Files
fs2open.github.com/code/graphics/gropengl.cpp
T

3784 lines
92 KiB
C++

/*
* $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
* $Revision: 2.23 $
* $Date: 2003-06-08 17:29:51 $
* $Author: phreak $
*
* Code that uses the OpenGL graphics library
*
* $Log: not supported by cvs2svn $
* Revision 2.22 2003/06/07 20:51:06 phreak
* fixed minor fogging bug
*
* Revision 2.21 2003/05/21 20:23:00 phreak
* improved glowmap rendering speed
*
* Revision 2.20 2003/05/07 00:52:36 phreak
* fixed old bug that created "mouse trails" during a popup screen
* a result of doing something a long time ago that i thought was right, but wasn't
*
* Revision 2.19 2003/05/04 23:52:40 phreak
* added additional error info incase gr_opengl_flip() fails for some unknown reason
*
* Revision 2.18 2003/05/04 20:49:18 phreak
* minor fix in gr_opengl_flip()
*
* should be end of the "unable to swap buffer" error
*
* Revision 2.17 2003/03/18 10:07:02 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.16 2003/03/07 00:15:45 phreak
* added some hacks that shutdown and restore opengl because of cutscenes
*
* Revision 2.15 2003/02/16 18:43:13 phreak
* tweaked some more stuff
*
* Revision 2.14 2003/02/01 02:57:42 phreak
* started to finalize before 3.50 release.
* added support for GL_EXT_texture_filter_anisotropic
*
* Revision 2.13 2003/01/26 23:30:53 DTP
* temporary fix, added some // so that we can do debug builds. i expect Goober5000 will fix it soon.
*
* Revision 2.12 2003/01/19 22:45:34 Goober5000
* cleaned up build output a bit
* --Goober5000
*
* Revision 2.11 2003/01/19 01:07:41 bobboau
* redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
*
* Revision 2.10 2003/01/18 19:49:45 phreak
* texture mapper now supports DXTC compressed textures
*
* Revision 2.9 2003/01/09 21:19:54 phreak
* glowmaps in OpenGL, yay!
*
* Revision 2.8 2002/12/23 19:25:39 phreak
* dumb typo
*
* Revision 2.7 2002/12/23 17:52:51 phreak
* added code that displays an error if user's OGL version is less than 1.2
*
* Revision 2.6 2002/12/16 23:28:52 phreak
* optimized fullscreen/minimized functions.. alot faster
*
* Revision 2.5 2002/12/15 18:59:57 DTP
* fixed a minor glitch, replaced <> with ", so that it takes project glXXX.h, and not compilers glXXX.h
*
* Revision 2.4 2002/12/14 16:14:52 phreak
* copied from grgpenglw32x.cpp.
*
* Revision 1.7 2002/12/05 00:49:25 phreak
* extension framework implemented(no extensions work YET) -phreak
*
* Revision 1.6 2002/11/22 20:54:16 phreak
* finished off all remaining problems with 32 bit mode, fullscreen mode
* and colors. Still needs some tweaking, but works near perfect
*
* Revision 1.5 2002/11/18 21:31:36 phreak
* complete overhaul, works in 16 bit mode -phreak
*
* Revision 1.4 2002/10/14 19:49:08 phreak
* screenshots, yay!
*
* Revision 1.3 2002/10/13 21:43:24 phreak
* further optimizations
*
* Revision 1.2 2002/10/12 17:48:11 phreak
* fixed text
*
* Revision 1.1 2002/10/11 21:31:17 phreak
* first run at opengl for w32, only useful in main hall, barracks and campaign room
*
* Revision 1.1.1.1 2002/06/06 06:25:26 drevil
* initial import of June 6th, 2002 sources
*
* Revision 1.46 2002/06/05 04:03:32 relnev
* finished cfilesystem.
*
* removed some old code.
*
* fixed mouse save off-by-one.
*
* sound cleanups.
*
* Revision 1.45 2002/06/03 09:25:37 relnev
* implement mouse cursor and screen save/restore
*
* Revision 1.44 2002/06/02 18:46:59 relnev
* updated
*
* Revision 1.43 2002/06/02 11:34:00 relnev
* adjust z coords
*
* Revision 1.42 2002/06/02 10:28:17 relnev
* fix texture handle leak
* Revision 2.3.2.2 2002/11/04 16:04:21 randomtiger
*
* Tided up some bumpman stuff and added a few function points to gr_screen. - RT
*
* Revision 2.3.2.1 2002/11/04 03:02:29 randomtiger
*
* I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant.
* This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without
* turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays.
