fc);
1814 if( (fog_near >= 0.0f) && (fog_far >= 0.0f) &&
1815 ((fog_near != gr_screen.fog_near) ||
1816 (fog_far != gr_screen.fog_far)) ) {
1817 gr_screen.fog_near = fog_near;
1818 gr_screen.fog_far = fog_far;
1820 if (D3D_fog_mode == 2) {
1821 glFogf(GL_FOG_START, fog_near);
1822 glFogf(GL_FOG_END, fog_far);
1827 void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
1832 void gr_opengl_set_cull(int cull)
1835 glEnable (GL_CULL_FACE);
1836 glFrontFace (GL_CCW);
1838 glDisable (GL_CULL_FACE);
1842 void gr_opengl_filter_set(int filter)
1847 void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
1850 gr_set_bitmap(bmap1);
1853 gr_set_bitmap(bmap2);
1859 typedef struct tcache_slot_opengl {
1860 GLuint texture_handle;
1861 float u_scale, v_scale;
1864 char used_this_frame;
1869 tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
1870 tcache_slot_opengl *parent;
1871 } tcache_slot_opengl;
1873 static void *Texture_sections = NULL;
1874 tcache_slot_opengl *Textures = NULL;
1876 int GL_texture_sections = 0;
1877 int GL_texture_ram = 0;
1878 int GL_frame_count = 0;
1879 int GL_min_texture_width = 0;
1880 int GL_max_texture_width = 0;
1881 int GL_min_texture_height = 0;
1882 int GL_max_texture_height = 0;
1883 int GL_square_textures = 0;
1884 int GL_textures_in = 0;
1885 int GL_textures_in_frame = 0;
1886 int GL_last_bitmap_id = -1;
1887 int GL_last_detail = -1;
1888 int GL_last_bitmap_type = -1;
1889 int GL_last_section_x = -1;
1890 int GL_last_section_y = -1;
1894 void opengl_tcache_init (int use_sections)
1898 // DDOI - FIXME skipped a lot of stuff here
1899 GL_should_preload = 0;
1901 //uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
1904 if ( tmp_pl == 0 ) {
1905 GL_should_preload = 0;
1906 } else if ( tmp_pl == 1 ) {
1907 GL_should_preload = 1;
1909 GL_should_preload = 1;
1914 GL_min_texture_width = 16;
1915 GL_min_texture_height = 16;
1916 GL_max_texture_width = 256;
1917 GL_max_texture_height = 256;
1919 GL_square_textures = 1;
1921 Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
1927 Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1928 if(!Texture_sections){
1931 memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
1934 // Init the texture structures
1935 int section_count = 0;
1936 for( i=0; i<MAX_BITMAPS; i++ ) {
1938 Textures[i].vram_texture = NULL;
1939 Textures[i].vram_texture_surface = NULL;
1941 Textures[i].texture_handle = 0;
1943 Textures[i].bitmap_id = -1;
1944 Textures[i].size = 0;
1945 Textures[i].used_this_frame = 0;
1947 Textures[i].parent = NULL;
1949 // allocate sections
1951 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1952 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1953 Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
1954 Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
1956 Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
1957 Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
1959 Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
1960 Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
1961 Textures[i].data_sections[idx][s_idx]->size = 0;
1962 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
1966 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
1967 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
1968 Textures[i].data_sections[idx][s_idx] = NULL;
1974 GL_texture_sections = use_sections;
1976 //GL_last_detail = Detail.hardware_textures;
1977 GL_last_bitmap_id = -1;
1978 GL_last_bitmap_type = -1;
1980 GL_last_section_x = -1;
1981 GL_last_section_y = -1;
1984 GL_textures_in_frame = 0;
1987 int opengl_free_texture (tcache_slot_opengl *t);
