/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ /* * $Logfile: /Freespace2/code/Graphics/GrOpenGLTNL.cpp $ * $Revision: 1.44.2.1 $ * $Date: 2006-06-12 03:37:24 $ * $Author: taylor $ * * source for doing the fun TNL stuff * * $Log: not supported by cvs2svn $ * Revision 1.44 2006/05/30 03:53:52 taylor * z-range for 2D ortho is -1.0 to 1.0, may help avoid some strangeness if we actually get that right. :) * minor cleanup of old code and default settings * try not to bother with depth test unless we are actually going to need it (small performance boost in some cases) * don't clear depth bit in flip(), while technically correct it's also a bit redundant (and comes with a slight performance hit) * * Revision 1.43 2006/05/27 17:07:48 taylor * remove grd3dparticle.* and grd3dbatch.*, they are obsolete * allow us to build without D3D support under Windows (just define NO_DIRECT3D) * clean up TMAP flags * fix a couple of minor OpenGL state change issues with spec and env map rendering * make sure we build again for OS X (OGL extension functions work a little different there) * render targets always need to be power-of-2 to avoid incomplete buffer issues in the code * when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function * re-fix screenshots * add true alpha blending support (with cmdline for now since the artwork has the catch up) * draw lines with float positioning, to be more accurate with resizing on non-standard resolutions * don't load cubemaps from file for D3D, not sure how to do it anyway * update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc. * * Revision 1.42 2006/05/13 07:29:52 taylor * OpenGL envmap support * newer OpenGL extension support * add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics * add cubemap reading and writing support to DDS loader * fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required * add support for a default envmap named "cubemap.dds" * new mission flag "$Environment Map:" to use a pre-existing envmap * minor cleanup of compiler warning messages * get rid of wasteful math from gr_set_proj_matrix() * remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there * clean up bmpman flags in reguards to cubemaps and render targets * disable D3D envmap code until it can be upgraded to current level of code * remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping) * replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call * * Revision 1.41 2006/04/12 01:10:35 taylor * some cleanup and slight reorg * - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now) * - avoid some costly math where possible in the drawing functions * - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now * - minor cleanup to Win32 extension defines * - make opengl_lights[] allocate only when using OGL * - cleanup some costly per-frame lighting stuff * - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default) * (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL) * * Revision 1.40 2006/02/25 21:47:00 Goober5000 * spelling * * Revision 1.39 2006/01/31 06:43:21 wmcoolmon * Debug warning; compiler warning fix. * * Revision 1.38 2006/01/30 06:52:15 taylor * better lighting for OpenGL * remove some extra stuff that was from sectional bitmaps since we don't need it anymore * * Revision 1.37 2006/01/25 03:11:52 phreak * htl_lines should follow zbuffering rules * * Revision 1.36 2006/01/18 16:14:04 taylor * allow gr_render_buffer() to take TMAP flags * let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) * add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views * make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions * * Revision 1.35 2005/12/29 08:08:33 wmcoolmon * Codebase commit, most notably including objecttypes.tbl * * Revision 1.34 2005/12/16 06:48:28 taylor * "House Keeping!!" * - minor cleanup of things that have bothered me at one time or another * - slight speedup from state switching * - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues * - make sure to only disable HTL arb stuff when in HTL mode * - handle any extra lighting pass before spec pass so the light can be applied properly * * Revision 1.33 2005/12/08 15:07:57 taylor * remove GL_NO_HTL define since it's basically useless at this point and can produced non-functioning builds * minor cleanup and readability changes * get Apple GL version change in CVS finally, the capabilities of an Apple GL version don't neccessarily correspond to it's features * * Revision 1.32 2005/12/07 05:42:50 taylor * partial spec fix, can't mass kill the pointers