16 #include "../3d/globvars.h"
38 #define cosf(a) cos(a)
39 #define sinf(a) sin(a)
42 unsigned char *ogl_pal=gr_palette;
44 int GL_texmagfilt=GL_NEAREST;
45 int GL_texminfilt=GL_NEAREST;
48 int last_width=-1,last_height=-1;
49 int GL_TEXTURE_2D_enabled=-1;
50 int GL_texclamp_enabled=-1;
52 extern int gr_renderstats;
53 extern int gr_badtexture;
54 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
55 int ogl_rgba_format=4;
56 int ogl_intensity4_ok=1;
57 int ogl_luminance4_alpha4_ok=1;
59 int ogl_readpixels_ok=1;
64 int cross_lh[2]={0,0};
65 int primary_lh[3]={0,0,0};
66 int secondary_lh[5]={0,0,0,0,0};
69 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
70 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
71 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
72 else glBindTexture(GL_TEXTURE_2D, a);
75 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
76 int ogl_texture_list_cur;
78 void ogl_init_texture_stats(ogl_texture* t){
79 t->prio=0.3;//default prio
83 void ogl_init_texture(ogl_texture* t){
85 t->internalformat=ogl_rgba_format;
89 ogl_init_texture_stats(t);
91 void ogl_reset_texture_stats_internal(void){
93 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
94 if (ogl_texture_list[i].handle>0){
95 ogl_init_texture_stats(&ogl_texture_list[i]);
98 void ogl_init_texture_list_internal(void){
100 ogl_texture_list_cur=0;
101 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
102 ogl_init_texture(&ogl_texture_list[i]);
104 void ogl_smash_texture_list_internal(void){
109 memset(cross_lh,0,sizeof(cross_lh));
110 memset(primary_lh,0,sizeof(primary_lh));
111 memset(secondary_lh,0,sizeof(secondary_lh));
112 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
113 ogl_texture_list[i].handle=0;
114 ogl_texture_list[i].wrapstate=-1;
117 void ogl_vivify_texture_list_internal(void){
121 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
122 t=&ogl_texture_list[i];
123 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
124 ogl_loadbmtexture(t);
129 ogl_texture* ogl_get_free_texture(void){
131 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
132 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
133 return &ogl_texture_list[ogl_texture_list_cur];
134 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
135 ogl_texture_list_cur=0;
137 Error("OGL: texture list full!\n");
140 int ogl_texture_stats(void){
141 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
142 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
145 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
146 t=&ogl_texture_list[i];
149 datatexel+=t->w*t->h;
150 truetexel+=t->tw*t->th;
151 databytes+=t->bytesu;
153 if (t->prio<0.299)prio0++;
154 else if (t->prio<0.399)prio1++;
155 else if (t->prio<0.499)prio2++;
156 else if (t->prio<0.599)prio3++;
163 gr_printf(5,GAME_FONT->ft_h*14+3*14,"%i(%i,%i) %iK(%iK wasted)",used,usedrgba,usedl4a4,truebytes/1024,(truebytes-databytes)/1024);
165 // mprintf((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));
168 int ogl_mem_target=-1;
169 void ogl_clean_texture_cache(void){
174 if (ogl_mem_target<0){
180 bytes=ogl_texture_stats();
181 while (bytes>ogl_mem_target){
182 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
183 t=&ogl_texture_list[i];
185 if (t->lastrend+f1_0*time<GameTime){
188 if (bytes<ogl_mem_target)
194 Error("not enough mem?");
199 void ogl_bindbmtex(grs_bitmap *bm){
200 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
201 ogl_loadbmtexture(bm);
202 OGL_BINDTEXTURE(bm->gltexture->handle);
203 bm->gltexture->lastrend=GameTime;
204 bm->gltexture->numrend++;
205 if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
206 bm->gltexture->prio+=0.1;
207 // glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
208 glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
211 //gltexture MUST be bound first
212 void ogl_texwrap(ogl_texture *gltexture,int state){
213 if (gltexture->wrapstate!=state || gltexture->numrend<1){
214 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
215 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
216 gltexture->wrapstate=state;
220 //crude texture precaching
221 //handles: powerups, walls, weapons, polymodels, etc.