1989 void opengl_free_texture_with_handle(int handle)
1991 for(int i=0; i<MAX_BITMAPS; i++ ) {
1992 if (Textures[i].bitmap_id == handle) {
1993 Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
1994 opengl_free_texture ( &Textures[i] );
1999 void opengl_tcache_flush ()
2003 for( i=0; i<MAX_BITMAPS; i++ ) {
2004 opengl_free_texture ( &Textures[i] );
2006 if (GL_textures_in != 0) {
2007 mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
2011 GL_last_bitmap_id = -1;
2012 GL_last_section_x = -1;
2013 GL_last_section_y = -1;
2016 void opengl_tcache_cleanup ()
2018 opengl_tcache_flush ();
2021 GL_textures_in_frame = 0;
2028 if( Texture_sections != NULL ){
2029 free(Texture_sections);
2030 Texture_sections = NULL;
2034 void opengl_tcache_frame ()
2038 GL_last_bitmap_id = -1;
2039 GL_textures_in_frame = 0;
2044 for( i=0; i<MAX_BITMAPS; i++ ) {
2045 Textures[i].used_this_frame = 0;
2048 if(Textures[i].data_sections[0][0] != NULL){
2049 Assert(GL_texture_sections);
2050 if(GL_texture_sections){
2051 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2052 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2053 if(Textures[i].data_sections[idx][s_idx] != NULL){
2054 Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
2063 opengl_tcache_flush();
2068 int opengl_free_texture ( tcache_slot_opengl *t )
2074 if ( t->bitmap_id > -1 ) {
2075 // if I, or any of my children have been used this frame, bail
2076 if(t->used_this_frame){
2079 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2080 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2081 if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
2087 // ok, now we know its legal to free everything safely
2088 glDeleteTextures (1, &t->texture_handle);
2089 t->texture_handle = 0;
2091 if ( GL_last_bitmap_id == t->bitmap_id ) {
2092 GL_last_bitmap_id = -1;
2095 // if this guy has children, free them too, since the children
2096 // actually make up his size
2097 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2098 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2099 if(t->data_sections[idx][s_idx] != NULL){
2100 opengl_free_texture(t->data_sections[idx][s_idx]);
2106 t->used_this_frame = 0;
2107 GL_textures_in -= t->size;
2113 void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
2118 if((w_out == NULL) || (h_out == NULL)){
2128 for (i=0; i<16; i++ ) {
2129 if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
2135 for (i=0; i<16; i++ ) {
2136 if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
2143 if ( tex_w < GL_min_texture_width ) {
2144 tex_w = GL_min_texture_width;
2145 } else if ( tex_w > GL_max_texture_width ) {
2146 tex_w = GL_max_texture_width;
2149 if ( tex_h < GL_min_texture_height ) {
2150 tex_h = GL_min_texture_height;
2151 } else if ( tex_h > GL_max_texture_height ) {
2152 tex_h = GL_max_texture_height;
2155 if ( GL_square_textures ) {
2157 // Make the both be equal to larger of the two
2158 new_size = max(tex_w, tex_h);
2163 // store the outgoing size
2168 // data == start of bitmap data
2169 // sx == x offset into bitmap
2170 // sy == y offset into bitmap
2171 // src_w == absolute width of section on source bitmap
2172 // src_h == absolute height of section on source bitmap
2173 // bmap_w == width of source bitmap
2174 // bmap_h == height of source bitmap
2175 // tex_w == width of final texture
2176 // tex_h == height of final texture
2177 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)
2186 if ( t->used_this_frame ) {
2187 mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
2192 if(!opengl_free_texture(t)){
