2 * $Source: /cvs/cvsroot/d2x/video/ogl.c,v $
5 * $Date: 2001-10-12 00:18:40 $
7 * Graphics support functions for OpenGL.
9 * $Log: not supported by cvs2svn $
10 * Revision 1.6 2001/10/09 03:00:08 bradleyb
11 * opengl improvments (following d1x changes)
13 * Revision 1.5 2001/10/09 02:38:52 bradleyb
14 * re-imported d1x version of this file
16 * Revision 1.4 2001/01/31 16:31:14 bradleyb
17 * OpenGL support under Cygwin/SDL
19 * Revision 1.3 2001/01/29 13:47:52 bradleyb
20 * Fixed build, some minor cleanups.
41 #include "../3d/globvars.h"
58 //change to 1 for lots of spew.
60 #define glmprintf(a) mprintf(a)
69 #if defined(__WINDOWS__) || defined(__MINGW32__)
70 #define cosf(a) cos(a)
71 #define sinf(a) sin(a)
74 unsigned char *ogl_pal=gr_palette;
76 int GL_texmagfilt=GL_NEAREST;
77 int GL_texminfilt=GL_NEAREST;
80 int last_width=-1,last_height=-1;
81 int GL_TEXTURE_2D_enabled=-1;
82 int GL_texclamp_enabled=-1;
84 extern int gr_renderstats;
85 extern int gr_badtexture;
86 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
87 int ogl_rgba_format=4;
88 int ogl_intensity4_ok=1;
89 int ogl_luminance4_alpha4_ok=1;
91 int ogl_readpixels_ok=1;
92 int ogl_gettexlevelparam_ok=1;
93 #ifdef GL_ARB_multitexture
94 int ogl_arb_multitexture_ok=0;
96 #ifdef GL_SGIS_multitexture
97 int ogl_sgis_multitexture_ok=0;
103 int cross_lh[2]={0,0};
104 int primary_lh[3]={0,0,0};
105 int secondary_lh[5]={0,0,0,0,0};
108 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
109 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
110 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
111 else glBindTexture(GL_TEXTURE_2D, a);
114 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
115 int ogl_texture_list_cur;
117 void ogl_init_texture_stats(ogl_texture* t){
118 t->prio=0.3;//default prio
122 void ogl_init_texture(ogl_texture* t){
124 t->internalformat=ogl_rgba_format;
128 ogl_init_texture_stats(t);
130 void ogl_reset_texture_stats_internal(void){
132 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
133 if (ogl_texture_list[i].handle>0){
134 ogl_init_texture_stats(&ogl_texture_list[i]);
137 void ogl_init_texture_list_internal(void){
139 ogl_texture_list_cur=0;
140 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
141 ogl_init_texture(&ogl_texture_list[i]);
143 void ogl_smash_texture_list_internal(void){
148 memset(cross_lh,0,sizeof(cross_lh));
149 memset(primary_lh,0,sizeof(primary_lh));
150 memset(secondary_lh,0,sizeof(secondary_lh));
151 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
152 if (ogl_texture_list[i].handle>0){
153 glDeleteTextures( 1, &ogl_texture_list[i].handle );
154 ogl_texture_list[i].handle=0;
156 ogl_texture_list[i].wrapstate=-1;
159 void ogl_vivify_texture_list_internal(void){
163 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
164 t=&ogl_texture_list[i];
165 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
166 ogl_loadbmtexture(t);
171 ogl_texture* ogl_get_free_texture(void){
173 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
174 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
175 return &ogl_texture_list[ogl_texture_list_cur];
176 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
177 ogl_texture_list_cur=0;
179 Error("OGL: texture list full!\n");
182 int ogl_texture_stats(void){
183 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
184 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
187 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
188 t=&ogl_texture_list[i];
191 datatexel+=t->w*t->h;
192 truetexel+=t->tw*t->th;
193 databytes+=t->bytesu;
195 if (t->prio<0.299)prio0++;
196 else if (t->prio<0.399)prio1++;
197 else if (t->prio<0.499)prio2++;
198 else if (t->prio<0.599)prio3++;
205 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
207 // glmprintf((0,"ogl tex stats: %i(%i,%i|%i,%i,%i,%i,%i) %i(%i)b (%i(%i)wasted)\n",used,usedrgba,usedl4a4,prio0,prio1,prio2,prio3,prioh,truebytes,truetexel,truebytes-databytes,truetexel-datatexel));
210 int ogl_mem_target=-1;
211 void ogl_clean_texture_cache(void){
216 if (ogl_mem_target<0){
222 bytes=ogl_texture_stats();
223 while (bytes>ogl_mem_target){
224 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
225 t=&ogl_texture_list[i];
227 if (t->lastrend+f1_0*time<GameTime){
230 if (bytes<ogl_mem_target)
236 Error("not enough mem?");
241 void ogl_bindbmtex(grs_bitmap *bm){
