1 /* $Id: ogl.c,v 1.20 2004-05-20 05:16:00 btb Exp $ */
4 * Graphics support functions for OpenGL.
19 #if defined(__APPLE__) && defined(__MACH__)
20 #include <OpenGL/gl.h>
21 #include <OpenGL/glu.h>
31 #include "../../3d/globvars.h"
48 //change to 1 for lots of spew.
50 #define glmprintf(a) mprintf(a)
59 #if defined(_WIN32) || (defined(__APPLE__) && defined(__MACH__)) || defined(__sun__)
60 #define cosf(a) cos(a)
61 #define sinf(a) sin(a)
64 unsigned char *ogl_pal=gr_palette;
66 int GL_texmagfilt=GL_NEAREST;
67 int GL_texminfilt=GL_NEAREST;
68 float GL_texanisofilt = 0;
71 int last_width=-1,last_height=-1;
72 int GL_TEXTURE_2D_enabled=-1;
73 int GL_texclamp_enabled=-1;
75 extern int gr_renderstats;
76 extern int gr_badtexture;
77 int ogl_alttexmerge=1;//merge textures by just printing the seperate textures?
78 int ogl_rgba_format=4;
79 int ogl_intensity4_ok=1;
80 int ogl_luminance4_alpha4_ok=1;
82 int ogl_readpixels_ok=1;
83 int ogl_gettexlevelparam_ok=1;
84 #ifdef GL_ARB_multitexture
85 int ogl_arb_multitexture_ok=0;
87 #ifdef GL_SGIS_multitexture
88 int ogl_sgis_multitexture_ok=0;
90 int ogl_nv_texture_env_combine4_ok = 0;
91 int ogl_ext_texture_filter_anisotropic_ok = 0;
94 int cross_lh[2]={0,0};
95 int primary_lh[3]={0,0,0};
96 int secondary_lh[5]={0,0,0,0,0};
99 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
100 else if(a!=lastbound) {glBindTexture(GL_TEXTURE_2D, a);lastbound=a;}*/
101 #define OGL_BINDTEXTURE(a) if(gr_badtexture>0) glBindTexture(GL_TEXTURE_2D, 0);\
102 else glBindTexture(GL_TEXTURE_2D, a);
105 ogl_texture ogl_texture_list[OGL_TEXTURE_LIST_SIZE];
106 int ogl_texture_list_cur;
108 /* some function prototypes */
110 //#define OGLTEXBUFSIZE (1024*1024*4)
111 #define OGLTEXBUFSIZE (2048*2048*4)
112 extern GLubyte texbuf[OGLTEXBUFSIZE];
113 //void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int width,int height,int twidth,int theight);
114 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type);
115 void ogl_loadbmtexture(grs_bitmap *bm);
116 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,intdyo , int *texid,float *u,float *v,char domipmap,float prio);
117 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex);
118 void ogl_freetexture(ogl_texture *gltexture);
119 void ogl_do_palfx(void);
121 void ogl_init_texture_stats(ogl_texture* t){
122 t->prio=0.3;//default prio
126 void ogl_init_texture(ogl_texture* t){
128 t->internalformat=ogl_rgba_format;
130 t->wrapstate[0] = -1;
131 t->wrapstate[1] = -1;
133 ogl_init_texture_stats(t);
135 void ogl_reset_texture_stats_internal(void){
137 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
138 if (ogl_texture_list[i].handle>0){
139 ogl_init_texture_stats(&ogl_texture_list[i]);
142 void ogl_init_texture_list_internal(void){
144 ogl_texture_list_cur=0;
145 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++)
146 ogl_init_texture(&ogl_texture_list[i]);
148 void ogl_smash_texture_list_internal(void){
151 memset(cross_lh,0,sizeof(cross_lh));
152 memset(primary_lh,0,sizeof(primary_lh));
153 memset(secondary_lh,0,sizeof(secondary_lh));
154 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
155 if (ogl_texture_list[i].handle>0){
156 glDeleteTextures( 1, &ogl_texture_list[i].handle );
157 ogl_texture_list[i].handle=0;
159 ogl_texture_list[i].wrapstate[0] = -1;
160 ogl_texture_list[i].wrapstate[1] = -1;
163 void ogl_vivify_texture_list_internal(void){
167 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
168 t=&ogl_texture_list[i];
169 if (t->w>0){//erk, realised this can't be done since we'd need the texture bm_data too. hmmm.
170 ogl_loadbmtexture(t);
175 ogl_texture* ogl_get_free_texture(void){
177 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
178 if (ogl_texture_list[ogl_texture_list_cur].handle<=0 && ogl_texture_list[ogl_texture_list_cur].w==0)
179 return &ogl_texture_list[ogl_texture_list_cur];
180 if (++ogl_texture_list_cur>=OGL_TEXTURE_LIST_SIZE)
181 ogl_texture_list_cur=0;
183 Error("OGL: texture list full!\n");
186 int ogl_texture_stats(void){
187 int used=0,usedl4a4=0,usedrgba=0,databytes=0,truebytes=0,datatexel=0,truetexel=0,i;
188 int prio0=0,prio1=0,prio2=0,prio3=0,prioh=0;
191 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
192 t=&ogl_texture_list[i];
195 datatexel+=t->w*t->h;
196 truetexel+=t->tw*t->th;
197 databytes+=t->bytesu;
199 if (t->prio<0.299)prio0++;
200 else if (t->prio<0.399)prio1++;
201 else if (t->prio<0.499)prio2++;
202 else if (t->prio<0.599)prio3++;
210 int r, g, b, a, dbl, depth, res, colorsize, depthsize;
211 res = SWIDTH * SHEIGHT;
212 glGetIntegerv(GL_RED_BITS, &r);
213 glGetIntegerv(GL_GREEN_BITS, &g);
214 glGetIntegerv(GL_BLUE_BITS, &b);
215 glGetIntegerv(GL_ALPHA_BITS, &a);
216 glGetIntegerv(GL_DOUBLEBUFFER, &dbl);
218 glGetIntegerv(GL_DEPTH_BITS, &depth);
219 colorsize = ((r + g + b + a) * res * dbl) / 8;
220 depthsize = res * depth / 8;
221 gr_printf(5, GAME_FONT->ft_h * 14 + 3 * 14, "%i(%i,%i) %iK(%iK wasted)", used, usedrgba, usedl4a4, truebytes / 1024, (truebytes - databytes) / 1024);
222 gr_printf(5, GAME_FONT->ft_h * 15 + 3 * 15, "r%i,g%i,b%i,a%ix%i=%iK depth%i=%iK", r, g, b, a, dbl, colorsize / 1024, depth, depthsize / 1024);
223 gr_printf(5, GAME_FONT->ft_h * 16 + 3 * 16, "total=%iK", (colorsize + depthsize + truebytes) / 1024);
225 // 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));
228 int ogl_mem_target=-1;
229 void ogl_clean_texture_cache(void){
234 if (ogl_mem_target<0){
240 bytes=ogl_texture_stats();
241 while (bytes>ogl_mem_target){
242 for (i=0;i<OGL_TEXTURE_LIST_SIZE;i++){
243 t=&ogl_texture_list[i];