*
* I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions.
* I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code.
*
* Rolled back to an old version of bumpman and made a few changes.
* Added new files: grd3dbumpman.cpp and .h
* Moved the bitmap init function to after the 3D engine is initialised
* Added includes where needed
* Disabled (for now) the D3D8 TGA loading - RT
*
* Revision 2.3 2002/08/01 01:41:05 penguin
* The big include file move
*
* Revision 1.41 2002/06/01 09:00:34 relnev
* silly debug memmanager
*
* Revision 1.40 2002/06/01 07:12:33 relnev
* a few NDEBUG updates.
*
* removed a few warnings.
*
* Revision 1.39 2002/06/01 05:33:15 relnev
* copied more code over.
*
* added scissor clipping.
*
* Revision 1.38 2002/06/01 03:35:27 relnev
* fix typo
*
* Revision 1.37 2002/06/01 03:32:00 relnev
* fix texture loading mistake.
*
* enable some d3d stuff for opengl also
*
* Revision 1.36 2002/05/31 23:25:03 relnev
* line fixes
*
* Revision 1.34 2002/05/31 22:15:22 relnev
* BGRA
*
* Revision 1.33 2002/05/31 22:04:55 relnev
* use d3d rect_internal
*
* Revision 1.32 2002/05/31 06:28:23 relnev
* more stuff
*
* Revision 1.31 2002/05/31 06:04:39 relnev
* fog
*
* Revision 1.30 2002/05/31 03:56:11 theoddone33
* Change tmapper polygon winding and enable culling
*
* Revision 1.29 2002/05/31 03:34:02 theoddone33
* Fix Keyboard
* Add titlebar
*
* Revision 1.28 2002/05/31 00:06:59 relnev
* minor change
*
* Revision 1.27 2002/05/30 23:46:29 theoddone33
* some minor key changes (not necessarily fixes)
*
* Revision 1.26 2002/05/30 23:33:12 relnev
* implemented a few more functions.
*
* Revision 1.25 2002/05/30 23:01:16 relnev
* implement gr_opengl_set_state.
*
* Revision 1.24 2002/05/30 22:12:57 relnev
* finish default texture case
*
* Revision 1.23 2002/05/30 22:02:30 theoddone33
* More gl changes
*
* Revision 1.22 2002/05/30 21:44:48 relnev
* implemented some missing texture stuff.
*
* enable bitmap polys for opengl.
*
* work around greenness in bitmaps.
*
* Revision 1.21 2002/05/30 17:29:30 theoddone33
* Fix some more stubs, change at least one polygon winding since culling is now
* enabled.
*
* Revision 1.20 2002/05/30 16:50:24 theoddone33
* Keyboard partially fixed
*
* Revision 1.19 2002/05/30 08:13:14 relnev
* fonts are fixed
*
* Revision 1.18 2002/05/29 23:37:36 relnev
* fix bitmap bug
*
* Revision 1.17 2002/05/29 23:17:49 theoddone33
* Non working text code and fixed keys
*
* Revision 1.16 2002/05/29 19:45:13 theoddone33
* More changes on texture loading
*
* Revision 1.15 2002/05/29 19:06:48 theoddone33
* Enable string printing. Enable texture mapping
*
* Revision 1.14 2002/05/29 08:54:40 relnev
* "fixed" bitmap drawing.
*
* copied more d3d code over.
*
* Revision 1.13 2002/05/29 06:25:13 theoddone33
* Keyboard input, mouse tracking now work
*
* Revision 1.12 2002/05/29 04:52:45 relnev
* bitmap
*
* Revision 1.11 2002/05/29 04:29:56 relnev
* removed some unncessary stubbing, implemented opengl rect
*
* Revision 1.10 2002/05/29 04:13:27 theoddone33
* enable opengl_line
*
* Revision 1.9 2002/05/29 03:35:51 relnev
* added rest of init
*
* Revision 1.8 2002/05/29 03:30:05 relnev
* update opengl stubs
*
* Revision 1.7 2002/05/29 02:52:32 theoddone33
* Enable OpenGL renderer
*
* Revision 1.6 2002/05/28 04:56:51 theoddone33
* runs a little bit now
*
* Revision 1.5 2002/05/28 04:07:28 theoddone33
* New graphics stubbing arrangement
*
* Revision 1.4 2002/05/27 23:39:34 relnev
* 0
*
* Revision 1.3 2002/05/27 22:35:01 theoddone33
* more symbols
*
* Revision 1.2 2002/05/27 22:32:02 theoddone33
* throw all d3d stuff at opengl
*
* Revision 1.1.1.1 2002/05/03 03:28:09 root
* Initial import.