when they are still needed for the second pass (still something else wrong though) * forgot that the extra rangeelement optimization check isn't needed anymore, just look at indices since that's all we're using * * Revision 1.31 2005/12/06 02:50:41 taylor * clean up some init stuff and fix a minor SDL annoyance * make debug messages a bit more readable * clean up the debug console commands for minimize and anisotropic filter setting * make anisotropic filter actually work correctly and have it settable with a reg option * give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere * * Revision 1.30 2005/11/30 03:07:54 phreak * texturing shouldn't be on when drawing lines. * * Revision 1.29 2005/11/13 06:44:18 taylor * small bit of EFF cleanup * add -img2dds support * cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted) * some minor OGL cleanup and small performance changes * converge the various pcx_read_bitmap* functions into one * cleanup/rename/remove some cmdline options * * Revision 1.28 2005/10/16 11:20:43 taylor * use unsigned index buffers * * Revision 1.27 2005/09/05 09:36:41 taylor * merge of OSX tree * fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows * fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current * * Revision 1.26 2005/08/29 02:23:04 phreak * Get rid of alpha blending when using the htl drawing fuctions for lines and spheres. * Right now, gr_opengl_draw_htl_line and gr_opengl_draw_htl_sphere are only used in fred, so * it shouldn't change anything critical * * Revision 1.25 2005/08/08 01:19:50 taylor * hopefully fix the problem that was causing geometry issues in just OGL when using VBOs * * Revision 1.24 2005/06/19 02:37:02 taylor * general cleanup, remove some old code * speed up gr_opengl_flip() just a tad * inverted gamma slider fix that Sticks made to D3D * possible fix for ATI green screens * move opengl_check_for_errors() out of gropentnl so we can use it everywhere * fix logged OGL info from debug builds to be a little more readable * if an extension is found but required function is not then fail * try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for * some 2d matrix usage checks * * Revision 1.23 2005/05/12 17:43:20 taylor * use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros * fixes various problems and is past time to make the switch * try and keep up with how much VBO data is in memory too since that takes away from texture memory * * Revision 1.22 2005/04/05 05:53:17 taylor * s/vector/vec3d/g, better support for different compilers (Jens Granseuer) * * Revision 1.21 2005/03/27 02:59:27 wmcoolmon * Forgot to define 'i' outside of for scope...ironically, in the OGL code. * * Revision 1.20 2005/03/24 23:42:21 taylor * s/gr_ogl_/gr_opengl_/g * add empty gr_opengl_draw_line_list() so that it's not a NULL pointer * make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API * * Revision 1.19 2005/03/20 00:09:07 phreak * Added gr_draw_htl_line and gr_draw_htl sphere * There still needs to be D3D versions implemented, but OGL is done. * Follow that or ask phreak about how its implemented/ * * Revision 1.18 2005/03/19 21:03:54 wmcoolmon * OpenGL display lists * * Revision 1.17 2005/03/19 18:02:34 bobboau * added new graphic functions for state blocks * also added a class formanageing a new effect * * Revision 1.16 2005/02/23 05:11:13 taylor * more consolidation of various graphics variables * some header cleaning * only one tmapper_internal for OGL, don't use more than two tex/pass now * seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing * interface when set 3d matrix stuff doesn't have corresponding end * add dump_frame stuff for OGL, mostly useless but allows trailer recording * * Revision 1.15 2005/02/15 00:06:27 taylor * clean up some model related globals * code to disable individual thruster glows * fix issue where 1 extra OGL light pass didn't render * * Revision 1.14 2005/02/12 10:44:10 taylor * fix possible crash in bm_get_section_size() * get jpeg_read_header() working properly * VBO fixes and minor optimizations * * Revision 1.13 2005/01/13 04:55:57 taylor * plug leak from VBO crash fix * * Revision 1.12 2005/01/03 18:45:22 taylor * dynamic allocation of num supported OpenGL lights * add config option for more realistic light settings * don't render spec maps in nebula to address lighting issue * * Revision 1.11 2005/01/01 11:24:23 taylor * good OpenGL spec mapping * fix VBO crash with multitexture using same uv coord data * little speedup of opengl_tcache_frame() * error message to make sure hardware