222 //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.
223 //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
226 void ogl_cache_polymodel_textures(int model_num){
227 polymodel *po=&Polygon_models[model_num];
229 for (i=0;i<po->n_textures;i++) {
230 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
231 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
234 void ogl_cache_vclip_textures(vclip *vc){
236 for (i=0;i<vc->num_frames;i++){
237 PIGGY_PAGE_IN(vc->frames[i]);
238 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
241 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
242 void ogl_cache_weapon_textures(weapon_info *w){
243 ogl_cache_vclipn_textures(w->flash_vclip);
244 ogl_cache_vclipn_textures(w->robot_hit_vclip);
245 ogl_cache_vclipn_textures(w->wall_hit_vclip);
246 if (w->render_type==WEAPON_RENDER_VCLIP)
247 ogl_cache_vclipn_textures(w->weapon_vclip);
248 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
249 ogl_cache_polymodel_textures(w->model_num);
251 void ogl_cache_level_textures(void){
259 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
261 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
262 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
264 if (ec->vc.num_frames>max_efx)
265 max_efx=ec->vc.num_frames;
267 mprintf((0,"max_efx:%i\n",max_efx));
268 for (ef=0;ef<max_efx;ef++){
269 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
270 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
272 // if (ec->vc.num_frames>max_efx)
273 // max_efx=ec->vc.num_frames;
276 do_special_effects();
278 for (seg=0;seg<Num_segments;seg++){
279 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
280 sidep=&Segments[seg].sides[side];
281 tmap1=sidep->tmap_num;
282 tmap2=sidep->tmap_num2;
283 if (tmap1<0 || tmap1>=NumTextures){
284 mprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
288 PIGGY_PAGE_IN(Textures[tmap1]);
289 bm = &GameBitmaps[Textures[tmap1].index];
291 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
292 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
293 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
294 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
296 ogl_loadbmtexture(bm2);
298 // mprintf((0,"ogl_cache_level_textures seg %i side %i t1 %i t2 %x bm %p NT %i\n",seg,side,tmap1,tmap2,bm,NumTextures));
300 ogl_loadbmtexture(bm);
303 mprintf((0,"finished ef:%i\n",ef));
305 reset_special_effects();
306 init_special_effects();
309 //always have lasers and concs
310 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
311 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
312 for (i=0;i<Highest_object_index;i++){
313 if(Objects[i].render_type==RT_POWERUP){
314 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
315 switch (Objects[i].id){
317 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
321 case POW_VULCAN_WEAPON:
322 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
324 case POW_SPREADFIRE_WEAPON:
325 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
327 case POW_PLASMA_WEAPON:
328 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
330 case POW_FUSION_WEAPON:
331 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
333 /* case POW_MISSILE_1:
335 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
337 case POW_PROXIMITY_WEAPON:
338 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
340 case POW_HOMING_AMMO_1:
341 case POW_HOMING_AMMO_4:
342 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
344 case POW_SMARTBOMB_WEAPON:
345 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
347 case POW_MEGA_WEAPON:
348 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
352 else if(Objects[i].render_type==RT_POLYOBJ){
353 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
357 mprintf((0,"finished caching\n"));
360 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
362 #define f2glf(x) (f2fl(x))
364 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
367 c=grd_curcanv->cv_color;
368 OGL_DISABLE(TEXTURE_2D);
369 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
371 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
372 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
376 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
380 for (i=0; i<nsides; i++) {
381 ang = 2.0*M_PI*i/nsides;
382 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
386 void ogl_drawcircle(int nsides,int type){
390 for (i=0; i<nsides; i++) {
391 ang = 2.0*M_PI*i/nsides;
392 glVertex2f(cosf(ang),sinf(ang));