2197 // get final texture size
2198 opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
2200 if ( (tex_w < 1) || (tex_h < 1) ) {
2201 mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
2205 if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
2206 t->u_scale = (float)bmap_w / (float)tex_w;
2207 t->v_scale = (float)bmap_h / (float)tex_h;
2208 } else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2209 t->u_scale = (float)src_w / (float)tex_w;
2210 t->v_scale = (float)src_h / (float)tex_h;
2217 glGenTextures (1, &t->texture_handle);
2220 if (t->texture_handle == 0) {
2221 nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
2225 GL_current_texture_source = (gr_texture_source) -1;
2227 glBindTexture (GL_TEXTURE_2D, t->texture_handle);
2229 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
2230 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
2231 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2232 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2233 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
2235 switch (bitmap_type) {
2237 case TCACHE_TYPE_AABITMAP:
2240 ubyte *bmp_data = ((ubyte*)data);
2241 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2242 ubyte *texmemp = texmem;
2245 for (i=0; i<16; i++) {
2246 xlat[i] = Gr_gamma_lookup[(i*255)/15];
2249 for ( ; i<256; i++ ) {
2253 for (i=0;i<tex_h;i++)
2255 for (j=0;j<tex_w;j++)
2257 if (i < bmap_h && j < bmap_w) {
2259 *texmemp++ = xlat[bmp_data[i*bmap_w+j]];
2267 glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
2272 case TCACHE_TYPE_BITMAP_SECTION:
2275 ubyte *bmp_data = ((ubyte*)data);
2276 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2277 ubyte *texmemp = texmem;
2279 for (i=0;i<tex_h;i++)
2281 for (j=0;j<tex_w;j++)
2283 if (i < src_h && j < src_w) {
2284 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
2285 *texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
2292 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2293 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2301 ubyte *bmp_data = ((ubyte*)data);
2302 ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
2303 ubyte *texmemp = texmem;
2305 fix u, utmp, v, du, dv;
2309 du = ( (bmap_w-1)*F1_0 ) / tex_w;
2310 dv = ( (bmap_h-1)*F1_0 ) / tex_h;
2312 for (j=0;j<tex_h;j++)
2315 for (i=0;i<tex_w;i++)
2317 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
2318 *texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
2324 glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,
2325 GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
2333 t->bitmap_id = texture_handle;
2334 t->time_created = GL_frame_count;
2335 t->used_this_frame = 0;
2336 t->size = tex_w * tex_h * 2;
2337 t->w = (ushort)tex_w;
2338 t->h = (ushort)tex_h;
2339 GL_textures_in_frame += t->size;
2341 GL_textures_in += t->size;
2347 int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
2351 int final_w, final_h;
2355 // setup texture/bitmap flags
2357 switch(bitmap_type){
2358 case TCACHE_TYPE_AABITMAP:
2359 flags |= BMP_AABITMAP;
2362 case TCACHE_TYPE_NORMAL:
2363 flags |= BMP_TEX_OTHER;
2364 case TCACHE_TYPE_XPARENT:
2365 flags |= BMP_TEX_XPARENT;
2367 case TCACHE_TYPE_NONDARKENING:
2369 flags |= BMP_TEX_NONDARK;
2373 // lock the bitmap into the proper format
2374 bmp = bm_lock(bitmap_handle, bpp, flags);
2375 if ( bmp == NULL ) {
2376 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2385 if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
2386 // max_w /= D3D_texture_divider;
2387 // max_h /= D3D_texture_divider;
2389 // Detail.debris_culling goes from 0 to 4.