242 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
243 ogl_loadbmtexture(bm);
244 OGL_BINDTEXTURE(bm->gltexture->handle);
245 bm->gltexture->lastrend=GameTime;
246 bm->gltexture->numrend++;
247 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
248 // if (bm->gltexture->numrend==100){
249 // bm->gltexture->prio+=0.1;
250 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
251 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
254 //gltexture MUST be bound first
255 void ogl_texwrap(ogl_texture *gltexture,int state){
256 if (gltexture->wrapstate!=state || gltexture->numrend<1){
257 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
259 gltexture->wrapstate=state;
263 //crude texture precaching
264 //handles: powerups, walls, weapons, polymodels, etc.
265 //it is done with the horrid do_special_effects kludge so that sides that have to be texmerged and have animated textures will be correctly cached.
266 //similarly, with the objects(esp weapons), we could just go through and cache em all instead, but that would get ones that might not even be on the level
269 void ogl_cache_polymodel_textures(int model_num){
270 polymodel *po=&Polygon_models[model_num];
272 for (i=0;i<po->n_textures;i++) {
273 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
274 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
277 void ogl_cache_vclip_textures(vclip *vc){
279 for (i=0;i<vc->num_frames;i++){
280 PIGGY_PAGE_IN(vc->frames[i]);
281 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
284 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
285 void ogl_cache_weapon_textures(weapon_info *w){
286 ogl_cache_vclipn_textures(w->flash_vclip);
287 ogl_cache_vclipn_textures(w->robot_hit_vclip);
288 ogl_cache_vclipn_textures(w->wall_hit_vclip);
289 if (w->render_type==WEAPON_RENDER_VCLIP)
290 ogl_cache_vclipn_textures(w->weapon_vclip);
291 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
292 ogl_cache_polymodel_textures(w->model_num);
294 void ogl_cache_level_textures(void){
302 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
304 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
305 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
307 if (ec->vc.num_frames>max_efx)
308 max_efx=ec->vc.num_frames;
310 glmprintf((0,"max_efx:%i\n",max_efx));
311 for (ef=0;ef<max_efx;ef++){
312 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
313 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
315 // if (ec->vc.num_frames>max_efx)
316 // max_efx=ec->vc.num_frames;
319 do_special_effects();
321 for (seg=0;seg<Num_segments;seg++){
322 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
323 sidep=&Segments[seg].sides[side];
324 tmap1=sidep->tmap_num;
325 tmap2=sidep->tmap_num2;
326 if (tmap1<0 || tmap1>=NumTextures){
327 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
331 PIGGY_PAGE_IN(Textures[tmap1]);
332 bm = &GameBitmaps[Textures[tmap1].index];
334 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
335 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
336 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
337 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
339 ogl_loadbmtexture(bm2);
341 // glmprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
343 ogl_loadbmtexture(bm);
346 glmprintf((0,"finished ef:%i\n",ef));
348 reset_special_effects();
349 init_special_effects();
352 //always have lasers and concs
353 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
354 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
355 for (i=0;i<Highest_object_index;i++){
356 if(Objects[i].render_type==RT_POWERUP){
357 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
358 switch (Objects[i].id){
360 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
364 case POW_VULCAN_WEAPON:
365 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
367 case POW_SPREADFIRE_WEAPON:
368 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
370 case POW_PLASMA_WEAPON:
371 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
373 case POW_FUSION_WEAPON:
374 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
376 /* case POW_MISSILE_1:
378 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
380 case POW_PROXIMITY_WEAPON:
381 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
383 case POW_HOMING_AMMO_1:
384 case POW_HOMING_AMMO_4:
385 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