245 if (t->lastrend+f1_0*time<GameTime){
248 if (bytes<ogl_mem_target)
254 Error("not enough mem?");
259 void ogl_bindbmtex(grs_bitmap *bm){
260 if (bm->gltexture==NULL || bm->gltexture->handle<=0)
261 ogl_loadbmtexture(bm);
262 OGL_BINDTEXTURE(bm->gltexture->handle);
263 bm->gltexture->lastrend=GameTime;
264 bm->gltexture->numrend++;
265 //// if (bm->gltexture->numrend==80 || bm->gltexture->numrend==4000 || bm->gltexture->numrend==80000){
266 // if (bm->gltexture->numrend==100){
267 // bm->gltexture->prio+=0.1;
268 //// glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_PRIORITY,bm->gltexture->prio);
269 // glPrioritizeTextures(1,&bm->gltexture->handle,&bm->gltexture->prio);
272 //gltexture MUST be bound first
273 void ogl_texwrap(ogl_texture *gltexture,int state)
275 if (gltexture->wrapstate[active_texture_unit] != state || gltexture->numrend < 1)
277 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, state);
278 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, state);
279 gltexture->wrapstate[active_texture_unit] = state;
283 //crude texture precaching
284 //handles: powerups, walls, weapons, polymodels, etc.
285 //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.
286 //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
289 void ogl_cache_polymodel_textures(int model_num){
290 polymodel *po=&Polygon_models[model_num];
292 for (i=0;i<po->n_textures;i++) {
293 // texture_list_index[i] = ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]];
294 ogl_loadbmtexture(&GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]);
297 void ogl_cache_vclip_textures(vclip *vc){
299 for (i=0;i<vc->num_frames;i++){
300 PIGGY_PAGE_IN(vc->frames[i]);
301 ogl_loadbmtexture(&GameBitmaps[vc->frames[i].index]);
304 #define ogl_cache_vclipn_textures(i) ogl_cache_vclip_textures(&Vclip[i])
305 void ogl_cache_weapon_textures(weapon_info *w){
306 ogl_cache_vclipn_textures(w->flash_vclip);
307 ogl_cache_vclipn_textures(w->robot_hit_vclip);
308 ogl_cache_vclipn_textures(w->wall_hit_vclip);
309 if (w->render_type==WEAPON_RENDER_VCLIP)
310 ogl_cache_vclipn_textures(w->weapon_vclip);
311 else if (w->render_type==WEAPON_RENDER_POLYMODEL)
312 ogl_cache_polymodel_textures(w->model_num);
314 void ogl_cache_level_textures(void){
322 ogl_reset_texture_stats_internal();//loading a new lev should reset textures
324 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
325 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
327 if (ec->vc.num_frames>max_efx)
328 max_efx=ec->vc.num_frames;
330 glmprintf((0,"max_efx:%i\n",max_efx));
331 for (ef=0;ef<max_efx;ef++){
332 for (i=0,ec=Effects;i<Num_effects;i++,ec++) {
333 if ((Effects[i].changing_wall_texture == -1) && (Effects[i].changing_object_texture==-1) )
335 // if (ec->vc.num_frames>max_efx)
336 // max_efx=ec->vc.num_frames;
339 do_special_effects();
341 for (seg=0;seg<Num_segments;seg++){
342 for (side=0;side<MAX_SIDES_PER_SEGMENT;side++){
343 sidep=&Segments[seg].sides[side];
344 tmap1=sidep->tmap_num;
345 tmap2=sidep->tmap_num2;
346 if (tmap1<0 || tmap1>=NumTextures){
347 glmprintf((0,"ogl_cache_level_textures %i %i %i %i\n",seg,side,tmap1,NumTextures));
351 PIGGY_PAGE_IN(Textures[tmap1]);
352 bm = &GameBitmaps[Textures[tmap1].index];
354 PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
355 bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
356 if (ogl_alttexmerge==0 || (bm2->bm_flags & BM_FLAG_SUPER_TRANSPARENT))
357 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
359 ogl_loadbmtexture(bm2);
361 // 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));
363 ogl_loadbmtexture(bm);
366 glmprintf((0,"finished ef:%i\n",ef));
368 reset_special_effects();
369 init_special_effects();
372 //always have lasers and concs
373 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
374 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
375 for (i=0;i<Highest_object_index;i++){
376 if(Objects[i].render_type==RT_POWERUP){
377 ogl_cache_vclipn_textures(Objects[i].rtype.vclip_info.vclip_num);
378 switch (Objects[i].id){
380 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[LASER_INDEX]]);
384 case POW_VULCAN_WEAPON:
385 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[VULCAN_INDEX]]);
387 case POW_SPREADFIRE_WEAPON:
388 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[SPREADFIRE_INDEX]]);
390 case POW_PLASMA_WEAPON:
391 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[PLASMA_INDEX]]);
393 case POW_FUSION_WEAPON:
394 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[FUSION_INDEX]]);
396 /* case POW_MISSILE_1:
398 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[CONCUSSION_INDEX]]);
400 case POW_PROXIMITY_WEAPON:
401 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[PROXIMITY_INDEX]]);
403 case POW_HOMING_AMMO_1:
404 case POW_HOMING_AMMO_4:
405 ogl_cache_weapon_textures(&Weapon_info[Primary_weapon_to_weapon_info[HOMING_INDEX]]);
407 case POW_SMARTBOMB_WEAPON:
408 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[SMART_INDEX]]);
410 case POW_MEGA_WEAPON:
411 ogl_cache_weapon_textures(&Weapon_info[Secondary_weapon_to_weapon_info[MEGA_INDEX]]);
415 else if(Objects[i].render_type==RT_POLYOBJ){
416 ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
420 glmprintf((0,"finished caching\n"));
423 int r_polyc,r_tpolyc,r_bitmapc,r_ubitmapc,r_ubitbltc,r_upixelc;
425 #define f2glf(x) (f2fl(x))
427 bool g3_draw_line(g3s_point *p0,g3s_point *p1)
430 c=grd_curcanv->cv_color;
431 OGL_DISABLE(TEXTURE_2D);
432 glColor3f(PAL2Tr(c),PAL2Tg(c),PAL2Tb(c));
434 glVertex3f(f2glf(p0->p3_vec.x),f2glf(p0->p3_vec.y),-f2glf(p0->p3_vec.z));