*
*
* 10 7/14/99 9:42a Dave
* Put in clear_color debug function. Put in base for 3dnow stuff / P3
* stuff
*
* 9 7/09/99 9:51a Dave
* Added thick polyline code.
*
* 8 6/29/99 10:35a Dave
* Interface polygon bitmaps! Whee!
*
* 7 2/03/99 11:44a Dave
* Fixed d3d transparent textures.
*
* 6 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 5 12/18/98 1:13a Dave
* Rough 1024x768 support for Direct3D. Proper detection and usage through
* the launcher.
*
* 4 12/06/98 2:36p Dave
* Drastically improved nebula fogging.
*
* 3 11/11/98 5:37p Dave
* Checkin for multiplayer testing.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 14 5/20/98 9:46p John
* added code so the places in code that change half the palette don't
* have to clear the screen.
*
* 13 5/06/98 5:30p John
* Removed unused cfilearchiver. Removed/replaced some unused/little used
* graphics functions, namely gradient_h and _v and pixel_sp. Put in new
* DirectX header files and libs that fixed the Direct3D alpha blending
* problems.
*
* 12 4/14/98 12:15p John
* Made 16-bpp movies work.
*
* 11 3/12/98 5:36p John
* Took out any unused shaders. Made shader code take rgbc instead of
* matrix and vector since noone used it like a matrix and it would have
* been impossible to do in hardware. Made Glide implement a basic
* shader for online help.
*
* 10 3/10/98 4:18p John
* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
* & Glide have popups and print screen. Took out all >8bpp software
* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
* support Fred. Made zbuffering key off of functions rather than one
* global variable.
*
* 9 12/02/97 4:00p John
* Added first rev of thruster glow, along with variable levels of
* translucency, which retquired some restructing of palman.
*
* 8 10/03/97 9:10a John
* added better antialiased line drawer
*
* 7 9/23/97 10:45a John
* made so you can tell bitblt code to rle a bitmap by passing flag to
* gr_set_bitmap
*
* 6 9/09/97 11:01a Sandeep
* fixed warning level 4 bugs
*
* 5 7/10/97 2:06p John
* added code to specify alphablending type for bitmaps.
*
* 4 6/17/97 7:04p John
* added d3d support for gradients.
* fixed some color bugs by adding screen signatures instead of watching
* flags and palette changes.
*
* 3 6/12/97 2:50a Lawrance
* bm_unlock() now passed bitmap number, not pointer
*
* 2 6/11/97 1:12p John
* Started fixing all the text colors in the game.
*
* 1 5/12/97 12:14p John
*
* $NoKeywords: $
*/
/*
This file combines penguin's, phreak's and the Icculus OpenGL code
--STUFF WE STILL NEED TO DO--
-----------------------------
1. Switch to true 3d graphics (not ortho)
2. Start extenstion implentation (last)
*/
#ifdef WIN32
#define STUB_FUNCTION 0
#include <windows.h>
#include <windowsx.h>
#include "gl/gl.h"
#include "gl/glu.h"
#include "gl/glext.h"
#include "globalincs/pstypes.h"
#include "osapi/osapi.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "bmpman/bmpman.h"
#include "math/floating.h"
#include "palman/palman.h"
#include "globalincs/systemvars.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/line.h"
#include "nebula/neb.h"
#include "io/mouse.h"
#include "osapi/osregistry.h"
#include "cfile/cfile.h"
#include "io/timer.h"
#include "ddsutils/ddsutils.h"
#pragma comment (lib, "opengl32")
#pragma comment (lib, "glu32")
#define REQUIRED_GL_VERSION 1.2f
extern int OGL_inited;
int vram_full = 0; // UnknownPlayer
//0==no fog
//1==linear
//2==fog coord EXT
//3==NV Radial
static int OGL_fogmode=0;
static HDC dev_context = NULL;
static HGLRC rend_context = NULL;
static PIXELFORMATDESCRIPTOR pfd;
//EXTENSIONS!!!!