387 case POW_SMARTBOMB_WEAPON:
388 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
390 case POW_MEGA_WEAPON:
391 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
395 else if(Objects[i].render_type==RT_POLYOBJ){
396 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
400 glmprintf((0,"finished caching\n"));
403 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
405 #define f2glf(x) (f2fl(x))
407 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
410 c=grd_curcanv->cv_color;
411 OGL_DISABLE(TEXTURE_2D);
412 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
414 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
415 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
419 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
423 for (i=0; i<nsides; i++) {
424 ang = 2.0*M_PI*i/nsides;
425 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
429 void ogl_drawcircle(int nsides,int type){
433 for (i=0; i<nsides; i++) {
434 ang = 2.0*M_PI*i/nsides;
435 glVertex2f(cosf(ang),sinf(ang));
439 int circle_list_init(int nsides,int type,int mode) {
440 int hand=glGenLists(1);
441 glNewList(hand, mode);
442 /* draw a unit radius circle in xy plane centered on origin */
443 ogl_drawcircle(nsides,type);
447 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
448 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
449 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
450 void ogl_draw_reticle(int cross,int primary,int secondary){
451 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
453 // glTranslatef(0.5,0.5,0);
454 glTranslatef((grd_curcanv->cv_bitmap.bm_w/2+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,1.0-(grd_curcanv->cv_bitmap.bm_h/2+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
455 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
457 OGL_DISABLE(TEXTURE_2D);
459 if (!cross_lh[cross]){
460 cross_lh[cross]=glGenLists(1);
461 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
464 glColor3fv(darker_g);
465 glVertex2f(-4.0,4.0);
467 glColor3fv(bright_g);
470 glVertex2f(-2.0,2.0);
474 glVertex2f(-3.0,-2.0);
476 glColor3fv(bright_g);
477 glVertex2f(-2.0,-1.0);
480 glColor3fv(darker_g);
483 glColor3fv(bright_g);
490 glVertex2f(3.0,-2.0);
492 glColor3fv(bright_g);
493 glVertex2f(2.0,-1.0);
498 glCallList(cross_lh[cross]);
500 // if (Canvas_height>200)
501 // glLineWidth(Canvas_height/(float)200);
502 if (!primary_lh[primary]){
503 primary_lh[primary]=glGenLists(1);
504 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
509 glVertex2f(-14.0,-8.0);
510 glVertex2f(-8.0,-5.0);
512 glVertex2f(14.0,-8.0);
513 glVertex2f(8.0,-5.0);
518 glColor3fv(bright_g);
520 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
522 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
526 glColor3fv(bright_g);
528 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
530 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
534 glCallList(primary_lh[primary]);
535 // if (Canvas_height>200)
538 if (!secondary_lh[secondary]){
539 secondary_lh[secondary]=glGenLists(1);
540 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
544 glColor3fv(darker_g);
546 glColor3fv(bright_g);
547 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
550 glColor3fv(darker_g);
552 glColor3fv(bright_g);
553 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
555 //bottom/middle secondary
557 glColor3fv(darker_g);
559 glColor3fv(bright_g);
560 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
564 glCallList(secondary_lh[secondary]);
568 int g3_draw_sphere(g3s_point *pnt,fix rad){
570 c=grd_curcanv->cv_color;
571 OGL_DISABLE(TEXTURE_2D);
572 // glPointSize(f2glf(rad));
573 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
574 // glBegin(GL_POINTS);
575 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
578 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
579 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
580 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
581 else glCallList(sphereh);
586 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
588 c=grd_curcanv->cv_color;
589 OGL_DISABLE(TEXTURE_2D);
590 // glPointSize(f2glf(rad));
591 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
592 // glBegin(GL_POINTS);
593 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