435 glVertex3f(f2glf(p1->p3_vec.x),f2glf(p1->p3_vec.y),-f2glf(p1->p3_vec.z));
439 void ogl_drawcircle2(int nsides,int type,float xsc,float xo,float ysc,float yo){
443 for (i=0; i<nsides; i++) {
444 ang = 2.0*M_PI*i/nsides;
445 glVertex2f(cosf(ang)*xsc+xo,sinf(ang)*ysc+yo);
449 void ogl_drawcircle(int nsides,int type){
453 for (i=0; i<nsides; i++) {
454 ang = 2.0*M_PI*i/nsides;
455 glVertex2f(cosf(ang),sinf(ang));
459 int circle_list_init(int nsides,int type,int mode) {
460 int hand=glGenLists(1);
461 glNewList(hand, mode);
462 /* draw a unit radius circle in xy plane centered on origin */
463 ogl_drawcircle(nsides,type);
467 float bright_g[4]={ 32.0/256, 252.0/256, 32.0/256};
468 float dark_g[4]={ 32.0/256, 148.0/256, 32.0/256};
469 float darker_g[4]={ 32.0/256, 128.0/256, 32.0/256};
470 void ogl_draw_reticle(int cross,int primary,int secondary){
471 float scale=(float)Canvas_height/(float)grd_curscreen->sc_h;
473 // glTranslatef(0.5,0.5,0);
474 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);
475 glScalef(scale/320.0,scale/200.0,scale);//the positions are based upon the standard reticle at 320x200 res.
477 OGL_DISABLE(TEXTURE_2D);
479 if (!cross_lh[cross]){
480 cross_lh[cross]=glGenLists(1);
481 glNewList(cross_lh[cross], GL_COMPILE_AND_EXECUTE);
484 glColor3fv(darker_g);
485 glVertex2f(-4.0,4.0);
487 glColor3fv(bright_g);
490 glVertex2f(-2.0,2.0);
494 glVertex2f(-3.0,-2.0);
496 glColor3fv(bright_g);
497 glVertex2f(-2.0,-1.0);
500 glColor3fv(darker_g);
503 glColor3fv(bright_g);
510 glVertex2f(3.0,-2.0);
512 glColor3fv(bright_g);
513 glVertex2f(2.0,-1.0);
518 glCallList(cross_lh[cross]);
520 // if (Canvas_height>200)
521 // glLineWidth(Canvas_height/(float)200);
522 if (!primary_lh[primary]){
523 primary_lh[primary]=glGenLists(1);
524 glNewList(primary_lh[primary], GL_COMPILE_AND_EXECUTE);
529 glVertex2f(-14.0,-8.0);
530 glVertex2f(-8.0,-5.0);
532 glVertex2f(14.0,-8.0);
533 glVertex2f(8.0,-5.0);
538 glColor3fv(bright_g);
540 ogl_drawcircle2(6,GL_POLYGON,1.5,-7.0,1.5,-5.0);
542 ogl_drawcircle2(6,GL_POLYGON,1.5,7.0,1.5,-5.0);
546 glColor3fv(bright_g);
548 ogl_drawcircle2(4,GL_POLYGON,1.0,-14.0,1.0,-8.0);
550 ogl_drawcircle2(4,GL_POLYGON,1.0,14.0,1.0,-8.0);
554 glCallList(primary_lh[primary]);
555 // if (Canvas_height>200)
558 if (!secondary_lh[secondary]){
559 secondary_lh[secondary]=glGenLists(1);
560 glNewList(secondary_lh[secondary], GL_COMPILE_AND_EXECUTE);
564 glColor3fv(darker_g);
566 glColor3fv(bright_g);
567 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,-10.0,2.0,-1.0);
570 glColor3fv(darker_g);
572 glColor3fv(bright_g);
573 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,10.0,2.0,-1.0);
575 //bottom/middle secondary
577 glColor3fv(darker_g);
579 glColor3fv(bright_g);
580 ogl_drawcircle2(8,GL_LINE_LOOP,2.0,0.0,2.0,-7.0);
584 glCallList(secondary_lh[secondary]);
588 int g3_draw_sphere(g3s_point *pnt,fix rad){
590 c=grd_curcanv->cv_color;
591 OGL_DISABLE(TEXTURE_2D);
592 // glPointSize(f2glf(rad));
593 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
594 // glBegin(GL_POINTS);
595 // glVertex3f(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
598 glTranslatef(f2glf(pnt->p3_vec.x),f2glf(pnt->p3_vec.y),-f2glf(pnt->p3_vec.z));
599 glScalef(f2glf(rad),f2glf(rad),f2glf(rad));
600 if (!sphereh) sphereh=circle_list_init(20,GL_POLYGON,GL_COMPILE_AND_EXECUTE);
601 else glCallList(sphereh);
606 int gr_ucircle(fix xc1, fix yc1, fix r1)
609 c=grd_curcanv->cv_color;
610 OGL_DISABLE(TEXTURE_2D);
611 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
614 (f2fl(xc1) + grd_curcanv->cv_bitmap.bm_x + 0.5) / (float)last_width,
615 1.0 - (f2fl(yc1) + grd_curcanv->cv_bitmap.bm_y + 0.5) / (float)last_height,0);
616 glScalef(f2fl(r1) / last_width, f2fl(r1) / last_height, 1.0);
617 ogl_drawcircle(10 + 2 * (int)(M_PI * f2fl(r1) / 19), GL_LINE_LOOP);
621 int gr_circle(fix xc1,fix yc1,fix r1){
622 return gr_ucircle(xc1,yc1,r1);
625 bool g3_draw_poly(int nv,g3s_point **pointlist)
629 c=grd_curcanv->cv_color;
630 // 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);
631 OGL_DISABLE(TEXTURE_2D);
632 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS)
633 glColor3f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c));
635 glColor4f(PAL2Tr(c), PAL2Tg(c), PAL2Tb(c), 1.0 - (float)Gr_scanline_darkening_level / ((float)GR_FADE_LEVELS - 1.0));
636 glBegin(GL_TRIANGLE_FAN);
638 // glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
639 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
645 void gr_upoly_tmap(int nverts, int *vert ){
646 mprintf((0,"gr_upoly_tmap: unhandled\n"));//should never get called
648 void draw_tmap_flat(grs_bitmap *bm,int nv,g3s_point **vertlist){
649 mprintf((0,"draw_tmap_flat: unhandled\n"));//should never get called
651 extern void (*tmap_drawer_ptr)(grs_bitmap *bm,int nv,g3s_point **vertlist);
652 bool g3_draw_tmap(int nv,g3s_point **pointlist,g3s_uvl *uvl_list,grs_bitmap *bm)
656 if (tmap_drawer_ptr==draw_tmap_flat){
657 /* fix average_light=0;
660 average_light += uvl_list[i].l;*/
661 OGL_DISABLE(TEXTURE_2D);
662 // glmprintf((0,"Gr_scanline_darkening_level=%i %f\n",Gr_scanline_darkening_level,Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
663 glColor4f(0,0,0,1.0-(Gr_scanline_darkening_level/(float)NUM_LIGHTING_LEVELS));
664 //glColor4f(0,0,0,f2fl(average_light/nv));
665 glBegin(GL_TRIANGLE_FAN);
667 // glColor4f(0,0,0,f2fl(uvl_list[c].l));
668 // glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
669 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
672 }else if (tmap_drawer_ptr==draw_tmap){
674 /* if (bm->bm_w !=64||bm->bm_h!=64)