//be sure to check for this at startup and handle not finding it gracefully
//to add extensions:
//define an index after the last one
//increment GL_NUM_EXTENSIONS
//add function macro
//add function info to GL_Extensions struct
//I included three as examples
typedef struct ogl_extension
{
int enabled; //is this extension enabled
uint func_pointer; //address of function
const char* function_name; //name passed to wglGetProcAddress()
const char* extension_name; //name found in extension string
int required_to_run; //is this extension required for use
} ogl_extension;
#define GL_FOG_COORDF 0 // for better looking fog
#define GL_FOG_COORD_POINTER 1 // used with vertex arrays
#define GL_MULTITEXTURE_COORD2F 2 // multitex coordinates
#define GL_ACTIVE_TEX 3 // currenly active multitexture
#define GL_TEXTURE_ENV_ADD 4 // additive texture environment
#define GL_COMP_TEX 5 // texture compression
#define GL_TEX_COMP_S3TC 6 // S3TC/DXTC compression format
#define GL_TEX_FILTER_aniso 7 // anisotrophic filtering
#define GL_NV_RADIAL_FOG 8 // for better looking fog
#define GL_SECONDARY_COLOR 9 // for better looking fog
#define GL_NUM_EXTENSIONS 10
static ogl_extension GL_Extensions[GL_NUM_EXTENSIONS]=
{
{0, NULL, "glFogCoordfEXT", "GL_EXT_fog_coord",0},
{0, NULL, "glFogCoordPointerEXT", "GL_EXT_fog_coord",0},
{0, NULL, "glMultiTexCoord2fARB", "GL_ARB_multitexture",1}, //required for glow maps
{0, NULL, "glActiveTextureARB", "GL_ARB_multitexture",1}, //required for glow maps
{0, NULL, NULL, "GL_ARB_texture_env_add", 1}, //required for glow maps
{0, NULL, "glCompressedTexImage2D", "GL_ARB_texture_compression",0},
{0, NULL, NULL, "GL_EXT_texture_compression_s3tc",0},
{0, NULL, NULL, "GL_EXT_texture_filter_anisotropic", 0},
{0, NULL, NULL, "GL_NV_fog_distance", 0},
{0, NULL, "glSecondaryColor3fvEXT", "GL_EXT_secondary_color", 0}
};
#define GLEXT_CALL(x,i) if (GL_Extensions[i].enabled)\
((x)GL_Extensions[i].func_pointer)
#define glFogCoordfEXT GLEXT_CALL(PFNGLFOGCOORDFEXTPROC, GL_FOG_COORDF)
#define glFogCoordPointerEXT GLEXT_CALL(PFNGLFOGCOORDPOINTEREXTPROC, GL_FOG_COORD_POINTER);
#define glMultiTexCoord2fARB GLEXT_CALL(PFNGLMULTITEXCOORD2FARBPROC, GL_MULTITEXTURE_COORD2F)
#define glActiveTextureARB GLEXT_CALL(PFNGLACTIVETEXTUREARBPROC, GL_ACTIVE_TEX)
#define glCompressedTexImage2D GLEXT_CALL(PFNGLCOMPRESSEDTEXIMAGE2DPROC, GL_COMP_TEX)
#define glSecondaryColor3fvEXT GLEXT_CALL(PFNGLSECONDARYCOLOR3FVEXTPROC, GL_SECONDARY_COLOR)
extern int Texture_compression_enabled;
typedef enum gr_texture_source {
TEXTURE_SOURCE_NONE,
TEXTURE_SOURCE_DECAL,
TEXTURE_SOURCE_NO_FILTERING,
} gr_texture_source;
typedef enum gr_alpha_blend {
ALPHA_BLEND_NONE, // 1*SrcPixel + 0*DestPixel
ALPHA_BLEND_ALPHA_ADDITIVE, // Alpha*SrcPixel + 1*DestPixel
ALPHA_BLEND_ALPHA_BLEND_ALPHA, // Alpha*SrcPixel + (1-Alpha)*DestPixel
ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR, // Alpha*SrcPixel + (1-SrcPixel)*DestPixel
} gr_alpha_blend;
typedef enum gr_zbuffer_type {
ZBUFFER_TYPE_NONE,
ZBUFFER_TYPE_READ,
ZBUFFER_TYPE_WRITE,
ZBUFFER_TYPE_FULL,
} gr_zbuffer_type;
#define NEBULA_COLORS 20
volatile int GL_activate = 0;
volatile int GL_deactivate = 0;
static char *Gr_saved_screen = NULL;
static int Gr_saved_screen_bitmap;
static ubyte* back_buffer;
static int Gr_opengl_mouse_saved = 0;
static int Gr_opengl_mouse_saved_x1 = 0;
static int Gr_opengl_mouse_saved_y1 = 0;
static int Gr_opengl_mouse_saved_x2 = 0;
static int Gr_opengl_mouse_saved_y2 = 0;
static int Gr_opengl_mouse_saved_w = 0;
static int Gr_opengl_mouse_saved_h = 0;
extern int Cmdline_window;
static const char* OGL_extensions;
static int arb0_enabled=0;
static int arb1_enabled=0;
static float max_aniso=1.0f; //max anisotropic filtering ratio
inline static void opengl_switch_arb0(int state)
{
if (state)
{
if (arb0_enabled) return;
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
arb0_enabled=1;
}
else
{
if (!arb0_enabled) return;
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_2D);