596 glmprintf((0,"circle: %f(%i),%f(%i),%f\n",(f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,f2i(xc1),(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,f2i(yc1),f2fl(r1)));
598 (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
599 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
600 glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
602 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
603 else glCallList(circleh5);
605 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
606 else glCallList(circleh10);
611 int gr_circle(fix xc1,fix yc1,fix r1){
612 return gr_ucircle(xc1,yc1,r1);
615 bool g3_draw_poly(int nv,g3s_point **pointlist)
619 c=grd_curcanv->cv_color;
620 // glColor3f((gr_palette[c*3]+gr_palette_gamma)/63.0,(gr_palette[c*3+1]+gr_palette_gamma)/63.0,(gr_palette[c*3+2]+gr_palette_gamma)/63.0);
621 OGL_DISABLE(TEXTURE_2D);
622 glBegin(GL_TRIANGLE_FAN);
623 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
625 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
626 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
632 void gr_upoly_tmap(int nverts, int *vert ){
633 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
635 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
636 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
638 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
639 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
643 if (tmap_drawer_ptr==draw_tmap_flat){
644 /* fix average_light=0;
647 average_light += uvl_list[i].l;*/
648 OGL_DISABLE(TEXTURE_2D);
649 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
650 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
651 //glColor4f(0,0,0,f2fl(average_light/nv));
652 glBegin(GL_TRIANGLE_FAN);
654 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
655 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
656 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
659 }else if (tmap_drawer_ptr==draw_tmap){
661 /* if (bm->bm_w !=64||bm->bm_h!=64)
662 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
663 OGL_ENABLE(TEXTURE_2D);
665 ogl_texwrap(bm->gltexture,GL_REPEAT);
666 glBegin(GL_TRIANGLE_FAN);
668 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
671 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
672 l=f2fl(uvl_list[c].l);
675 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
676 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
677 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
681 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
685 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
687 #if (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture))
688 if (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok){
693 /* if (bm->bm_w !=64||bm->bm_h!=64)
694 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
695 if (ogl_arb_multitexture_ok){
696 #ifdef GL_ARB_multitexture
697 glActiveTextureARB(GL_TEXTURE0_ARB);
699 }else if (ogl_sgis_multitexture_ok){
700 #ifdef GL_SGIS_multitexture
701 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
704 ogl_bindbmtex(bmbot);
705 OGL_ENABLE(TEXTURE_2D);
706 glEnable(GL_TEXTURE_2D);
707 ogl_texwrap(bmbot->gltexture,GL_REPEAT);
708 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
710 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
712 if (ogl_arb_multitexture_ok){
713 #ifdef GL_ARB_multitexture
714 glActiveTextureARB(GL_TEXTURE1_ARB);
716 }else if (ogl_sgis_multitexture_ok){
717 #ifdef GL_SGIS_multitexture
718 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
722 // OGL_ENABLE(TEXTURE_2D);
723 glEnable(GL_TEXTURE_2D);
724 ogl_texwrap(bm->gltexture,GL_REPEAT);
725 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
728 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
730 glBegin(GL_TRIANGLE_FAN);
734 u1=1.0-f2glf(uvl_list[c].v);
735 v1=f2glf(uvl_list[c].u);
738 u1=1.0-f2glf(uvl_list[c].u);
739 v1=1.0-f2glf(uvl_list[c].v);
742 u1=f2glf(uvl_list[c].v);
743 v1=1.0-f2glf(uvl_list[c].u);
746 u1=f2glf(uvl_list[c].u);
747 v1=f2glf(uvl_list[c].v);
750 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
753 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
754 l=f2fl(uvl_list[c].l);
757 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
758 if (ogl_arb_multitexture_ok){
759 #ifdef GL_ARB_multitexture
760 glMultiTexCoord2fARB(GL_TEXTURE0_ARB,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
762 }else if (ogl_sgis_multitexture_ok){