675 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
676 OGL_ENABLE(TEXTURE_2D);
678 ogl_texwrap(bm->gltexture,GL_REPEAT);
679 glBegin(GL_TRIANGLE_FAN);
681 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
684 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
685 l=f2fl(uvl_list[c].l);
688 glTexCoord2f(f2glf(uvl_list[c].u),f2glf(uvl_list[c].v));
689 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
690 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
694 mprintf((0,"g3_draw_tmap: unhandled tmap_drawer %p\n",tmap_drawer_ptr));
699 int active_texture_unit = 0;
701 void ogl_setActiveTexture(int t)
703 if (ogl_arb_multitexture_ok)
705 #ifdef GL_ARB_multitexture
707 glActiveTextureARB(GL_TEXTURE0_ARB);
709 glActiveTextureARB(GL_TEXTURE1_ARB);
712 else if (ogl_sgis_multitexture_ok)
714 #ifdef GL_SGIS_multitexture
716 glSelectTextureSGIS(GL_TEXTURE0_SGIS);
718 glSelectTextureSGIS(GL_TEXTURE1_SGIS);
721 active_texture_unit = t;
724 void ogl_MultiTexCoord2f(int t, float u, float v)
726 if (ogl_arb_multitexture_ok)
728 #ifdef GL_ARB_multitexture
730 glMultiTexCoord2fARB(GL_TEXTURE0_ARB, u, v);
732 glMultiTexCoord2fARB(GL_TEXTURE1_ARB, u, v);
735 else if (ogl_sgis_multitexture_ok)
737 #ifdef GL_SGIS_multitexture
739 glMultiTexCoord2fSGIS(GL_TEXTURE0_SGIS, u, v);
741 glMultiTexCoord2fSGIS(GL_TEXTURE1_SGIS, u, v);
746 bool g3_draw_tmap_2(int nv, g3s_point **pointlist, g3s_uvl *uvl_list, grs_bitmap *bmbot, grs_bitmap *bm, int orient)
748 #if (defined(GL_NV_texture_env_combine4) && (defined(GL_ARB_multitexture) || defined(GL_SGIS_multitexture)))
749 if (ogl_nv_texture_env_combine4_ok && (ogl_arb_multitexture_ok || ogl_sgis_multitexture_ok))
754 if (tmap_drawer_ptr != draw_tmap)
759 //ogl_setActiveTexture(0);
760 OGL_ENABLE(TEXTURE_2D);
761 ogl_bindbmtex(bmbot);
762 ogl_texwrap(bmbot->gltexture, GL_REPEAT);
763 // GL_MODULATE is fine for texture 0
765 ogl_setActiveTexture(1);
766 glEnable(GL_TEXTURE_2D);
768 ogl_texwrap(bm->gltexture,GL_REPEAT);
770 // GL_DECAL works sorta ok but the top texture is fullbright.
771 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
773 // http://oss.sgi.com/projects/ogl-sample/registry/NV/texture_env_combine4.txt
774 // only GL_NV_texture_env_combine4 lets us do what we need:
775 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV);
777 // multiply top texture by color(vertex lighting) and add bottom texture(where alpha says to)
778 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
780 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
781 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
782 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_TEXTURE);
783 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_RGB_NV, GL_PREVIOUS_EXT);
785 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_EXT, GL_SRC_COLOR);
786 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_EXT, GL_SRC_COLOR);
787 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_ONE_MINUS_SRC_ALPHA);
788 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_RGB_NV, GL_SRC_COLOR);
790 // add up alpha channels
791 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_ADD);
793 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
794 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_ZERO);
795 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_ALPHA_EXT, GL_PREVIOUS_EXT);
796 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE3_ALPHA_NV, GL_ZERO);
798 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_EXT, GL_SRC_ALPHA);
799 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_EXT, GL_ONE_MINUS_SRC_ALPHA);
800 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_ALPHA_EXT, GL_SRC_ALPHA);
801 glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND3_ALPHA_NV, GL_ONE_MINUS_SRC_ALPHA);
803 // GL_ARB_texture_env_combine comes close, but doesn't quite make it.
804 //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
806 //// this gives effect like GL_DECAL:
807 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
808 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
809 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
810 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
813 // this properly shades the top texture, but the bottom texture doesn't get through.
814 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
815 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
816 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
820 //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_ADD);
821 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
822 //glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
825 glBegin(GL_TRIANGLE_FAN);
829 u1=1.0-f2glf(uvl_list[c].v);
830 v1=f2glf(uvl_list[c].u);
833 u1=1.0-f2glf(uvl_list[c].u);
834 v1=1.0-f2glf(uvl_list[c].v);
837 u1=f2glf(uvl_list[c].v);
838 v1=1.0-f2glf(uvl_list[c].u);
841 u1=f2glf(uvl_list[c].u);
842 v1=f2glf(uvl_list[c].v);
845 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
848 l=f2fl(uvl_list[c].l);
851 ogl_MultiTexCoord2f(0, f2glf(uvl_list[c].u), f2glf(uvl_list[c].v));
852 ogl_MultiTexCoord2f(1, u1, v1);
853 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
854 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
855 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
858 //ogl_setActiveTexture(1); // still the active texture
859 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
860 glDisable(GL_TEXTURE_2D);
861 ogl_setActiveTexture(0);
869 g3_draw_tmap(nv,pointlist,uvl_list,bmbot);//draw the bottom texture first.. could be optimized with multitexturing..