arb0_enabled=0;
}
}
inline static void opengl_switch_arb1(int state)
{
if (state)
{
if (arb1_enabled) return;
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
arb1_enabled=1;
}
else
{
if (!arb1_enabled) return;
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
arb1_enabled=0;
}
}
//tries to find a certain extension
inline static int opengl_find_extension(const char* ext_to_find)
{
return (strstr(OGL_extensions,ext_to_find)!=NULL);
}
//finds OGL extension functions
//returns number found
static int opengl_get_extensions()
{
int num_found=0;
ogl_extension *cur=NULL;
for (int i=0; i < GL_NUM_EXTENSIONS; i++)
{
cur=&GL_Extensions[i];
if (opengl_find_extension(cur->extension_name))
{
//some extensions do not have functions
if (cur->function_name==NULL)
{
mprintf(("found extension %s\n", cur->extension_name));
cur->enabled=1;
num_found++;
continue;
}
cur->func_pointer=(uint)wglGetProcAddress(cur->function_name);
if (cur->func_pointer)
{
cur->enabled=1;
mprintf(("found extension function: %s -- extension: %s\n", cur->function_name, cur->extension_name));
num_found++;
}
else
{
mprintf(("found extension, but not function: %s -- extension:%s\n", cur->function_name, cur->extension_name));
}
}
else
{
mprintf(("did not find extension: %s\n", cur->extension_name));
if (cur->required_to_run)
{
Error(__FILE__,__LINE__,"The required OpenGL extension %s is not supported by your graphics card, please use the Glide or Direct3D rendering engines.\n\n",cur->extension_name);
}
}
}
return num_found;
}
void opengl_go_fullscreen(HWND wnd)
{
DEVMODE dm;
if (Cmdline_window)
return;
mprintf(("opengl_go_fullscreen\n"));
os_suspend();
SetWindowLong( wnd, GWL_EXSTYLE, 0 );
SetWindowLong( wnd, GWL_STYLE, WS_POPUP );
ShowWindow(wnd, SW_SHOWNORMAL );
SetWindowPos( wnd, HWND_TOPMOST, 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
SetActiveWindow(wnd);
SetForegroundWindow(wnd);
memset((void*)&dm,0,sizeof(DEVMODE));
dm.dmSize=sizeof(DEVMODE);
dm.dmPelsHeight=gr_screen.max_h;
dm.dmPelsWidth=gr_screen.max_w;
dm.dmBitsPerPel=gr_screen.bits_per_pixel;
dm.dmFields=DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
ChangeDisplaySettings(&dm,CDS_FULLSCREEN);
os_resume();
}
void opengl_minimize()
{
HWND wnd=(HWND)os_get_window();
mprintf(("opengl_minimize\n"));
os_suspend();
ShowWindow(wnd, SW_MINIMIZE);
ChangeDisplaySettings(NULL,0);
os_resume();
}
static inline void opengl_set_max_anistropy()
{
if (GL_Extensions[GL_TEX_FILTER_aniso].enabled) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, max_aniso);
}
void gr_opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
{
switch (ts) {
case TEXTURE_SOURCE_NONE:
glBindTexture(GL_TEXTURE_2D, 0);
gr_tcache_set(-1, -1, NULL, NULL );
break;
case TEXTURE_SOURCE_DECAL:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
opengl_set_max_anistropy();
break;
case TEXTURE_SOURCE_NO_FILTERING:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
opengl_set_max_anistropy();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
default:
break;
}
switch (ab) {
case ALPHA_BLEND_NONE:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case ALPHA_BLEND_ALPHA_ADDITIVE:
glBlendFunc(GL_ONE, GL_ONE);
break;
case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
glBlendFunc(GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR);
break;
default:
break;
}
switch (zt) {
case ZBUFFER_TYPE_NONE:
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
break;
case ZBUFFER_TYPE_READ:
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
break;
case ZBUFFER_TYPE_WRITE:
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
break;
case ZBUFFER_TYPE_FULL:
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
break;
default:
break;
}
}
void gr_opengl_activate(int active)
{
HWND wnd=(HWND)os_get_window();
if (active) {
GL_activate++;
opengl_go_fullscreen(wnd);
} else {
GL_deactivate++;
opengl_minimize();
}
}
void opengl_tcache_flush ();
void gr_opengl_preload_init()
{