2390 max_w /= (16 >> Detail.hardware_textures);
2391 max_h /= (16 >> Detail.hardware_textures);
2395 // get final texture size as it will be allocated as a DD surface
2396 opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
2398 // if this tcache slot has no bitmap
2399 if ( tslot->bitmap_id < 0) {
2402 // different bitmap altogether - determine if the new one can use the old one's slot
2403 else if (tslot->bitmap_id != bitmap_handle) {
2404 if((final_w == tslot->w) && (final_h == tslot->h)){
2406 //ml_printf("Reloading texture %d\n", bitmap_handle);
2413 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);
2415 // unlock the bitmap
2416 bm_unlock(bitmap_handle);
2421 int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
2425 int final_w, final_h;
2426 int section_x, section_y;
2429 // setup texture/bitmap flags
2430 Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
2431 if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
2432 bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
2434 flags = BMP_TEX_XPARENT;
2436 // lock the bitmap in the proper format
2437 bmp = bm_lock(bitmap_handle, 16, flags);
2438 if ( bmp == NULL ) {
2439 mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
2442 // determine the width and height of this section
2443 bm_get_section_size(bitmap_handle, sx, sy, §ion_x, §ion_y);
2445 // get final texture size as it will be allocated as an opengl texture
2446 opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
2448 // if this tcache slot has no bitmap
2449 if ( tslot->bitmap_id < 0) {
2452 // different bitmap altogether - determine if the new one can use the old one's slot
2453 else if (tslot->bitmap_id != bitmap_handle) {
2454 if((final_w == tslot->w) && (final_h == tslot->h)){
2462 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);
2464 // unlock the bitmap
2465 bm_unlock(bitmap_handle);
2471 extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
2472 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)
2481 GL_last_bitmap_id = -1;
2485 if ( GL_last_detail != Detail.hardware_textures ) {
2486 GL_last_detail = Detail.hardware_textures;
2487 opengl_tcache_flush();
2494 int n = bm_get_cache_slot (bitmap_id, 1);
2495 tcache_slot_opengl *t = &Textures[n];
2497 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)) {
2498 t->used_this_frame++;
2500 // mark all children as used
2501 if(GL_texture_sections){
2502 for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
2503 for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
2504 if(t->data_sections[idx][s_idx] != NULL){
2505 t->data_sections[idx][s_idx]->used_this_frame++;
2511 *u_scale = t->u_scale;
2512 *v_scale = t->v_scale;
2516 if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
2517 Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
2518 if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
2524 // if the texture sections haven't been created yet
2525 if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
2527 // lock the bitmap in the proper format
2528 bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
2529 bm_unlock(bitmap_id);
2531 // now lets do something for each texture
2533 for(idx=0; idx<bmp->sections.num_x; idx++){
2534 for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
2535 // hmm. i'd rather we didn't have to do it this way...
2536 if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
2540 // not used this frame
2541 t->data_sections[idx][s_idx]->used_this_frame = 0;
2545 // zero out pretty much everything in the parent struct since he's just the root
2546 t->bitmap_id = bitmap_id;
2547 t->texture_handle = 0;
2548 t->time_created = t->data_sections[sx][sy]->time_created;
2549 t->used_this_frame = 0;
2551 t->vram_texture = NULL;
2552 t->vram_texture_surface = NULL
2556 // argh. we failed to upload. free anything we can
2558 opengl_free_texture(t);
2560 // swap in the texture we want
2562 t = t->data_sections[sx][sy];
2565 // all other "normal" textures
2566 else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
2567 ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
2570 // everything went ok
2571 if(ret_val && (t->texture_handle) && !vram_full){
2572 *u_scale = t->u_scale;
2573 *v_scale = t->v_scale;