396 int circle_list_init(int nsides,int type,int mode) {
397 int hand=glGenLists(1);
398 glNewList(hand, mode);
399 /* draw a unit radius circle in xy plane centered on origin */
400 ogl_drawcircle(nsides,type);
404 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
405 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
406 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
407 void ogl_draw_reticle(int cross,int primary,int secondary){
408 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
410 // glTranslatef(0.5,0.5,0);
411 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);
412 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
414 OGL_DISABLE(TEXTURE_2D);
416 if (!cross_lh[cross]){
417 cross_lh[cross]=glGenLists(1);
418 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
421 glColor3fv(darker_g);
422 glVertex2f(-4.0,4.0);
424 glColor3fv(bright_g);
427 glVertex2f(-2.0,2.0);
431 glVertex2f(-3.0,-2.0);
433 glColor3fv(bright_g);
434 glVertex2f(-2.0,-1.0);
437 glColor3fv(darker_g);
440 glColor3fv(bright_g);
447 glVertex2f(3.0,-2.0);
449 glColor3fv(bright_g);
450 glVertex2f(2.0,-1.0);
455 glCallList(cross_lh[cross]);
457 // if (Canvas_height>200)
458 // glLineWidth(Canvas_height/(float)200);
459 if (!primary_lh[primary]){
460 primary_lh[primary]=glGenLists(1);
461 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
466 glVertex2f(-14.0,-8.0);
467 glVertex2f(-8.0,-5.0);
469 glVertex2f(14.0,-8.0);
470 glVertex2f(8.0,-5.0);
475 glColor3fv(bright_g);
477 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
479 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
483 glColor3fv(bright_g);
485 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
487 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
491 glCallList(primary_lh[primary]);
492 // if (Canvas_height>200)
495 if (!secondary_lh[secondary]){
496 secondary_lh[secondary]=glGenLists(1);
497 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
501 glColor3fv(darker_g);
503 glColor3fv(bright_g);
504 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
507 glColor3fv(darker_g);
509 glColor3fv(bright_g);
510 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
512 //bottom/middle secondary
514 glColor3fv(darker_g);
516 glColor3fv(bright_g);
517 ogl_drawcircle2(6,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
521 glCallList(secondary_lh[secondary]);
525 int g3_draw_sphere(g3s_point *pnt,fix rad){
527 c=grd_curcanv->cv_color;
528 OGL_DISABLE(TEXTURE_2D);
529 // glPointSize(f2glf(rad));
530 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
531 // glBegin(GL_POINTS);
532 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
535 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
536 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
537 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
538 else glCallList(sphereh);
543 int gr_ucircle(fix xc1,fix yc1,fix r1){//dunno if this really works, radar doesn't seem to.. hm..
545 c=grd_curcanv->cv_color;
546 OGL_DISABLE(TEXTURE_2D);
547 // glPointSize(f2glf(rad));
548 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
549 // glBegin(GL_POINTS);
550 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
553 mprintf((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)));
555 (f2fl(xc1)+grd_curcanv->cv_bitmap.bm_x)/(float)last_width,
556 1.0-(f2fl(yc1)+grd_curcanv->cv_bitmap.bm_y)/(float)last_height,0);
557 glScalef(f2fl(r1),f2fl(r1),f2fl(r1));
559 if (!circleh5) circleh5=circle_list_init(5,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
560 else glCallList(circleh5);
562 if (!circleh10) circleh10=circle_list_init(10,GL_LINE_LOOP,GL_COMPILE_AND_EXECUTE);
563 else glCallList(circleh10);
568 int gr_circle(fix xc1,fix yc1,fix r1){
569 return gr_ucircle(xc1,yc1,r1);
572 bool g3_draw_poly(int nv,g3s_point **pointlist)
576 c=grd_curcanv->cv_color;
577 // 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);
578 OGL_DISABLE(TEXTURE_2D);
579 glBegin(GL_TRIANGLE_FAN);
580 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
582 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
583 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
589 void gr_upoly_tmap(int nverts, int *vert ){
590 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
592 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
593 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
595 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
596 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