supports the minimum texture size * move OpenGL version check out of the extention printout code * disable 2d_poof with OpenGL * * Revision 1.10 2004/10/31 21:45:13 taylor * Linux tree merge, single array for VBOs/HTL * * Revision 1.9 2004/07/29 09:35:29 taylor * fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup() * * Revision 1.8 2004/07/26 20:47:32 Kazan * remove MCD complete * * Revision 1.7 2004/07/17 18:49:57 taylor * oops, I can't spell * * Revision 1.6 2004/07/17 18:40:40 taylor * Bob say we fix OGL, so me fix OGL * * Revision 1.5 2004/07/12 16:32:48 Kazan * MCD - define _MCD_CHECK to use memory tracking * * Revision 1.4 2004/07/11 03:22:49 bobboau * added the working decal code * * Revision 1.3 2004/07/05 05:09:19 bobboau * FVF code, only the data that is needed is sent off to the card,, * OGL can take advantage of this if they want but it won't break * anything if they don't. also state block code has been implemented, * that's totaly internal to D3D no high level code is involved. * * Revision 1.2 2004/06/28 02:13:07 bobboau * high level index buffer suport and d3d implementation, * OGL people need to get this working on your end as it's broke now * * Revision 1.1 2004/05/24 07:25:32 taylor * filename case change * * Revision 2.4 2004/04/26 13:05:19 taylor * respect -glow and -spec * * Revision 2.3 2004/04/13 01:55:41 phreak * put in the correct fields for the CVS comments to register * fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships * * * $NoKeywords: $ */ #ifdef _WIN32 #include #endif #include "globalincs/pstypes.h" #include "graphics/2d.h" #include "lighting/lighting.h" #include "graphics/grinternal.h" #include "graphics/gropengl.h" #include "graphics/gropenglextension.h" #include "graphics/gropengltexture.h" #include "graphics/gropengllight.h" #include "graphics/gropengltnl.h" #include "math/vecmat.h" #include "render/3d.h" #include "debugconsole/timerbar.h" extern int VBO_ENABLED; extern int GLOWMAP; extern int CLOAKMAP; extern int SPECMAP; extern int BUMPMAP; extern vec3d G3_user_clip_normal; extern vec3d G3_user_clip_point; extern int Interp_multitex_cloakmap; extern int Interp_cloakmap_alpha; static int GL_modelview_matrix_depth = 1; static int GL_htl_projection_matrix_set = 0; static int GL_htl_view_matrix_set = 0; static int GL_htl_2d_matrix_depth = 0; static int GL_htl_2d_matrix_set = 0; int GL_vertex_data_in = 0; GLint GL_max_elements_vertices = 4096; GLint GL_max_elements_indices = 4096; struct opengl_vertex_buffer { int used; int stride; // the current stride GLenum format; // the format passed to glInterleavedArrays() int n_prim; int n_verts; float *array_list; // interleaved array GLuint vbo; // buffer for VBO uint flags; // FVF int vbo_size; #ifdef BUMPMAPPING //Bumping float *b_array_list; GLuint b_vbo; int b_vbo_size; int b_stride; #endif }; static opengl_vertex_buffer vertex_buffers[MAX_BUFFERS]; static opengl_vertex_buffer *g_vbp; //zeros everything out void opengl_init_vertex_buffers() { memset(vertex_buffers,0,sizeof(opengl_vertex_buffer)*MAX_BUFFERS); } int opengl_find_first_free_buffer() { for (int i=0; i < MAX_BUFFERS; i++) { if (!vertex_buffers[i].used) return i; } return -1; } int opengl_mod_depth() { GLint mv; glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &mv); return (int)mv; } void gr_opengl_set_buffer(int idx) { if (Cmdline_nohtl) return; g_vbp = &vertex_buffers[idx]; } uint opengl_create_vbo(uint size, GLfloat *data) { if (!data) return 0; if (!*data) return 0; if (size == 0) return 0; // Kazan: A) This makes that if (buffer_name) work correctly (false = 0, true = anything not 0) // if glGenBuffersARB() doesn't initialized it for some reason // B) It shuts up MSVC about may be used without been initialized GLuint buffer_name=0; vglGenBuffersARB(1, &buffer_name); //make sure we have one if (buffer_name) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer_name); vglBufferDataARB(GL_ARRAY_BUFFER_ARB, size, data, GL_STATIC_DRAW_ARB ); // just in case if (opengl_check_for_errors()) { return 0; } } return (int)buffer_name; } int gr_opengl_make_buffer(poly_list *list, uint flags) { if (Cmdline_nohtl) return -1; int buffer_num = -1; buffer_num = opengl_find_first_free_buffer(); // clear out any old errors before we continue with this opengl_check_for_errors(); //we have a valid buffer if (buffer_num > -1) { int arsize = 0, make_vbo = 0; int list_size, i; gr_opengl_set_buffer( buffer_num ); opengl_vertex_buffer *vbp = g_vbp; // defaults vbp->format = 0; vbp->vbo = 0; #ifdef BUMPMAPPING //Bumping vbp->b_vbo = 