2575 glBindTexture (GL_TEXTURE_2D, t->texture_handle );
2577 GL_last_bitmap_id = t->bitmap_id;
2578 GL_last_bitmap_type = bitmap_type;
2579 GL_last_section_x = sx;
2580 GL_last_section_y = sy;
2582 t->used_this_frame++;
2586 glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
2593 void gr_opengl_set_clear_color(int r, int g, int b)
2595 gr_init_color (&gr_screen.current_clear_color, r, g, b);
2598 void gr_opengl_flash(int r, int g, int b)
2604 if ( r || g || b ) {
2605 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
2607 float x1, x2, y1, y2;
2608 x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
2609 y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
2610 x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
2611 y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
2613 glColor4ub(r, g, b, 255);
2615 glVertex3f (x1, y2, -0.99);
2617 glVertex3f (x2, y2, -0.99);
2619 glVertex3f (x2, y1, -0.99);
2621 glVertex3f (x1, y1, -0.99);
2626 int gr_opengl_zbuffer_get()
2628 if ( !gr_global_zbuffering ) {
2629 return GR_ZBUFF_NONE;
2631 return gr_zbuffering_mode;
2634 int gr_opengl_zbuffer_set(int mode)
2636 int tmp = gr_zbuffering_mode;
2638 gr_zbuffering_mode = mode;
2640 if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
2648 void gr_opengl_zbuffer_clear(int mode)
2652 gr_zbuffering_mode = GR_ZBUFF_FULL;
2653 gr_global_zbuffering = 1;
2655 gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
2656 glClear ( GL_DEPTH_BUFFER_BIT );
2659 gr_zbuffering_mode = GR_ZBUFF_NONE;
2660 gr_global_zbuffering = 0;
2664 void gr_opengl_set_gamma(float gamma)
2667 Gr_gamma_int = int (Gr_gamma*10);
2669 // Create the Gamma lookup table
2671 for (i=0;i<256; i++) {
2672 int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
2675 } else if ( v < 0 ) {
2678 Gr_gamma_lookup[i] = v;
2681 // Flush any existing textures
2682 opengl_tcache_flush();
2685 void gr_opengl_fade_in(int instantaneous)
2690 void gr_opengl_fade_out(int instantaneous)
2695 void gr_opengl_get_region(int front, int w, int h, ubyte *data)
2698 glReadBuffer(GL_FRONT);
2700 glReadBuffer(GL_BACK);
2703 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2705 glPixelStorei(GL_UNPACK_ROW_LENGTH, gr_screen.max_w);
2707 if (gr_screen.bits_per_pixel == 15) {
2708 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
2709 } else if (gr_screen.bits_per_pixel == 32) {
2710 glReadPixels(0, gr_screen.max_h-h-1, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
2713 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
2716 static int Gr_opengl_mouse_saved = 0;
2717 static int Gr_opengl_mouse_saved_x1 = 0;
2718 static int Gr_opengl_mouse_saved_y1 = 0;
2719 static int Gr_opengl_mouse_saved_x2 = 0;
2720 static int Gr_opengl_mouse_saved_y2 = 0;
2721 static int Gr_opengl_mouse_saved_w = 0;
2722 static int Gr_opengl_mouse_saved_h = 0;
2723 #define MAX_SAVE_SIZE (32*32)
2724 static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
2726 #define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
2728 void gr_opengl_save_mouse_area(int x, int y, int w, int h)
2730 Gr_opengl_mouse_saved_x1 = x;
2731 Gr_opengl_mouse_saved_y1 = y;
2732 Gr_opengl_mouse_saved_x2 = x+w-1;
2733 Gr_opengl_mouse_saved_y2 = y+h-1;
2735 CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
2736 CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
2737 CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
2738 CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
2740 Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
2741 Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
2743 if ( Gr_opengl_mouse_saved_w < 1 ) return;
2744 if ( Gr_opengl_mouse_saved_h < 1 ) return;
2746 Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
2748 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2750 glReadBuffer(GL_BACK);
2751 glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_opengl_mouse_saved_data);
2753 Gr_opengl_mouse_saved = 1;
2756 int gr_opengl_save_screen()
2760 if ( Gr_saved_screen ) {
2761 mprintf(( "Screen alread saved!\n" ));
2765 Gr_saved_screen = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2766 if (!Gr_saved_screen) {
2767 mprintf(( "Couldn't get memory for saved screen!\n" ));
2771 char *Gr_saved_screen_tmp = (char*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