872 /* if (bm->bm_w !=64||bm->bm_h!=64)
873 printf("g3_draw_tmap w %i h %i\n",bm->bm_w,bm->bm_h);*/
874 OGL_ENABLE(TEXTURE_2D);
876 ogl_texwrap(bm->gltexture,GL_REPEAT);
877 glBegin(GL_TRIANGLE_FAN);
881 u1=1.0-f2glf(uvl_list[c].v);
882 v1=f2glf(uvl_list[c].u);
885 u1=1.0-f2glf(uvl_list[c].u);
886 v1=1.0-f2glf(uvl_list[c].v);
889 u1=f2glf(uvl_list[c].v);
890 v1=1.0-f2glf(uvl_list[c].u);
893 u1=f2glf(uvl_list[c].u);
894 v1=f2glf(uvl_list[c].v);
897 if (bm->bm_flags&BM_FLAG_NO_LIGHTING){
900 //l=f2fl(uvl_list[c].l)+gr_palette_gamma/63.0;
901 l=f2fl(uvl_list[c].l);
905 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
906 //glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),f2glf(pointlist[c]->p3_vec.z));
907 glVertex3f(f2glf(pointlist[c]->p3_vec.x),f2glf(pointlist[c]->p3_vec.y),-f2glf(pointlist[c]->p3_vec.z));
914 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
917 vms_vector pv,v1;//,v2;
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 OGL_ENABLE(TEXTURE_2D);
926 ogl_texwrap(bm->gltexture,GL_CLAMP);
929 glColor3f(1.0,1.0,1.0);
930 width = fixmul(width,Matrix_scale.x);
931 height = fixmul(height,Matrix_scale.y);
933 // g3_rotate_point(&p[i],pos);
934 vm_vec_sub(&v1,pos,&View_position);
935 vm_vec_rotate(&pv,&v1,&View_matrix);
936 // printf(" %f,%f,%f->",f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
939 glTexCoord2f(0.0, 0.0);
944 glTexCoord2f(bm->gltexture->u, 0.0);
949 glTexCoord2f(bm->gltexture->u, bm->gltexture->v);
954 glTexCoord2f(0.0, bm->gltexture->v);
959 // vm_vec_rotate(&v2,&v1,&View_matrix);
960 // vm_vec_sub(&v1,&v2,&pv);
961 //vm_vec_sub(&v1,&pv,&v2);
962 // vm_vec_sub(&v2,&pv,&v1);
963 glVertex3f(f2glf(pv.x),f2glf(pv.y),-f2glf(pv.z));
964 // printf("%f,%f,%f ",f2glf(v1.x),f2glf(v1.y),-f2glf(v1.z));
972 bool ogl_ubitmapm_c(int x, int y,grs_bitmap *bm,int c)
977 x+=grd_curcanv->cv_bitmap.bm_x;
978 y+=grd_curcanv->cv_bitmap.bm_y;
979 xo=x/(float)last_width;
980 xf=(bm->bm_w+x)/(float)last_width;
981 yo=1.0-y/(float)last_height;
982 yf=1.0-(bm->bm_h+y)/(float)last_height;
984 // printf("g3_draw_bitmap: %f,%f,%f - ",f2glf(pos->x),f2glf(pos->y),-f2glf(pos->z));
985 // printf("(%f,%f,%f) ",f2glf(View_position.x),f2glf(View_position.y),-f2glf(View_position.z));
987 /* glEnABLE(ALPHA_TEST);
988 glAlphaFunc(GL_GREATER,0.0);*/
990 OGL_ENABLE(TEXTURE_2D);
992 ogl_texwrap(bm->gltexture,GL_CLAMP);
996 if (bm->bm_w==bm->gltexture->w)
999 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1001 u1=bm->bm_x/(float)bm->gltexture->tw;
1002 u2=(bm->bm_w+bm->bm_x)/(float)bm->gltexture->tw;
1006 if (bm->bm_h==bm->gltexture->h)
1007 v2=bm->gltexture->v;
1009 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1011 v1=bm->bm_y/(float)bm->gltexture->th;
1012 v2=(bm->bm_h+bm->bm_y)/(float)bm->gltexture->th;
1017 glColor3f(1.0,1.0,1.0);
1019 glColor3f(CPAL2Tr(c),CPAL2Tg(c),CPAL2Tb(c));
1020 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1021 glTexCoord2f(u2, v1); glVertex2f(xf, yo);
1022 glTexCoord2f(u2, v2); glVertex2f(xf, yf);
1023 glTexCoord2f(u1, v2); glVertex2f(xo, yf);
1025 // glDisABLE(ALPHA_TEST);
1029 bool ogl_ubitmapm(int x, int y,grs_bitmap *bm){
1030 return ogl_ubitmapm_c(x,y,bm,-1);
1031 // return ogl_ubitblt(bm->bm_w,bm->bm_h,x,y,0,0,bm,NULL);
1034 //also upsidedown, currently.