if (gr_screen.mode != GR_OPENGL) {
return;
}
opengl_tcache_flush ();
}
int GL_should_preload = 0;
int gr_opengl_preload(int bitmap_num, int is_aabitmap)
{
if ( gr_screen.mode != GR_OPENGL) {
return 0;
}
if ( !GL_should_preload ) {
return 0;
}
float u_scale, v_scale;
int retval;
if ( is_aabitmap ) {
retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale, 1 );
} else {
retval = gr_tcache_set(bitmap_num, TCACHE_TYPE_NORMAL, &u_scale, &v_scale, 1 );
}
if ( !retval ) {
mprintf(("Texture upload failed!\n" ));
}
return retval;
}
void gr_opengl_pixel(int x, int y)
{
gr_line(x,y,x,y);
}
void gr_opengl_clear()
{
glClearColor(gr_screen.current_clear_color.red / 255.0f,
gr_screen.current_clear_color.green / 255.0f,
gr_screen.current_clear_color.blue / 255.0f, 1.0f);
glClear ( GL_COLOR_BUFFER_BIT );
}
void gr_opengl_save_mouse_area(int x, int y, int w, int h);
void opengl_tcache_frame ();
void gr_opengl_flip()
{
int swap_error=0;
if (!OGL_inited) return;
gr_reset_clip();
mouse_eval_deltas();
Gr_opengl_mouse_saved = 0;
if ( mouse_is_visible() ) {
int mx, my;
gr_reset_clip();
mouse_get_pos( &mx, &my );
gr_opengl_save_mouse_area(mx,my,24,24);
if ( Gr_cursor == -1 ) {
// stuff
} else {
gr_set_bitmap(Gr_cursor);
gr_bitmap( mx, my );
}
}
#ifndef NDEBUG
GLenum error = glGetError();
int ic = 0;
do {
error = glGetError();
if (error != GL_NO_ERROR) {
nprintf(("Warning", "!!DEBUG!! OpenGL Error: %d (%d this frame)\n", gluErrorString(error), ic));
}
ic++;
} while (error != GL_NO_ERROR);
#endif
if(!SwapBuffers(dev_context))
{
opengl_minimize();
swap_error=GetLastError();
Error(LOCATION,"Unable to swap buffers\nError code: %d",swap_error);
exit(2);
}
opengl_tcache_frame ();
int cnt = GL_activate;
if ( cnt ) {
GL_activate-=cnt;
opengl_tcache_flush();
// gr_opengl_clip_cursor(1); /* mouse grab, see opengl_activate */
}
cnt = GL_deactivate;
if ( cnt ) {
GL_deactivate-=cnt;
// gr_opengl_clip_cursor(0); /* mouse grab, see opengl_activate */
}
}
void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
{
// Not used.
}
void gr_opengl_set_clip(int x,int y,int w,int h)
{
// check for sanity of parameters
if (x < 0)
x = 0;
if (y < 0)
y = 0;
if (x >= gr_screen.max_w)
x = gr_screen.max_w - 1;
if (y >= gr_screen.max_h)
y = gr_screen.max_h - 1;
if (x + w > gr_screen.max_w)
w = gr_screen.max_w - x;
if (y + h > gr_screen.max_h)
h = gr_screen.max_h - y;
if (w > gr_screen.max_w)
w = gr_screen.max_w;
if (h > gr_screen.max_h)
h = gr_screen.max_h;
gr_screen.offset_x = x;
gr_screen.offset_y = y;
gr_screen.clip_left = 0;
gr_screen.clip_right = w-1;
gr_screen.clip_top = 0;
gr_screen.clip_bottom = h-1;
gr_screen.clip_width = w;
gr_screen.clip_height = h;
glEnable(GL_SCISSOR_TEST);
glScissor(x, gr_screen.max_h-y-h, w, h);
}
void gr_opengl_reset_clip()
{
gr_screen.offset_x = 0;
gr_screen.offset_y = 0;
gr_screen.clip_left = 0;
gr_screen.clip_top = 0;
gr_screen.clip_right = gr_screen.max_w - 1;
gr_screen.clip_bottom = gr_screen.max_h - 1;
gr_screen.clip_width = gr_screen.max_w;
gr_screen.clip_height = gr_screen.max_h;
glDisable(GL_SCISSOR_TEST);
// glScissor(0, 0, gr_screen.max_w, gr_screen.max_h);
}
void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
{
gr_screen.current_alpha = alpha;
gr_screen.current_alphablend_mode = alphablend_mode;
gr_screen.current_bitblt_mode = bitblt_mode;
gr_screen.current_bitmap = bitmap_num;
gr_screen.current_bitmap_sx = sx;
gr_screen.current_bitmap_sy = sy;
}
void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
{
shade->screen_sig = gr_screen.signature;
shade->r = r;
shade->g = g;
shade->b = b;
shade->c = c;
}
void gr_opengl_set_shader( shader * shade )
{
if ( shade ) {
if (shade->screen_sig != gr_screen.signature) {
gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
}
gr_screen.current_shader = *shade;
} else {
gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
}
}
void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
{
int saved_zbuf;
vertex v[4];
vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