600 if (tmap_drawer_ptr==draw_tmap_flat){
601 /* fix average_light=0;
604 average_light += uvl_list[i].l;*/
605 OGL_DISABLE(TEXTURE_2D);
606 // mprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
607 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
608 //glColor4f(0,0,0,f2fl(average_light/nv));
609 glBegin(GL_TRIANGLE_FAN);
611 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
612 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
613 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
616 }else if (tmap_drawer_ptr==draw_tmap){
618 /* if (bm->bm_w !=64||bm->bm_h!=64)
619 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
620 OGL_ENABLE(TEXTURE_2D);
622 ogl_texwrap(bm->gltexture,GL_REPEAT);
623 glBegin(GL_TRIANGLE_FAN);
625 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
628 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
629 l=f2fl(uvl_list[c].l);
632 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
633 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
634 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
638 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
642 bool g3_draw_tmap_2(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bmbot,grs_bitmap *bm,int orient)
647 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
650 /* if (bm->bm_w !=64||bm->bm_h!=64)
651 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
652 OGL_ENABLE(TEXTURE_2D);
654 ogl_texwrap(bm->gltexture,GL_REPEAT);
655 glBegin(GL_TRIANGLE_FAN);
659 u1=1.0-f2glf(uvl_list[c].v);
660 v1=f2glf(uvl_list[c].u);
663 u1=1.0-f2glf(uvl_list[c].u);
664 v1=1.0-f2glf(uvl_list[c].v);
667 u1=f2glf(uvl_list[c].v);
668 v1=1.0-f2glf(uvl_list[c].u);
671 u1=f2glf(uvl_list[c].u);
672 v1=f2glf(uvl_list[c].v);
675 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
678 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
679 l=f2fl(uvl_list[c].l);
683 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
684 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
685 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
691 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
694 vms_vector pv,v1;//,v2;
698 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
699 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
701 OGL_ENABLE(TEXTURE_2D);
703 ogl_texwrap(bm->gltexture,GL_CLAMP);
706 glColor3f(1.0,1.0,1.0);
707 width = fixmul(width,Matrix_scale.x);
708 height = fixmul(height,Matrix_scale.y);
710 // g3_rotate_point(&p[i],pos);
711 vm_vec_sub(&v1,pos,&View_position);
712 vm_vec_rotate(&pv,&v1,&View_matrix);
713 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
716 glTexCoord2f(0.0, 0.0);
721 glTexCoord2f(bm->gltexture->u, 0.0);
726 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
731 glTexCoord2f(0.0, bm->gltexture->v);
736 // vm_vec_rotate(&v2,&v1,&View_matrix);
737 // vm_vec_sub(&v1,&v2,&pv);
738 //vm_vec_sub(&v1,&pv,&v2);
739 // vm_vec_sub(&v2,&pv,&v1);
740 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
741 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
748 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
753 x+=grd_curcanv->cv_bitmap.bm_x;
754 y+=grd_curcanv->cv_bitmap.bm_y;
755 xo=x/(float)last_width;
756 xf=(bm->bm_w+x)/(float)last_width;
757 yo=1.0-y/(float)last_height;
758 yf=1.0-(bm->bm_h+y)/(float)last_height;
760 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
761 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
763 /* glEnABLE(ALPHA_TEST);
764 glAlphaFunc(GL_GREATER,0.0);*/
766 OGL_ENABLE(TEXTURE_2D);
768 ogl_texwrap(bm->gltexture,GL_CLAMP);
772 if (bm->bm_w==bm->gltexture->w)
775 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
777 u1=bm->bm_x/(float)bm->gltexture->tw;
778 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
782 if (bm->bm_h==bm->gltexture->h)
785 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
787 v1=bm->bm_y/(float)bm->gltexture->th;
788 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
793 glColor3f(1.0,1.0,1.0);
795 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
796 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
797 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
798 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
799 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
801 // glDisABLE(ALPHA_TEST);
805 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
806 return ogl_ubitmapm_c(x,y,bm,-1);
807 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
810 //also upsidedown, currently.