0; vbp->b_array_list = NULL; #endif // don't create vbo for small stuff, performance gain // FIXME: This little speed increase appears to cause problems with some cards/drivers. // Disabling it until I can find a solution that works better. if (VBO_ENABLED /*&& (list->n_verts >= 250)*/) make_vbo = 1; // setup using flags if ( (flags & VERTEX_FLAG_UV1) && (flags & VERTEX_FLAG_NORMAL) && (flags & VERTEX_FLAG_POSITION) ) { vbp->stride = (8 * sizeof(float)); vbp->format = GL_T2F_N3F_V3F; } else if ( (flags & VERTEX_FLAG_UV1) && (flags & VERTEX_FLAG_POSITION) ) { vbp->stride = (5 * sizeof(float)); vbp->format = GL_T2F_V3F; } else if ( (flags & VERTEX_FLAG_POSITION) ) { vbp->stride = (3 * sizeof(float)); vbp->format = GL_V3F; } else { Assert( 0 ); } // total size of data list_size = vbp->stride * list->n_verts; // allocate the storage list vbp->array_list = (float*)vm_malloc(list_size); // return invalid if we don't have the memory if (vbp->array_list == NULL) return -1; memset(vbp->array_list, 0, list_size); // generate the array for (i=0; in_verts; i++) { vertex *vl = &list->vert[i]; vec3d *nl = &list->norm[i]; // don't try to generate more data than what's available Assert( int((arsize * sizeof(float)) + vbp->stride) <= list_size ); // NOTE: TEX->NORM->VERT, This array order *must* be preserved!! // tex coords if (flags & VERTEX_FLAG_UV1) { vbp->array_list[arsize++] = vl->u; vbp->array_list[arsize++] = vl->v; } // normals if (flags & VERTEX_FLAG_NORMAL) { vbp->array_list[arsize++] = nl->xyz.x; vbp->array_list[arsize++] = nl->xyz.y; vbp->array_list[arsize++] = nl->xyz.z; } // verts if (flags & VERTEX_FLAG_POSITION) { vbp->array_list[arsize++] = vl->x; vbp->array_list[arsize++] = vl->y; vbp->array_list[arsize++] = vl->z; } } vbp->used = 1; vbp->flags = flags; vbp->n_prim = (list->n_verts / 3); vbp->n_verts = list->n_verts; // maybe load it into a vertex buffer object if (make_vbo) { vbp->vbo = opengl_create_vbo( list_size, vbp->array_list ); if (vbp->vbo) { // figure up the size so we can know how much VBO data is in card memory vbp->vbo_size = list_size; GL_vertex_data_in += list_size; vm_free(vbp->array_list); vbp->array_list = NULL; } } #ifdef BUMPMAPPING if(flags & VERTEX_FLAG_POSITION) { //WMC - since we should know the format, don't bother with setting flags and such. vbp->b_stride = 3 * sizeof(float); arsize = 0; list_size = list_size = vbp->b_stride * list->n_verts; // allocate the storage list vbp->b_array_list = (float*)vm_malloc(list_size); //OH NOES!!! if (vbp->b_array_list == NULL) return -1; vec3d norm, stan, ttan; //WMC - calc light vector in localspace //Only know how to do this for one light right now... float rot_matrix[16]; vec3d lightvec, g_lightvec; light_get_global_dir(&g_lightvec, 0); glGetFloatv(GL_MODELVIEW_MATRIX, rot_matrix); lightvec.xyz.x = g_lightvec.xyz.x * rot_matrix[0] +g_lightvec.xyz.y * rot_matrix[4] +g_lightvec.xyz.z * rot_matrix[8]; lightvec.xyz.y = g_lightvec.xyz.x * rot_matrix[1] +g_lightvec.xyz.y * rot_matrix[5] +g_lightvec.xyz.z * rot_matrix[9]; lightvec.xyz.z = g_lightvec.xyz.x * rot_matrix[2] +g_lightvec.xyz.y * rot_matrix[6] +g_lightvec.xyz.z * rot_matrix[10]; //WMC - I assume all the stuff is in tris //WMC - Hmm...maybe not. //Assert(list->n_verts % 3 == 0); for (i=0; (list->n_verts - i) > 2; i++) { poly_tsb_calc(&list->vert[i], &list->vert[i+1], &list->vert[i+2], &norm, &stan, &ttan); vbp->b_array_list[arsize++] = vm_vec_dotprod(&stan, &lightvec); vbp->b_array_list[arsize++] = vm_vec_dotprod(&ttan, &lightvec); vbp->b_array_list[arsize++] = vm_vec_dotprod(&norm, &lightvec); } if(make_vbo) { vbp->b_vbo = opengl_create_vbo(list_size, vbp->b_array_list); if(vbp->b_vbo) { vbp->b_vbo_size = list_size; GL_vertex_data_in += list_size; vm_free(vbp->b_array_list); vbp->b_array_list = NULL; } } } #endif } return buffer_num; } void gr_opengl_destroy_buffer(int idx) { if (Cmdline_nohtl) return; if (idx > -1) gr_opengl_set_buffer(idx); opengl_vertex_buffer *vbp = g_vbp; if (vbp->array_list) vm_free(vbp->array_list); if (vbp->vbo) { vglDeleteBuffersARB(1, &vbp->vbo); GL_vertex_data_in -= vbp->vbo_size; } memset(vbp, 0, sizeof(opengl_vertex_buffer)); } //#define DRAW_DEBUG_LINES extern float Model_Interp_scale_x,Model_Interp_scale_y,Model_Interp_scale_z; extern void opengl_default_light_settings(int amb = 1, int emi = 1, int spec = 1); //start is the first part of the buffer to render, n_prim is the number of primitives, index_list is an index buffer, if index_list == NULL render non-indexed void gr_opengl_render_buffer(int start, int n_prim, ushort* index_buffer, int