1035 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest)
1037 GLfloat xo,yo;//,xs,ys;
1038 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));
1043 xo=dx/(float)last_width;
1044 // xo=dx/(float)grd_curscreen->sc_w;
1045 // xs=w/(float)last_width;
1046 //yo=1.0-dy/(float)last_height;
1047 yo=1.0-(dy+h)/(float)last_height;
1048 // ys=h/(float)last_height;
1050 // OGL_ENABLE(TEXTURE_2D);
1052 OGL_DISABLE(TEXTURE_2D);
1053 glRasterPos2f(xo,yo);
1054 ogl_filltexbuf(src->bm_data,texbuf,src->bm_w,w,h,sx,sy,w,h,GL_RGBA);
1055 glDrawPixels(w,h,GL_RGBA,GL_UNSIGNED_BYTE,texbuf);
1061 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)
1063 GLfloat xo,yo,xs,ys;
1064 GLfloat u1,v1;//,u2,v2;
1066 // unsigned char *oldpal;
1069 ogl_init_texture(&tex);
1071 tex.prio=0.0;tex.wantmip=0;
1072 tex.lw=src->bm_rowsize;
1074 /* if (w==src->bm_w && sx==0){
1077 u1=sx/(float)src->bm_w*src->glu;
1078 u2=w/(float)src->bm_w*src->glu+u1;
1080 if (h==src->bm_h && sy==0){
1083 v1=sy/(float)src->bm_h*src->glv;
1084 v2=h/(float)src->bm_h*src->glv+v1;
1090 xo=dx/(float)last_width;
1091 xs=dw/(float)last_width;
1092 yo=1.0-dy/(float)last_height;
1093 ys=dh/(float)last_height;
1095 OGL_ENABLE(TEXTURE_2D);
1098 ogl_pal=gr_current_pal;
1099 ogl_loadtexture(src->bm_data,sx,sy,&tex);
1102 OGL_BINDTEXTURE(tex.handle);
1104 ogl_texwrap(&tex,GL_CLAMP);
1107 glColor3f(1.0,1.0,1.0);
1108 glTexCoord2f(u1, v1); glVertex2f(xo, yo);
1109 glTexCoord2f(tex.u, v1); glVertex2f(xo+xs, yo);
1110 glTexCoord2f(tex.u, tex.v); glVertex2f(xo+xs, yo-ys);
1111 glTexCoord2f(u1, tex.v); glVertex2f(xo, yo-ys);
1113 ogl_freetexture(&tex);
1116 bool ogl_ubitblt(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1117 return ogl_ubitblt_i(w,h,dx,dy,w,h,sx,sy,src,dest);
1120 bool ogl_ubitblt_tolinear(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1122 unsigned char *d,*s;
1126 w1=grd_curscreen->sc_w;h1=grd_curscreen->sc_h;
1127 if (w1*h1*3>OGLTEXBUFSIZE)
1128 Error("ogl_ubitblt_tolinear: screen res larger than OGLTEXBUFSIZE\n");
1130 if (ogl_readpixels_ok>0){
1131 OGL_DISABLE(TEXTURE_2D);
1132 glReadBuffer(GL_FRONT);
1133 glReadPixels(0,0,w1,h1,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1134 // glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1135 // glReadPixels(sx,sy,w+sx,h+sy,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1137 memset(texbuf,0,w1*h1*3);
1141 d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1142 s=texbuf+((h1-(i+sy+1))*w1+sx)*3;
1144 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1151 unsigned char *d,*s,*e;
1152 if (w*h*3>OGLTEXBUFSIZE)
1153 Error("ogl_ubitblt_tolinear: size larger than OGLTEXBUFSIZE\n");
1156 #if 1//also seems to cause a mess. need to look into it a bit more..
1157 if (ogl_readpixels_ok>0){
1158 OGL_DISABLE(TEXTURE_2D);
1159 glReadBuffer(GL_FRONT);
1160 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1161 glReadPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1164 memset(texbuf,0,w*h*3);
1165 // d=dest->bm_data+dx+(dy+i)*dest->bm_rowsize;
1166 d=dest->bm_data+dx+dy*dest->bm_rowsize;
1168 s=texbuf+w*(h-(i+1))*3;
1170 if (s<texbuf){Error("blah1\n");}
1171 if (d<dest->bm_data){Error("blah3\n");}
1172 // d=dest->bm_data+(i*dest->bm_rowsize);
1176 if (s>texbuf+w*h*3-3){Error("blah2\n");}
1177 if (d>dest->bm_data+dest->bm_rowsize*(h+dy)+dx ){Error("blah4\n");}
1178 *d=gr_find_closest_color(s[0]/4,s[1]/4,s[2]/4);
1184 d+=dest->bm_rowsize;
1186 glmprintf((0,"c=%i w*h=%i\n",c,w*h));
1191 bool ogl_ubitblt_copy(int w,int h,int dx,int dy, int sx, int sy, grs_bitmap * src, grs_bitmap * dest){
1192 #if 0 //just seems to cause a mess.
1193 GLfloat xo,yo;//,xs,ys;
1198 // xo=dx/(float)last_width;
1199 xo=dx/(float)grd_curscreen->sc_w;
1200 // yo=1.0-(dy+h)/(float)last_height;
1201 yo=1.0-(dy+h)/(float)grd_curscreen->sc_h;
1204 OGL_DISABLE(TEXTURE_2D);
1205 glReadBuffer(GL_FRONT);
1206 glRasterPos2f(xo,yo);
1207 // glReadPixels(0,0,w,h,GL_RGB,GL_UNSIGNED_BYTE,texbuf);
1208 glCopyPixels(sx,grd_curscreen->sc_h-(sy+h),w,h,GL_COLOR);
1214 grs_canvas *offscreen_save_canv = NULL, *offscreen_canv = NULL;
1216 void ogl_start_offscreen_render(int x, int y, int w, int h)
1219 Error("ogl_start_offscreen_render: offscreen_canv!=NULL");
1220 offscreen_save_canv = grd_curcanv;
1221 offscreen_canv = gr_create_sub_canvas(grd_curcanv, x, y, w, h);
1222 gr_set_current_canvas(offscreen_canv);
1223 glDrawBuffer(GL_BACK);
1225 void ogl_end_offscreen_render(void)
1229 if (!offscreen_canv)
1230 Error("ogl_end_offscreen_render: no offscreen_canv");
1232 glDrawBuffer(GL_FRONT);
1233 glReadBuffer(GL_BACK);
1234 OGL_DISABLE(TEXTURE_2D);
1236 y = last_height - offscreen_canv->cv_bitmap.bm_y - offscreen_canv->cv_bitmap.bm_h;
1237 glRasterPos2f(offscreen_canv->cv_bitmap.bm_x/(float)last_width, y/(float)last_height);
1238 glCopyPixels(offscreen_canv->cv_bitmap.bm_x, y,
1239 offscreen_canv->cv_bitmap.bm_w,
1240 offscreen_canv->cv_bitmap.bm_h, GL_COLOR);
1242 gr_free_sub_canvas(offscreen_canv);
1243 gr_set_current_canvas(offscreen_save_canv);
1244 offscreen_canv=NULL;
1247 void ogl_start_frame(void){
1248 r_polyc=0;r_tpolyc=0;r_bitmapc=0;r_ubitmapc=0;r_ubitbltc=0;r_upixelc=0;
1249 // gl_badtexture=500;
1251 OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,Canvas_width,Canvas_height);