811 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
813 GLfloat xo,yo;//,xs,ys;
814 mprintf((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));
819 xo=dx/(float)last_width;
820 // xo=dx/(float)grd_curscreen->sc_w;
821 // xs=w/(float)last_width;
822 //yo=1.0-dy/(float)last_height;
823 yo=1.0-(dy+h)/(float)last_height;
824 // ys=h/(float)last_height;
826 // OGL_ENABLE(TEXTURE_2D);
828 OGL_DISABLE(TEXTURE_2D);
829 glRasterPos2f(xo,yo);
830 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
831 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
837 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
840 GLfloat u1,v1;//,u2,v2;
842 // unsigned char *oldpal;
845 ogl_init_texture(&tex);
847 tex.prio=0.0;tex.wantmip=0;
848 tex.lw=src->bm_rowsize;
850 /* if (w==src->bm_w && sx==0){
853 u1=sx/(float)src->bm_w*src->glu;
854 u2=w/(float)src->bm_w*src->glu+u1;
856 if (h==src->bm_h && sy==0){
859 v1=sy/(float)src->bm_h*src->glv;
860 v2=h/(float)src->bm_h*src->glv+v1;
866 xo=dx/(float)last_width;
867 xs=w/(float)last_width;
868 yo=1.0-dy/(float)last_height;
869 ys=h/(float)last_height;
871 OGL_ENABLE(TEXTURE_2D);
874 ogl_pal=gr_current_pal;
875 ogl_loadtexture(src->bm_data,sx,sy,&tex);
878 OGL_BINDTEXTURE(tex.handle);
880 ogl_texwrap(&tex,GL_CLAMP);
883 glColor3f(1.0,1.0,1.0);
884 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
885 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
886 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
887 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
889 ogl_freetexture(&tex);
893 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
899 char data[1024*1024];
901 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
902 if (ogl_readpixels_ok){
903 OGL_DISABLE(TEXTURE_2D);
904 glReadBuffer(GL_FRONT);
905 glReadPixels(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
906 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
907 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
909 memset(texbuf,0,w1*h1*3);
910 //gr_init_bitmap( grs_bitmap *bm, int mode, int x, int y, int w, int h, int bytesperline, unsigned char * data ) // TODO: virtualize
911 gr_init_bitmap(&tmp,BM_LINEAR,0,0,w1,h1,w1,data);
914 s=texbuf+(h1-(i+1))*w1*3;
916 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
923 gr_bm_ubitbltm(w,h,dx,dy,sx,sy,&tmp,dest);
924 // gr_bm_ubitbltm(w,h,dx,dy,0,0,&tmp,dest);
927 unsigned char *d,*s,*e;
930 #if 1//also seems to cause a mess. need to look into it a bit more..
931 if (ogl_readpixels_ok){
932 OGL_DISABLE(TEXTURE_2D);
933 glReadBuffer(GL_FRONT);
934 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
935 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
938 memset(texbuf,0,w*h*3);
939 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
940 d=dest->bm_data+dx+dy*dest->bm_rowsize;
942 s=texbuf+w*(h-(i+1))*3;
944 if (s<texbuf){Error("blah1\n");}
945 if (d<dest->bm_data){Error("blah3\n");}
946 // d=dest->bm_data+(i*dest->bm_rowsize);
950 if (s>texbuf+w*h*3-3){Error("blah2\n");}
951 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
952 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
960 mprintf((0,"c=%i w*h=%i\n",c,w*h));
965 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
966 #if 0 //just seems to cause a mess.