763 #ifdef GL_SGIS_multitexture
764 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS,f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
767 if (ogl_arb_multitexture_ok){
768 #ifdef GL_ARB_multitexture
769 glMultiTexCoord2fARB(GL_TEXTURE1_ARB,u1,v1);
771 }else if (ogl_sgis_multitexture_ok){
772 #ifdef GL_SGIS_multitexture
773 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS,u1,v1);
776 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
777 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
778 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
781 /* if (ogl_arb_multitexture_ok){
782 #ifdef GL_ARB_multitexture
783 glActiveTextureARB(GL_TEXTURE1_ARB);
785 }else if (ogl_sgis_multitexture_ok){
786 #ifdef GL_SGIS_multitexture
787 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
790 // OGL_ENABLE(TEXTURE_2D);*/
791 glDisable(GL_TEXTURE_2D);
792 if (ogl_arb_multitexture_ok){
793 #ifdef GL_ARB_multitexture
794 glActiveTextureARB(GL_TEXTURE0_ARB);
796 }else if (ogl_sgis_multitexture_ok){
797 #ifdef GL_SGIS_multitexture
798 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
807 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
810 /* if (bm->bm_w !=64||bm->bm_h!=64)
811 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
812 OGL_ENABLE(TEXTURE_2D);
814 ogl_texwrap(bm->gltexture,GL_REPEAT);
815 glBegin(GL_TRIANGLE_FAN);
819 u1=1.0-f2glf(uvl_list[c].v);
820 v1=f2glf(uvl_list[c].u);
823 u1=1.0-f2glf(uvl_list[c].u);
824 v1=1.0-f2glf(uvl_list[c].v);
827 u1=f2glf(uvl_list[c].v);
828 v1=1.0-f2glf(uvl_list[c].u);
831 u1=f2glf(uvl_list[c].u);
832 v1=f2glf(uvl_list[c].v);
835 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
838 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
839 l=f2fl(uvl_list[c].l);
843 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
844 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
845 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
852 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
855 vms_vector pv,v1;//,v2;
859 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
860 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
862 OGL_ENABLE(TEXTURE_2D);
864 ogl_texwrap(bm->gltexture,GL_CLAMP);
867 glColor3f(1.0,1.0,1.0);
868 width = fixmul(width,Matrix_scale.x);
869 height = fixmul(height,Matrix_scale.y);
871 // g3_rotate_point(&p[i],pos);
872 vm_vec_sub(&v1,pos,&View_position);
873 vm_vec_rotate(&pv,&v1,&View_matrix);
874 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
877 glTexCoord2f(0.0, 0.0);
882 glTexCoord2f(bm->gltexture->u, 0.0);
887 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
892 glTexCoord2f(0.0, bm->gltexture->v);
897 // vm_vec_rotate(&v2,&v1,&View_matrix);
898 // vm_vec_sub(&v1,&v2,&pv);
899 //vm_vec_sub(&v1,&pv,&v2);
900 // vm_vec_sub(&v2,&pv,&v1);
901 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
902 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
909 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
914 x+=grd_curcanv->cv_bitmap.bm_x;
915 y+=grd_curcanv->cv_bitmap.bm_y;
916 xo=x/(float)last_width;
917 xf=(bm->bm_w+x)/(float)last_width;
918 yo=1.0-y/(float)last_height;
919 yf=1.0-(bm->bm_h+y)/(float)last_height;
921 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
922 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
924 /* glEnABLE(ALPHA_TEST);
925 glAlphaFunc(GL_GREATER,0.0);*/
927 OGL_ENABLE(TEXTURE_2D);
929 ogl_texwrap(bm->gltexture,GL_CLAMP);
933 if (bm->bm_w==bm->gltexture->w)
936 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
938 u1=bm->bm_x/(float)bm->gltexture->tw;
939 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
943 if (bm->bm_h==bm->gltexture->h)
946 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
948 v1=bm->bm_y/(float)bm->gltexture->th;
949 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
954 glColor3f(1.0,1.0,1.0);
956 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
957 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
958 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
959 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
960 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
962 // glDisABLE(ALPHA_TEST);
966 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
967 return ogl_ubitmapm_c(x,y,bm,-1);
968 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
971 //also upsidedown, currently.