flags) { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); TIMERBAR_PUSH(2); float u_scale,v_scale; int render_pass = 0; int i, r, g, b, a, tmap_type; bool use_spec = false; int end = ((n_prim * 3) - 1); int count = (end - start + 1); //(n_prim * 3); int start_tmp, end_tmp, count_tmp, multiple_elements = 0; opengl_vertex_buffer *vbp = g_vbp; // disable all arbs before we start opengl_switch_arb(-1, 0); // see if we need to optimize glDrawRangeElements if ( count > GL_max_elements_indices ) multiple_elements = 1; if ( glIsEnabled(GL_CULL_FACE) ) glFrontFace(GL_CW); // -------- Begin 1st PASS ------------------------------------------------------- // if (gr_screen.current_bitmap == CLOAKMAP) { glBlendFunc(GL_ONE,GL_ONE); r = g = b = Interp_cloakmap_alpha; a = 255; } int textured = (flags & TMAP_FLAG_TEXTURED); opengl_setup_render_states(r, g, b, a, tmap_type, (textured) ? TMAP_FLAG_TEXTURED : 0); glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a ); // basic setup of all data and first texture vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass); if (vbp->vbo) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo); glInterleavedArrays(vbp->format, 0, (void*)NULL); } else { glInterleavedArrays(vbp->format, 0, vbp->array_list); } if (textured) { // base texture gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, 0, render_pass); // increment texture count for this pass render_pass++; // bump! if ( (Interp_multitex_cloakmap > 0) && (vbp->flags & VERTEX_FLAG_UV1) ) { SPECMAP = -1; // don't add a spec map if we are cloaked GLOWMAP = -1; // don't use a glowmap either, shouldn't see them vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vbp->vbo) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo); glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL ); } else { glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list ); } gr_opengl_tcache_set(Interp_multitex_cloakmap, tmap_type, &u_scale, &v_scale, 0, 0, render_pass); render_pass++; // bump! } // glowmaps! if ( (GLOWMAP > -1) && !Cmdline_noglow && (vbp->flags & VERTEX_FLAG_UV1) ) { vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vbp->vbo) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo); glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL ); } else { glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list ); } // set glowmap on relevant ARB gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, 0, 0, render_pass); opengl_switch_arb(render_pass, 1); opengl_set_additive_tex_env(); render_pass++; // bump! } // determine if we are going to use a specmap (for later checking) if ( (lighting_is_enabled) && !(glIsEnabled(GL_FOG)) && (SPECMAP > -1) && !Cmdline_nospec && (vbp->flags & VERTEX_FLAG_UV1) ) { use_spec = true; } } if (lighting_is_enabled) glEnable(GL_NORMALIZE); opengl_pre_render_init_lights(); opengl_change_active_lights(0); // only change lights if we have a specmap, don't render the specmap when fog is enabled if ( use_spec ) { opengl_default_light_settings(!GL_center_alpha, 1, 0); // don't render with spec lighting here } else { // reset to defaults opengl_default_light_settings(!GL_center_alpha); } gr_opengl_set_center_alpha(GL_center_alpha); vglLockArraysEXT( 0, vbp->n_verts); if (index_buffer != NULL) { if ( multiple_elements ) { start_tmp = 0; end_tmp = (GL_max_elements_indices - 1); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); while (end_tmp < end) { start_tmp += (GL_max_elements_indices - 1); end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end ); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); } } else { vglDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start); } } else { glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts); } vglUnlockArraysEXT(); // -------- End 1st PASS --------------------------------------------------------- // // -------- Begin lighting pass (conditional but should happen before spec pass) - // if ( (textured) && (lighting_is_enabled) && ((Num_active_gl_lights-1)/GL_max_lights > 0) ) { opengl_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ ); for (i = 1; i < render_pass; i++) { opengl_switch_arb(i, 0); } // the lighting code needs to do this better, may need to adjustment later since I'm only trying // to avoid rendering 7+ extra passes for lights which probably won't affect current object, but as // a performance hack I guess this will have to do for now... // restrict the number of extra lighting passes based on LOD: // - LOD0: only 2 extra passes (3 main passes total, rendering 24 light sources) // - LOD1: only 1 extra pass (2 main passes total, rendering 16 light sources) // - LOD2+: no extra passes (1 main passes total, rendering 8 light sources) extern int model_current_LOD; int max_passes = (2 - model_current_LOD); vglLockArraysEXT( 0, vbp->n_verts); for (i = 1; i < ((Num_active_gl_lights-1)/GL_max_lights); i++) { if (i > max_passes) continue; opengl_change_active_lights(i); if (index_buffer != NULL) { if ( multiple_elements ) { start_tmp = 0; end_tmp = (GL_max_elements_indices - 1); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); while (end_tmp < end) { start_tmp += (GL_max_elements_indices - 1); end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end ); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); } } else { vglDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start); } } else { glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts); } } vglUnlockArraysEXT(); } // -------- End lighting PASS ---------------------------------------------------- // // -------- Begin 2nd PASS (env) ------------------------------------------------- // if ( use_spec && Cmdline_env && (ENVMAP >= 0) ) { // turn all previously used arbs off before the specular pass // this fixes the glowmap multitexture rendering problem - taylor for (i = 0; i < render_pass; i++) { opengl_switch_arb(i, 0); } render_pass = 0; // set specmap, for us to modulate against vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vbp->vbo) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo); glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL ); } else { glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list ); } // set specmap on relevant ARB gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, 0, 0, render_pass); opengl_switch_arb(render_pass, 1); // as a crazy and sometimes useless hack, avoid using alpha when specmap has none if ( Cmdline_alpha_env && bm_has_alpha_channel(SPECMAP) ) { glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE ); glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA ); glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); } else { glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); } render_pass++; // bump! // now move the to the envmap vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vbp->vbo) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo); glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL ); } else { glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list ); } gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, 0, 0, render_pass); opengl_set_texture_target(GL_TEXTURE_CUBE_MAP); opengl_switch_arb(render_pass, 1); opengl_set_modulate_tex_env(); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2.0f); opengl_set_state( GL_current_tex_src, ALPHA_BLEND_ADDITIVE, GL_current_ztype); glDepthMask(GL_FALSE); glDepthFunc(GL_EQUAL); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glEnable(GL_TEXTURE_GEN_R); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP); render_pass++; // bump! vglLockArraysEXT( 0, vbp->n_verts ); if (index_buffer != NULL) { if ( multiple_elements ) { start_tmp = 0; end_tmp = (GL_max_elements_indices - 1); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); while (end_tmp < end) { start_tmp += (GL_max_elements_indices - 1); end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end ); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); } } else { vglDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start); } } else { glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts); } vglUnlockArraysEXT(); // disable and reset everything we changed glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_GEN_R); glDisable(GL_TEXTURE_CUBE_MAP); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f); opengl_set_texture_target(); if (Cmdline_alpha_env) { opengl_switch_arb(0, 1); // assumes that the spec map was TEX0 glTexEnvf(GL_TEXTURE_ENV, GL_ALPHA_SCALE, 1.0f); glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); } else { opengl_switch_arb(0, 1); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f); } } // -------- End 2nd PASS --------------------------------------------------------- // // -------- Begin 3rd (specular) PASS -------------------------------------------- // if ( use_spec ) { // turn all previously used arbs off before the specular pass // this fixes the glowmap multitexture rendering problem - taylor for (i = 0; i < render_pass; i++) { opengl_switch_arb(i, 