saved_zbuf = gr_zbuffer_get();
// start the frame, no zbuffering, no culling
g3_start_frame(1);
gr_zbuffer_set(GR_ZBUFF_NONE);
gr_set_cull(0);
// stuff coords
v[0].sx = i2fl(x);
v[0].sy = i2fl(y);
v[0].sw = 0.0f;
v[0].u = 0.0f;
v[0].v = 0.0f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = (ubyte)r;
v[0].g = (ubyte)g;
v[0].b = (ubyte)b;
v[0].a = (ubyte)a;
v[1].sx = i2fl(x + w);
v[1].sy = i2fl(y);
v[1].sw = 0.0f;
v[1].u = 0.0f;
v[1].v = 0.0f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = (ubyte)r;
v[1].g = (ubyte)g;
v[1].b = (ubyte)b;
v[1].a = (ubyte)a;
v[2].sx = i2fl(x + w);
v[2].sy = i2fl(y + h);
v[2].sw = 0.0f;
v[2].u = 0.0f;
v[2].v = 0.0f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = (ubyte)r;
v[2].g = (ubyte)g;
v[2].b = (ubyte)b;
v[2].a = (ubyte)a;
v[3].sx = i2fl(x);
v[3].sy = i2fl(y + h);
v[3].sw = 0.0f;
v[3].u = 0.0f;
v[3].v = 0.0f;
v[3].flags = PF_PROJECTED;
v[3].codes = 0;
v[3].r = (ubyte)r;
v[3].g = (ubyte)g;
v[3].b = (ubyte)b;
v[3].a = (ubyte)a;
// draw the polys
g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
g3_end_frame();
// restore zbuffer and culling
gr_zbuffer_set(saved_zbuf);
gr_set_cull(1);
}
void gr_opengl_rect(int x,int y,int w,int h)
{
gr_opengl_rect_internal(x, y, w, h, gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
}
void gr_opengl_shade(int x,int y,int w,int h)
{
int r,g,b,a;
float shade1 = 1.0f;
float shade2 = 6.0f;
r = fl2i(gr_screen.current_shader.r*255.0f*shade1);
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
g = fl2i(gr_screen.current_shader.g*255.0f*shade1);
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
b = fl2i(gr_screen.current_shader.b*255.0f*shade1);
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
a = fl2i(gr_screen.current_shader.c*255.0f*shade2);
if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
gr_opengl_rect_internal(x, y, w, h, r, g, b, a);
}
void gr_opengl_aabitmap_ex_internal(int x,int y,int w,int h,int sx,int sy)
{
// mprintf(("gr_opengl_aabitmap_ex_internal: at (%3d,%3d) size (%3d,%3d) name %s\n",
// x, y, w, h,
// bm_get_filename(gr_screen.current_bitmap)));
if ( w < 1 ) return;
if ( h < 1 ) return;
if ( !gr_screen.current_color.is_alphacolor ) return;
float u_scale, v_scale;
gr_opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
if ( !gr_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
// Couldn't set texture
mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
return;
}
float u0, u1, v0, v1;
float x1, x2, y1, y2;
int bw, bh;
bm_get_info( gr_screen.current_bitmap, &bw, &bh );
u0 = u_scale*i2fl(sx)/i2fl(bw);
v0 = v_scale*i2fl(sy)/i2fl(bh);
u1 = u_scale*i2fl(sx+w)/i2fl(bw);
v1 = v_scale*i2fl(sy+h)/i2fl(bh);
x1 = i2fl(x+gr_screen.offset_x);
y1 = i2fl(y+gr_screen.offset_y);
x2 = i2fl(x+w+gr_screen.offset_x);
y2 = i2fl(y+h+gr_screen.offset_y);
if ( gr_screen.current_color.is_alphacolor ) {
glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue,gr_screen.current_color.alpha);
//glColor3ub(255,255,255);
} else {
glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
//glColor3ub(255,255,255);
}
glBegin (GL_QUADS);
glTexCoord2f (u0, v1);
glVertex3f (x1, y2, -0.99f);
glTexCoord2f (u1, v1);
glVertex3f (x2, y2, -0.99f);
glTexCoord2f (u1, v0);
glVertex3f (x2, y1, -0.99f);
glTexCoord2f (u0, v0);
glVertex3f (x1, y1, -0.99f);
glEnd ();
}
void gr_opengl_aabitmap_ex(int x,int y,int w,int h,int sx,int sy)
{
int reclip;
#ifndef NDEBUG
int count = 0;
#endif
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int bw, bh;
bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
do {
reclip = 0;
#ifndef NDEBUG
if ( count > 1 ) Int3();
count++;
#endif
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
if ( sx < 0 ) {
dx1 -= sx;
sx = 0;
reclip = 1;
}
if ( sy < 0 ) {
dy1 -= sy;
sy = 0;
reclip = 1;
}
w = dx2-dx1+1;
h = dy2-dy1+1;
if ( sx + w > bw ) {
w = bw - sx;
dx2 = dx1 + w - 1;
}
if ( sy + h > bh ) {
h = bh - sy;
dy2 = dy1 + h - 1;
}
if ( w < 1 ) return; // clipped away!