972 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
974 GLfloat xo,yo;//,xs,ys;
975 glmprintf((0,"ogl_ubitblt(w=%i,h=%i,dx=%i,dy=%i,sx=%i,sy=%i,src=%p,dest=%p\n",w,h, dx, dy,sx, sy, src,dest));
980 xo=dx/(float)last_width;
981 // xo=dx/(float)grd_curscreen->sc_w;
982 // xs=w/(float)last_width;
983 //yo=1.0-dy/(float)last_height;
984 yo=1.0-(dy+h)/(float)last_height;
985 // ys=h/(float)last_height;
987 // OGL_ENABLE(TEXTURE_2D);
989 OGL_DISABLE(TEXTURE_2D);
990 glRasterPos2f(xo,yo);
991 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
992 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
998 bool ogl_ubitblt_i(int dw,int dh,int dx,int dy, int sw, int sh, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1000 GLfloat xo,yo,xs,ys;
1001 GLfloat u1,v1;//,u2,v2;
1003 // unsigned char *oldpal;
1006 ogl_init_texture(&tex);
1008 tex.prio=0.0;tex.wantmip=0;
1009 tex.lw=src->bm_rowsize;
1011 /* if (w==src->bm_w && sx==0){
1014 u1=sx/(float)src->bm_w*src->glu;
1015 u2=w/(float)src->bm_w*src->glu+u1;
1017 if (h==src->bm_h && sy==0){
1020 v1=sy/(float)src->bm_h*src->glv;
1021 v2=h/(float)src->bm_h*src->glv+v1;
1027 xo=dx/(float)last_width;
1028 xs=dw/(float)last_width;
1029 yo=1.0-dy/(float)last_height;
1030 ys=dh/(float)last_height;
1032 OGL_ENABLE(TEXTURE_2D);
1035 ogl_pal=gr_current_pal;
1036 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1039 OGL_BINDTEXTURE(tex.handle);
1041 ogl_texwrap(&tex,GL_CLAMP);
1044 glColor3f(1.0,1.0,1.0);
1045 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1046 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1047 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1048 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1050 ogl_freetexture(&tex);
1053 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1054 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1057 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1059 unsigned char *d,*s;
1063 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1064 if (w1*h1*3>OGLTEXBUFSIZE)
1065 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1067 if (ogl_readpixels_ok>0){
1068 OGL_DISABLE(TEXTURE_2D);
1069 glReadBuffer(GL_FRONT);
1070 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1071 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1072 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1074 memset(texbuf,0,w1*h1*3);
1078 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1079 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1081 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1088 unsigned char *d,*s,*e;
1089 if (w*h*3>OGLTEXBUFSIZE)
1090 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1093 #if 1//also seems to cause a mess. need to look into it a bit more..
1094 if (ogl_readpixels_ok>0){
1095 OGL_DISABLE(TEXTURE_2D);
1096 glReadBuffer(GL_FRONT);
1097 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1098 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1101 memset(texbuf,0,w*h*3);
1102 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1103 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1105 s=texbuf+w*(h-(i+1))*3;
1107 if (s<texbuf){Error("blah1\n");}
1108 if (d<dest->bm_data){Error("blah3\n");}
1109 // d=dest->bm_data+(i*dest->bm_rowsize);
1113 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1114 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1115 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1121 d+=dest->bm_rowsize;
1123 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1128 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1129 #if 0 //just seems to cause a mess.