0); } vglClientActiveTextureARB(GL_TEXTURE0_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vbp->vbo) { vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo); glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL ); } else { glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list ); } opengl_set_spec_mapping(tmap_type, &u_scale, &v_scale); vglLockArraysEXT( 0, vbp->n_verts ); if (index_buffer != NULL) { if ( multiple_elements ) { start_tmp = 0; end_tmp = (GL_max_elements_indices - 1); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); while (end_tmp < end) { start_tmp += (GL_max_elements_indices - 1); end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end ); count_tmp = (end_tmp - start_tmp + 1); vglDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp); } } else { vglDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start); } } else { glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts); } vglUnlockArraysEXT(); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 1.0f); opengl_reset_spec_mapping(); } // -------- End 3rd PASS --------------------------------------------------------- // TIMERBAR_POP(); // make sure everthing gets turned back off, fixes hud issue with spec lighting and VBO crash in starfield opengl_switch_arb(-1, 0); glDisable(GL_NORMALIZE); #if defined(DRAW_DEBUG_LINES) && defined(_DEBUG) glBegin(GL_LINES); glColor3ub(255,0,0); glVertex3d(0,0,0); glVertex3d(20,0,0); glColor3ub(0,255,0); glVertex3d(0,0,0); glVertex3d(0,20,0); glColor3ub(0,0,255); glVertex3d(0,0,0); glVertex3d(0,0,20); glEnd(); #endif } void gr_opengl_start_instance_matrix(vec3d *offset, matrix* rotation) { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); if (!offset) offset = &vmd_zero_vector; if (!rotation) rotation = &vmd_identity_matrix; glMatrixMode(GL_MODELVIEW); glPushMatrix(); vec3d axis; float ang; vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis); glTranslatef( offset->xyz.x, offset->xyz.y, offset->xyz.z ); glRotatef( fl_degrees(ang), axis.xyz.x, axis.xyz.y, axis.xyz.z ); GL_modelview_matrix_depth++; } void gr_opengl_start_instance_angles(vec3d *pos, angles *rotation) { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); matrix m; vm_angles_2_matrix(&m,rotation); gr_opengl_start_instance_matrix(pos, &m); } void gr_opengl_end_instance_matrix() { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); glMatrixMode(GL_MODELVIEW); glPopMatrix(); GL_modelview_matrix_depth--; } //the projection matrix; fov, aspect ratio, near, far void gr_opengl_set_projection_matrix(float fov, float aspect, float z_near, float z_far) { if (Cmdline_nohtl) return; glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); GLdouble clip_width, clip_height; clip_height = tan( (double)fov / 2 ) * z_near; clip_width = clip_height * (GLdouble)aspect; glFrustum( -clip_width, clip_width, -clip_height, clip_height, z_near, z_far ); glMatrixMode(GL_MODELVIEW); GL_htl_projection_matrix_set = 1; } void gr_opengl_end_projection_matrix() { if (Cmdline_nohtl) return; glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); GL_htl_projection_matrix_set = 0; } void gr_opengl_set_view_matrix(vec3d *pos, matrix* orient) { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_modelview_matrix_depth == 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushMatrix(); vec3d fwd; vec3d *uvec=&orient->vec.uvec; vm_vec_add(&fwd, pos, &orient->vec.fvec); gluLookAt(pos->xyz.x, pos->xyz.y, -pos->xyz.z, fwd.xyz.x, fwd.xyz.y, -fwd.xyz.z, uvec->xyz.x, uvec->xyz.y, -uvec->xyz.z); glScalef(1.0f, 1.0f, -1.0f); glViewport(gr_screen.offset_x,gr_screen.max_h-gr_screen.offset_y-gr_screen.clip_height,gr_screen.clip_width,gr_screen.clip_height); GL_modelview_matrix_depth = 2; GL_htl_view_matrix_set = 1; } void gr_opengl_end_view_matrix() { if (Cmdline_nohtl) return; Assert(GL_modelview_matrix_depth == 2); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glLoadIdentity(); glViewport(0, 0, gr_screen.max_w, gr_screen.max_h); GL_modelview_matrix_depth = 1; GL_htl_view_matrix_set = 0; } // set a view and projection matrix for a 2D element // TODO: this probably needs to accept values void gr_opengl_set_2d_matrix(/*int x, int y, int w, int h*/) { if (Cmdline_nohtl) return; // don't bother with this if we aren't even going to need it if (!GL_htl_projection_matrix_set) return; Assert( GL_htl_2d_matrix_set == 0 ); Assert( GL_htl_2d_matrix_depth == 0 ); glMatrixMode( GL_PROJECTION ); glPushMatrix(); glLoadIdentity(); // the top and bottom positions are reversed on purpose glOrtho( 0, gr_screen.max_w, gr_screen.max_h, 0, -1, 1 ); // glOrtho( gr_screen.offset_x, gr_screen.offset_x + gr_screen.clip_width, gr_screen.offset_y + gr_screen.clip_height, // gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height, 0, 1 ); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); glLoadIdentity(); // the viewport needs to be the full screen size since glOrtho() is relative to it glViewport(0, 0, gr_screen.max_w, gr_screen.max_h); GL_htl_2d_matrix_set++; GL_htl_2d_matrix_depth++; } // ends a previously set 2d view and projection matrix void gr_opengl_end_2d_matrix() { if (Cmdline_nohtl) return; if (!GL_htl_2d_matrix_set) return; Assert( GL_htl_2d_matrix_depth == 1 ); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glPopMatrix(); GL_htl_2d_matrix_set = 0; GL_htl_2d_matrix_depth = 0; } void gr_opengl_push_scale_matrix(vec3d *scale_factor) { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); glMatrixMode(GL_MODELVIEW); glPushMatrix(); GL_modelview_matrix_depth++; glScalef(scale_factor->xyz.x, scale_factor->xyz.y, scale_factor->xyz.z); } void gr_opengl_pop_scale_matrix() { if (Cmdline_nohtl) return; Assert(GL_htl_projection_matrix_set); Assert(GL_htl_view_matrix_set); glMatrixMode(GL_MODELVIEW); glPopMatrix(); GL_modelview_matrix_depth--; } void gr_opengl_end_clip_plane() { if (Cmdline_nohtl) return; glDisable(GL_CLIP_PLANE0); } void gr_opengl_start_clip_plane() { if (Cmdline_nohtl) return; double clip_equation[4]; vec3d n; vec3d p; n=G3_user_clip_normal; p=G3_user_clip_point; clip_equation[0]=n.xyz.x; clip_equation[1]=n.xyz.y; clip_equation[2]=n.xyz.z; clip_equation[3]=-vm_vec_dot(&p, &n); glClipPlane(GL_CLIP_PLANE0, clip_equation); glEnable(GL_CLIP_PLANE0); } //************************************State blocks************************************ //this is an array of reference counts for state block IDs static GLuint *state_blocks = NULL; static uint n_state_blocks = 0; static GLuint current_state_block; //this is used for places in the array that a state block ID no longer exists #define EMPTY_STATE_BOX_REF_COUNT 0xffffffff int opengl_get_new_state_block_internal() { uint i; if (state_blocks == NULL) { state_blocks = (GLuint*)vm_malloc(sizeof(GLuint)); memset(&state_blocks[n_state_blocks], 'f', sizeof(GLuint)); n_state_blocks++; } for (i = 0; i < n_state_blocks; i++) { if (state_blocks[i] == EMPTY_STATE_BOX_REF_COUNT) { return i; } } // "i" should be n_state_blocks since we got here. state_blocks = (GLuint*)vm_realloc(state_blocks, sizeof(GLuint) * i); memset(&state_blocks[i], 'f', sizeof(GLuint)); n_state_blocks++; return n_state_blocks-1; } void gr_opengl_start_state_block() { gr_screen.recording_state_block = true; current_state_block = opengl_get_new_state_block_internal(); glNewList(current_state_block, GL_COMPILE); } int gr_opengl_end_state_block() { //sanity check if(!gr_screen.recording_state_block) return -1; //End the display list gr_screen.recording_state_block = false; glEndList(); //now return return current_state_block; } void gr_opengl_set_state_block(int handle) { if(handle < 0) return; glCallList(handle); } void gr_opengl_draw_htl_line(vec3d *start, vec3d* end) { if (Cmdline_nohtl) return; gr_zbuffer_type zbuffer_state = (gr_zbuffering) ? ZBUFFER_TYPE_FULL : ZBUFFER_TYPE_NONE; opengl_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, zbuffer_state); glBegin(GL_LINES); glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); vglSecondaryColor3ubvEXT(GL_zero_3ub); glVertex3fv(start->a1d); glVertex3fv(end->a1d); glEnd(); } void gr_opengl_draw_htl_sphere(float rad) { if (Cmdline_nohtl) return; GLUquadricObj *quad = NULL; // FIXME: before this is used in anything other than FRED2 we need to make this creation/deletion // stuff global so that it's not so slow (it can be reused for multiple quadratic objects) quad = gluNewQuadric(); Assert(quad != NULL); if (quad == NULL) return; opengl_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL); glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue); vglSecondaryColor3ubvEXT(GL_zero_3ub); // FIXME: opengl_check_for_errors() needs to be modified to work with this at // some point but for now I just don't care so it does nothing gluQuadricCallback( quad, GLU_ERROR, NULL ); // FIXME: maybe support fill/wireframe with a future flag? gluQuadricDrawStyle( quad, GLU_FILL ); // assuming unlit spheres, otherwise use GLU_SMOOTH so that it looks better gluQuadricNormals( quad, GLU_NONE ); // we could set the slices/stacks at some point in the future but just use 16 now since it looks ok gluSphere( quad, (GLdouble)rad, 16, 16 ); // FIXME: I just heard this scream "Globalize Me!!". It was really scary. I even cried. gluDeleteQuadric( quad ); }