967 GLfloat xo,yo;//,xs,ys;
972 // xo=dx/(float)last_width;
973 xo=dx/(float)grd_curscreen->sc_w;
974 // yo=1.0-(dy+h)/(float)last_height;
975 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
978 OGL_DISABLE(TEXTURE_2D);
979 glReadBuffer(GL_FRONT);
980 glRasterPos2f(xo,yo);
981 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
982 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
988 void ogl_start_frame(void){
989 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
990 // gl_badtexture=500;
992 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
993 glClearColor(0.0, 0.0, 0.0, 0.0);
994 // glEnable(GL_ALPHA_TEST);
995 // glAlphaFunc(GL_GREATER,0.01);
996 glShadeModel(GL_SMOOTH);
997 glMatrixMode(GL_PROJECTION);
998 glLoadIdentity();//clear matrix
999 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1000 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1001 gluPerspective(90.0,1.0,0.01,1000000.0);
1002 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1003 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1004 glMatrixMode(GL_MODELVIEW);
1005 glLoadIdentity();//clear matrix
1007 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1008 // glDisABLE(DITHER);
1009 // glScalef(1.0,1.0,-1.0);
1010 // glScalef(1.0,1.0,-1.0);
1013 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1014 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1015 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1016 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1017 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1018 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1019 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1020 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1023 void merge_textures_stats(void);
1025 void ogl_end_frame(void){
1026 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1027 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1029 // merge_textures_stats();
1030 // ogl_texture_stats();
1032 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1033 glMatrixMode(GL_PROJECTION);
1034 glLoadIdentity();//clear matrix
1035 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1036 glMatrixMode(GL_MODELVIEW);
1037 glLoadIdentity();//clear matrix
1038 // glDisABLE(BLEND);
1039 //glDisABLE(ALPHA_TEST);
1040 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1041 // ogl_swap_buffers();//platform specific code
1042 // glClear(GL_COLOR_BUFFER_BIT);
1045 void ogl_swap_buffers(void){
1046 ogl_clean_texture_cache();
1047 if (gr_renderstats){
1048 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);
1049 // mprintf((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
1052 ogl_swap_buffers_internal();
1053 glClear(GL_COLOR_BUFFER_BIT);
1056 int tex_format_supported(int iformat,int format){
1058 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1059 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1060 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1061 GL_TEXTURE_INTERNAL_FORMAT,
1063 return (internalFormat==iformat);
1066 //little hack to find the largest or equal multiple of 2 for a given number
1069 for (i=2;i<=4096;i*=2)
1074 //GLubyte texbuf[512*512*4];
1075 GLubyte texbuf[OGLTEXBUFSIZE];
1076 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1078 // GLushort *tex=(GLushort *)texp;
1080 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1081 Error("texture toobig %i %i",twidth,theight);
1084 for (y=0;y<theight;y++){
1085 i=dxo+truewidth*(y+dyo);
1086 for (x=0;x<twidth;x++){
1087 if (x<width && y<height)
1090 c=255;//fill the pad space with transparancy
1096 case GL_LUMINANCE_ALPHA:
1104 (*(texp++))=0;//transparent pixel
1110 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. :)
1113 case GL_LUMINANCE_ALPHA:
1118 //(*(texp++))=gr_palette[c*3]*4;
1119 //(*(texp++))=gr_palette[c*3+1]*4;
1120 //(*(texp++))=gr_palette[c*3+2]*4;
1121 (*(texp++))=ogl_pal[c*3]*4;
1122 (*(texp++))=ogl_pal[c*3+1]*4;
1123 (*(texp++))=ogl_pal[c*3+2]*4;
1124 (*(texp++))=255;//not transparent
1125 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1132 int tex_format_verify(ogl_texture *tex){
1133 while (!tex_format_supported(tex->internalformat,tex->format)){
1134 mprintf((0,"tex format %x not supported",tex->internalformat));
1135 switch (tex->internalformat){
1137 if (ogl_luminance4_alpha4_ok){
1138 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1139 tex->format=GL_LUMINANCE_ALPHA;
1141 }//note how it will fall through here if the statement is false
1142 case GL_LUMINANCE4_ALPHA4:
1144 tex->internalformat=GL_RGBA2;
1145 tex->format=GL_RGBA;
1147 }//note how it will fall through here if the statement is false
1149 tex->internalformat=ogl_rgba_format;
1150 tex->format=GL_RGBA;
1153 mprintf((0,"...no tex format to fall back on\n"));
1156 mprintf((0,"...falling back to %x\n",tex->internalformat));
1160 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1162 if (tex->tw!=w || tex->th!=h){
1163 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1164 mprintf((0,"shrunken texture?\n"));
1167 if (bits<=0){//the beta nvidia GLX server
\12doesn't ever return any bit sizes, so just use some assumptions.