1130 GLfloat xo,yo;//,xs,ys;
1135 // xo=dx/(float)last_width;
1136 xo=dx/(float)grd_curscreen->sc_w;
1137 // yo=1.0-(dy+h)/(float)last_height;
1138 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1141 OGL_DISABLE(TEXTURE_2D);
1142 glReadBuffer(GL_FRONT);
1143 glRasterPos2f(xo,yo);
1144 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1145 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1151 void ogl_start_frame(void){
1152 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1153 // gl_badtexture=500;
1155 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1156 glClearColor(0.0, 0.0, 0.0, 0.0);
1157 // glEnable(GL_ALPHA_TEST);
1158 // glAlphaFunc(GL_GREATER,0.01);
1159 glShadeModel(GL_SMOOTH);
1160 glMatrixMode(GL_PROJECTION);
1161 glLoadIdentity();//clear matrix
1162 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1163 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1164 gluPerspective(90.0,1.0,0.01,1000000.0);
1165 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1166 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1167 glMatrixMode(GL_MODELVIEW);
1168 glLoadIdentity();//clear matrix
1170 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1171 // glDisABLE(DITHER);
1172 // glScalef(1.0,1.0,-1.0);
1173 // glScalef(1.0,1.0,-1.0);
1176 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1177 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1178 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1179 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1180 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1181 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1182 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1183 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1186 void merge_textures_stats(void);
1188 void ogl_end_frame(void){
1189 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1190 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1192 // merge_textures_stats();
1193 // ogl_texture_stats();
1195 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1196 glMatrixMode(GL_PROJECTION);
1197 glLoadIdentity();//clear matrix
1198 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1199 glMatrixMode(GL_MODELVIEW);
1200 glLoadIdentity();//clear matrix
1201 // glDisABLE(BLEND);
1202 //glDisABLE(ALPHA_TEST);
1203 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1204 // ogl_swap_buffers();//platform specific code
1205 // glClear(GL_COLOR_BUFFER_BIT);
1208 void ogl_swap_buffers(void){
1209 ogl_clean_texture_cache();
1210 if (gr_renderstats){
1211 gr_printf(5,GAME_FONT->ft_h*13+3*13,"%i flat %i tex %i sprites %i bitmaps",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc);
1212 // glmprintf((0,"ogl_end_frame: %i polys, %i tmaps, %i sprites, %i bitmaps, %i bitblts, %i pixels\n",r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc));//we need to do it here because some things get drawn after end_frame
1215 ogl_swap_buffers_internal();
1216 glClear(GL_COLOR_BUFFER_BIT);
1219 int tex_format_supported(int iformat,int format){
1222 if (!ogl_intensity4_ok) return 0; break;
1223 case GL_LUMINANCE4_ALPHA4:
1224 if (!ogl_luminance4_alpha4_ok) return 0; break;
1226 if (!ogl_rgba2_ok) return 0; break;
1228 if (ogl_gettexlevelparam_ok){
1230 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1231 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1232 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1233 GL_TEXTURE_INTERNAL_FORMAT,
1235 return (internalFormat==iformat);
1240 //little hack to find the largest or equal multiple of 2 for a given number
1243 for (i=2;i<=4096;i*=2)
1248 //GLubyte texbuf[512*512*4];
1249 GLubyte texbuf[OGLTEXBUFSIZE];
1250 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1252 // GLushort *tex=(GLushort *)texp;
1254 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1255 Error("texture toobig %i %i",twidth,theight);
1258 for (y=0;y<theight;y++){
1259 i=dxo+truewidth*(y+dyo);
1260 for (x=0;x<twidth;x++){
1261 if (x<width && y<height)
1264 c=255;//fill the pad space with transparancy
1270 case GL_LUMINANCE_ALPHA:
1278 (*(texp++))=0;//transparent pixel
1284 case GL_LUMINANCE://these could prolly be done to make the intensity based upon the intensity of the resulting color, but its not needed for anything (yet?) so no point. :)
1287 case GL_LUMINANCE_ALPHA:
1292 //(*(texp++))=gr_palette[c*3]*4;
1293 //(*(texp++))=gr_palette[c*3+1]*4;
1294 //(*(texp++))=gr_palette[c*3+2]*4;
1295 (*(texp++))=ogl_pal[c*3]*4;
1296 (*(texp++))=ogl_pal[c*3+1]*4;
1297 (*(texp++))=ogl_pal[c*3+2]*4;
1298 (*(texp++))=255;//not transparent
1299 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1306 int tex_format_verify(ogl_texture *tex){
1307 while (!tex_format_supported(tex->internalformat,tex->format)){
1308 glmprintf((0,"tex format %x not supported",tex->internalformat));
1309 switch (tex->internalformat){
1311 if (ogl_luminance4_alpha4_ok){
1312 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1313 tex->format=GL_LUMINANCE_ALPHA;
1315 }//note how it will fall through here if the statement is false
1316 case GL_LUMINANCE4_ALPHA4:
1318 tex->internalformat=GL_RGBA2;
1319 tex->format=GL_RGBA;
1321 }//note how it will fall through here if the statement is false
1323 tex->internalformat=ogl_rgba_format;
1324 tex->format=GL_RGBA;
1327 mprintf((0,"...no tex format to fall back on\n"));
1330 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1334 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1336 if (tex->tw!=w || tex->th!=h){
1337 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1338 glmprintf((0,"shrunken texture?\n"));
1341 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1342 tex->bytes=((float)w*h*dbits)/8.0;
1343 tex->bytesu=((float)u*dbits)/8.0;
1345 tex->bytes=((float)w*h*bits)/8.0;
1346 tex->bytesu=((float)u*bits)/8.0;
1348 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1350 void tex_set_size(ogl_texture *tex){
1352 if (ogl_gettexlevelparam_ok){
1354 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1355 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1356 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1357 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1358 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1359 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1360 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1361 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1366 switch (tex->format){
1370 case GL_LUMINANCE_ALPHA:
1377 Error("tex_set_size unknown texformat\n");
1380 tex_set_size1(tex,bi,a,w,h);
1382 //loads a palettized bitmap into a ogl RGBA texture.