1252 glClearColor(0.0, 0.0, 0.0, 0.0);
1253 // glEnable(GL_ALPHA_TEST);
1254 // glAlphaFunc(GL_GREATER,0.01);
1255 glShadeModel(GL_SMOOTH);
1256 glMatrixMode(GL_PROJECTION);
1257 glLoadIdentity();//clear matrix
1258 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1259 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),0.01,1000000.0);
1260 gluPerspective(90.0,1.0,0.01,1000000.0);
1261 //gluPerspective(90.0,(GLfloat)(Canvas_width*3)/(GLfloat)(Canvas_height*4),0.01,1000000.0);
1262 // gluPerspective(75.0,(GLfloat)Canvas_width/(GLfloat)Canvas_height,1.0,1000000.0);
1263 glMatrixMode(GL_MODELVIEW);
1264 glLoadIdentity();//clear matrix
1266 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1267 // glDisABLE(DITHER);
1268 // glScalef(1.0,1.0,-1.0);
1269 // glScalef(1.0,1.0,-1.0);
1272 // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1273 // OGL_TEXENV(GL_TEXTURE_ENV_MODE,GL_MODULATE);
1274 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1275 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1276 // OGL_TEXPARAM(GL_TEXTURE_MAG_FILTER,GL_texmagfilt);
1277 // OGL_TEXPARAM(GL_TEXTURE_MIN_FILTER,GL_texminfilt);
1278 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1279 // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1282 void merge_textures_stats(void);
1284 void ogl_end_frame(void){
1285 // OGL_VIEWPORT(grd_curcanv->cv_bitmap.bm_x,grd_curcanv->cv_bitmap.bm_y,);
1286 OGL_VIEWPORT(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1288 // merge_textures_stats();
1289 // ogl_texture_stats();
1291 // glViewport(0,0,grd_curscreen->sc_w,grd_curscreen->sc_h);
1292 glMatrixMode(GL_PROJECTION);
1293 glLoadIdentity();//clear matrix
1294 glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0);
1295 glMatrixMode(GL_MODELVIEW);
1296 glLoadIdentity();//clear matrix
1297 // glDisABLE(BLEND);
1298 //glDisABLE(ALPHA_TEST);
1299 //gluPerspective(90.0,(GLfloat)(grd_curscreen->sc_w*3)/(GLfloat)(grd_curscreen->sc_h*4),1.0,1000000.0);
1300 // ogl_swap_buffers();//platform specific code
1301 // glClear(GL_COLOR_BUFFER_BIT);
1303 void ogl_swap_buffers(void){
1304 ogl_clean_texture_cache();
1305 if (gr_renderstats){
1306 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);
1307 // 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
1310 ogl_swap_buffers_internal();
1311 glClear(GL_COLOR_BUFFER_BIT);
1314 int tex_format_supported(int iformat,int format){
1317 if (!ogl_intensity4_ok) return 0; break;
1318 case GL_LUMINANCE4_ALPHA4:
1319 if (!ogl_luminance4_alpha4_ok) return 0; break;
1321 if (!ogl_rgba2_ok) return 0; break;
1323 if (ogl_gettexlevelparam_ok){
1324 GLint internalFormat;
1325 glTexImage2D(GL_PROXY_TEXTURE_2D, 0, iformat, 64, 64, 0,
1326 format, GL_UNSIGNED_BYTE, texbuf);//NULL?
1327 glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0,
1328 GL_TEXTURE_INTERNAL_FORMAT,
1330 return (internalFormat==iformat);
1335 //little hack to find the largest or equal multiple of 2 for a given number
1338 for (i=2;i<=4096;i*=2)
1343 //GLubyte texbuf[512*512*4];
1344 GLubyte texbuf[OGLTEXBUFSIZE];
1345 void ogl_filltexbuf(unsigned char *data,GLubyte *texp,int truewidth,int width,int height,int dxo,int dyo,int twidth,int theight,int type)
1347 // GLushort *tex=(GLushort *)texp;
1349 if (twidth*theight*4>sizeof(texbuf))//shouldn't happen, descent never uses textures that big.
1350 Error("texture toobig %i %i",twidth,theight);
1353 for (y=0;y<theight;y++){
1354 i=dxo+truewidth*(y+dyo);
1355 for (x=0;x<twidth;x++){
1356 if (x<width && y<height)
1359 c=255;//fill the pad space with transparancy
1365 case GL_LUMINANCE_ALPHA:
1373 (*(texp++))=0;//transparent pixel
1379 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. :)
1382 case GL_LUMINANCE_ALPHA:
1387 //(*(texp++))=gr_palette[c*3]*4;
1388 //(*(texp++))=gr_palette[c*3+1]*4;
1389 //(*(texp++))=gr_palette[c*3+2]*4;
1390 (*(texp++))=ogl_pal[c*3]*4;
1391 (*(texp++))=ogl_pal[c*3+1]*4;
1392 (*(texp++))=ogl_pal[c*3+2]*4;
1393 (*(texp++))=255;//not transparent
1394 // (*(tex++))=(ogl_pal[c*3]>>1) + ((ogl_pal[c*3+1]>>1)<<5) + ((ogl_pal[c*3+2]>>1)<<10) + (1<<15);
1401 int tex_format_verify(ogl_texture *tex){
1402 while (!tex_format_supported(tex->internalformat,tex->format)){
1403 glmprintf((0,"tex format %x not supported",tex->internalformat));
1404 switch (tex->internalformat){
1406 if (ogl_luminance4_alpha4_ok){
1407 tex->internalformat=GL_LUMINANCE4_ALPHA4;
1408 tex->format=GL_LUMINANCE_ALPHA;
1410 }//note how it will fall through here if the statement is false
1411 case GL_LUMINANCE4_ALPHA4:
1413 tex->internalformat=GL_RGBA2;
1414 tex->format=GL_RGBA;
1416 }//note how it will fall through here if the statement is false
1418 tex->internalformat=ogl_rgba_format;
1419 tex->format=GL_RGBA;
1422 mprintf((0,"...no tex format to fall back on\n"));
1425 glmprintf((0,"...falling back to %x\n",tex->internalformat));
1429 void tex_set_size1(ogl_texture *tex,int dbits,int bits,int w, int h){
1431 if (tex->tw!=w || tex->th!=h){
1432 u=(tex->w/(float)tex->tw*w) * (tex->h/(float)tex->th*h);
1433 glmprintf((0,"shrunken texture?\n"));
1436 if (bits<=0){//the beta nvidia GLX server. doesn't ever return any bit sizes, so just use some assumptions.