2772 if (!Gr_saved_screen_tmp) {
2773 mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
2777 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2779 glReadBuffer(GL_FRONT);
2780 glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_saved_screen_tmp);
2784 sptr = (ubyte *)&Gr_saved_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
2785 dptr = (ubyte *)Gr_saved_screen;
2786 for (int j = 0; j < gr_screen.max_h; j++) {
2787 sptr -= gr_screen.max_w*2;
2788 memcpy(dptr, sptr, gr_screen.max_w*2);
2789 dptr += gr_screen.max_w*2;
2792 free(Gr_saved_screen_tmp);
2794 if (Gr_opengl_mouse_saved) {
2795 sptr = (ubyte *)Gr_opengl_mouse_saved_data;
2796 dptr = (ubyte *)&Gr_saved_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
2797 for (int i = 0; i < Gr_opengl_mouse_saved_h; i++) {
2798 memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
2801 dptr -= gr_screen.max_w*2;
2805 // this leaks texture handles, and the opengl doesn't currently
2806 // perform some sort of garbage collection, so a hack was added
2807 // to bmpman to make it free textures when released
2808 Gr_saved_screen_bitmap = bm_create(16, gr_screen.max_w, gr_screen.max_h, Gr_saved_screen, 0);
2810 return Gr_saved_screen_bitmap;
2813 void gr_opengl_restore_screen(int id)
2817 if ( !Gr_saved_screen ) {
2822 gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
2824 gr_set_bitmap(Gr_saved_screen_bitmap);
2828 void gr_opengl_free_screen(int id)
2830 bm_release(Gr_saved_screen_bitmap);
2832 if ( Gr_saved_screen ) {
2833 free( Gr_saved_screen );
2834 Gr_saved_screen = NULL;
2838 void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
2843 void gr_opengl_dump_frame_stop()
2848 void gr_opengl_dump_frame()
2853 uint gr_opengl_lock()
2860 void gr_opengl_unlock()
2864 void opengl_zbias(int bias)
2867 glEnable(GL_POLYGON_OFFSET_FILL);
2868 glPolygonOffset(0.0, -bias);
2870 glDisable(GL_POLYGON_OFFSET_FILL);
2874 extern char *Osreg_title;
2875 void gr_opengl_init()
2878 gr_opengl_cleanup();
2882 mprintf(( "Initializing opengl graphics device...\n" ));
2886 if (SDL_InitSubSystem (SDL_INIT_VIDEO) < 0)
2888 fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
2894 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
2895 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
2896 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
2897 SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
2898 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
2900 int flags = SDL_OPENGL;
2902 if (os_config_read_uint( NULL, "Fullscreen", 0 ) == 1)
2903 flags |= SDL_FULLSCREEN;
2905 if (SDL_SetVideoMode (gr_screen.max_w, gr_screen.max_h,0,flags) == NULL)
2907 fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError ());
2912 SDL_WM_SetCaption (Osreg_title, "FS2");
2914 /* might as well put this here */
2915 SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
2917 glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
2919 glMatrixMode(GL_PROJECTION);
2921 glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, 0.0, 1.0);
2922 glMatrixMode(GL_MODELVIEW);
2925 glShadeModel(GL_SMOOTH);
2926 glEnable(GL_DITHER);
2927 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
2928 glHint(GL_FOG_HINT, GL_NICEST);
2930 glEnable(GL_DEPTH_TEST);
2933 glEnable(GL_TEXTURE_2D);
2935 glDepthRange(0.0, 1.0);
2937 glPixelStorei(GL_PACK_ALIGNMENT, 1);
2938 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
2940 D3D_32bit = 1; // grd3d.cpp
2941 extern int D3D_enabled;
2944 TODO: set fog_mode to 1 if EXT_secondary_color found and wanted
2945 1 = use secondary color ext
2946 2 = use opengl linear fog
2948 D3D_fog_mode = 2; // grd3d.cpp
2952 Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
2959 gr_screen.bits_per_pixel = 15;
2960 gr_screen.bytes_per_pixel = 2;
2965 Gr_red.mask = 0x7C00;
2970 Gr_green.mask = 0x3E0;
2975 Gr_blue.mask = 0x1F;
2980 gr_screen.bits_per_pixel = 16;
2981 gr_screen.bytes_per_pixel = 2;
2986 Gr_red.mask = 0xF800;
2991 Gr_green.mask = 0x7E0;
2996 Gr_blue.mask = 0x1F;
3001 gr_screen.bits_per_pixel = 32;
3002 gr_screen.bytes_per_pixel = 4;
3007 Gr_red.mask = 0xff0000;
3012 Gr_green.mask = 0xff00;
3017 Gr_blue.mask = 0xff;
3022 Int3(); // Illegal bpp
3025 // DDOI - set these so no one else does!