1383 //Sizes and pads dimensions to multiples of 2 if necessary.
1384 //In theory this could be a problem for repeating textures, but all real
1385 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1386 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1387 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
1388 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1389 // int internalformat=GL_RGBA;
1390 // int format=GL_RGBA;
1392 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1393 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1395 if(gr_badtexture>0) return;
1397 if (tex_format_verify(tex))
1400 //calculate u/v values that would make the resulting texture correctly sized
1401 tex->u=(float)tex->w/(float)tex->tw;
1402 tex->v=(float)tex->h/(float)tex->th;
1404 // if (width!=twidth || height!=theight)
1405 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1406 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1408 // Generate OpenGL texture IDs.
1409 glGenTextures(1, &tex->handle);
1412 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1414 // Give our data to OpenGL.
1416 OGL_BINDTEXTURE(tex->handle);
1418 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1420 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1421 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1423 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1424 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1426 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1427 //however, if texturing mode becomes an ingame option, they would need to be made regardless, so it could switch to them later. OTOH, texturing mode could just be made a command line arg.
1429 if (tex->wantmip && GL_needmipmaps)
1430 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1431 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1433 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1434 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1435 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1441 glmprintf((0,"ogl_loadtexture(%p,%i,%i,%ix%i,%p):%i u=%f v=%f b=%i bu=%i (%i)\n",data,tex->tw,tex->th,dxo,dyo,tex,tex->handle,tex->u,tex->v,tex->bytes,tex->bytesu,r_texcount));
1444 unsigned char decodebuf[512*512];
1445 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
1447 while (bm->bm_parent)
1450 if (bm->gltexture==NULL){
1451 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1452 bm->gltexture->lw=bm->bm_w;
1453 bm->gltexture->w=bm->bm_w;
1454 bm->gltexture->h=bm->bm_h;
1455 bm->gltexture->wantmip=domipmap;
1458 if (bm->gltexture->handle>0)
1460 if (bm->gltexture->w==0){
1461 bm->gltexture->lw=bm->bm_w;
1462 bm->gltexture->w=bm->bm_w;
1463 bm->gltexture->h=bm->bm_h;
1466 if (bm->bm_flags & BM_FLAG_RLE){
1467 unsigned char * dbits;
1468 unsigned char * sbits;
1470 sbits = &bm->bm_data[4 + bm->bm_h];
1473 for (i=0; i < bm->bm_h; i++ ) {
1474 gr_rle_decode(sbits,dbits);
1475 sbits += (int)bm->bm_data[4+i];
1480 ogl_loadtexture(buf,0,0,bm->gltexture);
1482 void ogl_loadbmtexture(grs_bitmap *bm){
1483 ogl_loadbmtexture_m(bm,1);
1485 void ogl_freetexture(ogl_texture *gltexture){
1486 if (gltexture->handle>0){
1488 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1489 glDeleteTextures( 1, &gltexture->handle );
1490 // gltexture->handle=0;
1491 ogl_init_texture(gltexture);
1494 void ogl_freebmtexture(grs_bitmap *bm){
1496 ogl_freetexture(bm->gltexture);
1499 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1500 // glDeleteTextures( 1, &bm->gltexture );
1501 // bm->gltexture=-1;