1168 tex->bytes=((float)w*h*dbits)/8.0;
1169 tex->bytesu=((float)u*dbits)/8.0;
1171 tex->bytes=((float)w*h*bits)/8.0;
1172 tex->bytesu=((float)u*bits)/8.0;
1174 mprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1176 void tex_set_size(ogl_texture *tex){
1178 int w,h,bi=16,a=0,t;
1179 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1180 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1181 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1182 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1183 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1184 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1185 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1186 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1187 switch (tex->format){
1191 case GL_LUMINANCE_ALPHA:
1198 Error("tex_set_size unknown texformat\n");
1201 tex_set_size1(tex,bi,a,w,h);
1203 //loads a palettized bitmap into a ogl RGBA texture.
1204 //Sizes and pads dimensions to multiples of 2 if necessary.
1205 //In theory this could be a problem for repeating textures, but all real
1206 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1207 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1208 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex){
1209 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1210 // int internalformat=GL_RGBA;
1211 // int format=GL_RGBA;
1213 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1215 if(gr_badtexture>0) return;
1217 if (tex_format_verify(tex))
1220 //calculate u/v values that would make the resulting texture correctly sized
1221 tex->u=(float)tex->w/(float)tex->tw;
1222 tex->v=(float)tex->h/(float)tex->th;
1224 // if (width!=twidth || height!=theight)
1225 // mprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1226 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1228 // Generate OpenGL texture IDs.
1229 glGenTextures(1, &tex->handle);
1232 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1234 // Give our data to OpenGL.
1236 OGL_BINDTEXTURE(tex->handle);
1238 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1240 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1241 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1243 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1244 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1246 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1247 //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.
1249 if (tex->wantmip && GL_needmipmaps)
1250 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1251 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1253 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1254 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1255 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1261 mprintf((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));
1264 unsigned char decodebuf[512*512];
1265 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap){
1267 while (bm->bm_parent)
1270 if (bm->gltexture==NULL){
1271 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1272 bm->gltexture->lw=bm->bm_w;
1273 bm->gltexture->w=bm->bm_w;
1274 bm->gltexture->h=bm->bm_h;
1275 bm->gltexture->wantmip=domipmap;
1278 if (bm->gltexture->handle>0)
1280 if (bm->gltexture->w==0){
1281 bm->gltexture->lw=bm->bm_w;
1282 bm->gltexture->w=bm->bm_w;
1283 bm->gltexture->h=bm->bm_h;
1286 if (bm->bm_flags & BM_FLAG_RLE){
1287 unsigned char * dbits;
1288 unsigned char * sbits;
1290 sbits = &bm->bm_data[4 + bm->bm_h];
1293 for (i=0; i < bm->bm_h; i++ ) {
1294 gr_rle_decode(sbits,dbits);
1295 sbits += (int)bm->bm_data[4+i];
1300 ogl_loadtexture(buf,0,0,bm->gltexture);
1302 void ogl_loadbmtexture(grs_bitmap *bm){
1303 ogl_loadbmtexture_m(bm,1);
1305 void ogl_freetexture(ogl_texture *gltexture){
1306 if (gltexture->handle>0){
1308 mprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1309 glDeleteTextures( 1, &gltexture->handle );
1310 // gltexture->handle=0;
1311 ogl_init_texture(gltexture);
1314 void ogl_freebmtexture(grs_bitmap *bm){
1316 ogl_freetexture(bm->gltexture);
1319 // mprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1320 // glDeleteTextures( 1, &bm->gltexture );
1321 // bm->gltexture=-1;