3026 Gr_ta_red.mask = 0x0f00;
3027 Gr_ta_red.shift = 8;
3028 Gr_ta_red.scale = 16;
3030 Gr_ta_green.mask = 0x00f0;
3031 Gr_ta_green.shift = 4;
3032 Gr_ta_green.scale = 16;
3034 Gr_ta_blue.mask = 0x000f;
3035 Gr_ta_blue.shift = 0;
3036 Gr_ta_blue.scale = 16;
3038 Gr_ta_alpha.mask = 0xf000;
3039 Gr_ta_alpha.shift = 12;
3040 Gr_ta_alpha.scale = 16;
3043 opengl_tcache_init (1);
3046 Gr_current_red = &Gr_red;
3047 Gr_current_blue = &Gr_blue;
3048 Gr_current_green = &Gr_green;
3049 Gr_current_alpha = &Gr_alpha;
3051 gr_screen.gf_flip = gr_opengl_flip;
3052 gr_screen.gf_flip_window = gr_opengl_flip_window;
3053 gr_screen.gf_set_clip = gr_opengl_set_clip;
3054 gr_screen.gf_reset_clip = gr_opengl_reset_clip;
3055 gr_screen.gf_set_font = grx_set_font;
3057 gr_screen.gf_set_color = gr_opengl_set_color;
3058 gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
3059 gr_screen.gf_create_shader = gr_opengl_create_shader;
3060 gr_screen.gf_set_shader = gr_opengl_set_shader;
3061 gr_screen.gf_clear = gr_opengl_clear;
3062 // gr_screen.gf_bitmap = gr_opengl_bitmap;
3063 // gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
3064 gr_screen.gf_aabitmap = gr_opengl_aabitmap;
3065 gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
3067 gr_screen.gf_rect = gr_opengl_rect;
3068 gr_screen.gf_shade = gr_opengl_shade;
3069 gr_screen.gf_string = gr_opengl_string;
3070 gr_screen.gf_circle = gr_opengl_circle;
3072 gr_screen.gf_line = gr_opengl_line;
3073 gr_screen.gf_aaline = gr_opengl_aaline;
3074 gr_screen.gf_pixel = gr_opengl_pixel;
3075 gr_screen.gf_scaler = gr_opengl_scaler;
3076 gr_screen.gf_tmapper = gr_opengl_tmapper;
3078 gr_screen.gf_gradient = gr_opengl_gradient;
3080 gr_screen.gf_set_palette = gr_opengl_set_palette;
3081 gr_screen.gf_get_color = gr_opengl_get_color;
3082 gr_screen.gf_init_color = gr_opengl_init_color;
3083 gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
3084 gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
3085 gr_screen.gf_print_screen = gr_opengl_print_screen;
3087 gr_screen.gf_fade_in = gr_opengl_fade_in;
3088 gr_screen.gf_fade_out = gr_opengl_fade_out;
3089 gr_screen.gf_flash = gr_opengl_flash;
3091 gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
3092 gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
3093 gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
3095 gr_screen.gf_save_screen = gr_opengl_save_screen;
3096 gr_screen.gf_restore_screen = gr_opengl_restore_screen;
3097 gr_screen.gf_free_screen = gr_opengl_free_screen;
3099 gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
3100 gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
3101 gr_screen.gf_dump_frame = gr_opengl_dump_frame;
3103 gr_screen.gf_set_gamma = gr_opengl_set_gamma;
3105 gr_screen.gf_lock = gr_opengl_lock;
3106 gr_screen.gf_unlock = gr_opengl_unlock;
3108 gr_screen.gf_fog_set = gr_opengl_fog_set;
3110 gr_screen.gf_get_region = gr_opengl_get_region;
3112 gr_screen.gf_get_pixel = gr_opengl_get_pixel;
3114 gr_screen.gf_set_cull = gr_opengl_set_cull;
3116 gr_screen.gf_cross_fade = gr_opengl_cross_fade;
3118 gr_screen.gf_filter_set = gr_opengl_filter_set;
3120 gr_screen.gf_tcache_set = gr_opengl_tcache_set;
3122 gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;