1437 tex->bytes=((float)w*h*dbits)/8.0;
1438 tex->bytesu=((float)u*dbits)/8.0;
1440 tex->bytes=((float)w*h*bits)/8.0;
1441 tex->bytesu=((float)u*bits)/8.0;
1443 glmprintf((0,"tex_set_size1: %ix%i, %ib(%i) %iB\n",w,h,bits,dbits,tex->bytes));
1445 void tex_set_size(ogl_texture *tex){
1448 if (ogl_gettexlevelparam_ok){
1450 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&w);
1451 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&h);
1452 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_LUMINANCE_SIZE,&t);a+=t;
1453 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_INTENSITY_SIZE,&t);a+=t;
1454 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_RED_SIZE,&t);a+=t;
1455 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_GREEN_SIZE,&t);a+=t;
1456 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_BLUE_SIZE,&t);a+=t;
1457 glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_ALPHA_SIZE,&t);a+=t;
1462 switch (tex->format){
1466 case GL_LUMINANCE_ALPHA:
1473 Error("tex_set_size unknown texformat\n");
1476 tex_set_size1(tex,bi,a,w,h);
1478 //loads a palettized bitmap into a ogl RGBA texture.
1479 //Sizes and pads dimensions to multiples of 2 if necessary.
1480 //In theory this could be a problem for repeating textures, but all real
1481 //textures (not sprites, etc) in descent are 64x64, so we are ok.
1482 //stores OpenGL textured id in *texid and u/v values required to get only the real data in *u/*v
1483 void ogl_loadtexture(unsigned char * data, int dxo,int dyo, ogl_texture *tex)
1485 //void ogl_loadtexture(unsigned char * data, int width, int height,int dxo,int dyo, int *texid,float *u,float *v,char domipmap,float prio){
1486 // int internalformat=GL_RGBA;
1487 // int format=GL_RGBA;
1489 tex->tw=pow2ize(tex->w);tex->th=pow2ize(tex->h);//calculate smallest texture size that can accomodate us (must be multiples of 2)
1490 // tex->tw=tex->w;tex->th=tex->h;//feeling lucky?
1492 if(gr_badtexture>0) return;
1494 #if !(defined(__APPLE__) && defined(__MACH__))
1495 // always fails on OS X, but textures work fine!
1496 if (tex_format_verify(tex))
1500 //calculate u/v values that would make the resulting texture correctly sized
1501 tex->u=(float)tex->w/(float)tex->tw;
1502 tex->v=(float)tex->h/(float)tex->th;
1504 // if (width!=twidth || height!=theight)
1505 // glmprintf((0,"sizing %ix%i texture up to %ix%i\n",width,height,twidth,theight));
1506 ogl_filltexbuf(data,texbuf,tex->lw,tex->w,tex->h,dxo,dyo,tex->tw,tex->th,tex->format);
1508 // Generate OpenGL texture IDs.
1509 glGenTextures(1, &tex->handle);
1512 glPrioritizeTextures(1,&tex->handle,&tex->prio);
1514 // Give our data to OpenGL.
1516 OGL_BINDTEXTURE(tex->handle);
1518 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1520 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_texmagfilt);
1521 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_texminfilt);
1522 if (ogl_ext_texture_filter_anisotropic_ok && GL_texanisofilt)
1523 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, GL_texanisofilt);
1527 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
1528 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
1530 // domipmap=0;//mipmaps aren't used in GL_NEAREST anyway, and making the mipmaps is pretty slow
1531 //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.
1533 if (tex->wantmip && GL_needmipmaps)
1534 gluBuild2DMipmaps( GL_TEXTURE_2D, tex->internalformat, tex->tw,
1535 tex->th, tex->format, GL_UNSIGNED_BYTE, texbuf);
1537 glTexImage2D(GL_TEXTURE_2D, 0, tex->internalformat,
1538 tex->tw, tex->th, 0, tex->format, // RGBA textures.
1539 GL_UNSIGNED_BYTE, // imageData is a GLubyte pointer.
1545 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));
1549 unsigned char decodebuf[512*512];
1551 void ogl_loadbmtexture_m(grs_bitmap *bm,int domipmap)
1554 while (bm->bm_parent)
1557 if (bm->gltexture==NULL){
1558 ogl_init_texture(bm->gltexture=ogl_get_free_texture());
1559 bm->gltexture->lw=bm->bm_w;
1560 bm->gltexture->w=bm->bm_w;
1561 bm->gltexture->h=bm->bm_h;
1562 bm->gltexture->wantmip=domipmap;
1565 if (bm->gltexture->handle>0)
1567 if (bm->gltexture->w==0){
1568 bm->gltexture->lw=bm->bm_w;
1569 bm->gltexture->w=bm->bm_w;
1570 bm->gltexture->h=bm->bm_h;
1573 if (bm->bm_flags & BM_FLAG_RLE){
1574 unsigned char * dbits;
1575 unsigned char * sbits;
1579 if (bm->bm_flags & BM_FLAG_RLE_BIG)
1582 sbits = &bm->bm_data[4 + (bm->bm_h * data_offset)];
1585 for (i=0; i < bm->bm_h; i++ ) {
1586 gr_rle_decode(sbits,dbits);
1587 if ( bm->bm_flags & BM_FLAG_RLE_BIG )
1588 sbits += (int)INTEL_SHORT(*((short *)&(bm->bm_data[4+(i*data_offset)])));
1590 sbits += (int)bm->bm_data[4+i];
1595 ogl_loadtexture(buf,0,0,bm->gltexture);
1598 void ogl_loadbmtexture(grs_bitmap *bm)
1600 ogl_loadbmtexture_m(bm,1);
1603 void ogl_freetexture(ogl_texture *gltexture)
1605 if (gltexture->handle>0) {
1607 glmprintf((0,"ogl_freetexture(%p):%i (last rend %is) (%i left)\n",gltexture,gltexture->handle,(GameTime-gltexture->lastrend)/f1_0,r_texcount));
1608 glDeleteTextures( 1, &gltexture->handle );
1609 // gltexture->handle=0;
1610 ogl_init_texture(gltexture);
1613 void ogl_freebmtexture(grs_bitmap *bm){
1615 ogl_freetexture(bm->gltexture);
1618 // glmprintf((0,"ogl_freebmtexture(%p,%p):%i (%i left)\n",bm->bm_data,&bm->gltexture,bm->gltexture,r_texcount));
1619 // glDeleteTextures( 1, &bm->gltexture );
1620 // bm->gltexture=-1;