if ( h < 1 ) return; // clipped away!
} while (reclip);
// Make sure clipping algorithm works
#ifndef NDEBUG
Assert( w > 0 );
Assert( h > 0 );
Assert( w == (dx2-dx1+1) );
Assert( h == (dy2-dy1+1) );
Assert( sx >= 0 );
Assert( sy >= 0 );
Assert( sx+w <= bw );
Assert( sy+h <= bh );
Assert( dx2 >= dx1 );
Assert( dy2 >= dy1 );
Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
#endif
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
gr_opengl_aabitmap_ex_internal(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
}
void gr_opengl_aabitmap(int x, int y)
{
int w, h;
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int sx=0, sy=0;
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
if ( sx < 0 ) return;
if ( sy < 0 ) return;
if ( sx >= w ) return;
if ( sy >= h ) return;
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
gr_aabitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
}
void gr_opengl_string( int sx, int sy, char *s )
{
int width, spacing, letter;
int x, y;
if ( !Current_font ) {
return;
}
gr_set_bitmap(Current_font->bitmap_id);
x = sx;
y = sy;
if (sx==0x8000) { //centered
x = get_centered_x(s);
} else {
x = sx;
}
spacing = 0;
while (*s) {
x += spacing;
while (*s== '\n' ) {
s++;
y += Current_font->h;
if (sx==0x8000) { //centered
x = get_centered_x(s);
} else {
x = sx;
}
}
if (*s == 0 ) break;
letter = get_char_width(s[0],s[1],&width,&spacing);
s++;
//not in font, draw as space
if (letter<0) {
continue;
}
int xd, yd, xc, yc;
int wc, hc;
// Check if this character is totally clipped
if ( x + width < gr_screen.clip_left ) continue;
if ( y + Current_font->h < gr_screen.clip_top ) continue;
if ( x > gr_screen.clip_right ) continue;
if ( y > gr_screen.clip_bottom ) continue;
xd = yd = 0;
if ( x < gr_screen.clip_left ) xd = gr_screen.clip_left - x;
if ( y < gr_screen.clip_top ) yd = gr_screen.clip_top - y;
xc = x+xd;
yc = y+yd;
wc = width - xd; hc = Current_font->h - yd;
if ( xc + wc > gr_screen.clip_right ) wc = gr_screen.clip_right - xc;
if ( yc + hc > gr_screen.clip_bottom ) hc = gr_screen.clip_bottom - yc;
if ( wc < 1 ) continue;
if ( hc < 1 ) continue;
int u = Current_font->bm_u[letter];
int v = Current_font->bm_v[letter];
gr_opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd );
}
}
void gr_opengl_line(int x1,int y1,int x2,int y2)
{
int clipped = 0, swapped=0;
gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
float sx1, sy1;
float sx2, sy2;
sx1 = i2fl(x1 + gr_screen.offset_x);
sy1 = i2fl(y1 + gr_screen.offset_y);
sx2 = i2fl(x2 + gr_screen.offset_x);
sy2 = i2fl(y2 + gr_screen.offset_y);
if ( x1 == x2 && y1 == y2 ) {
glBegin (GL_POINTS);
glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
glVertex3f (sx1, sy1, -0.99f);
glEnd ();
return;
}
if ( x1 == x2 ) {
if ( sy1 < sy2 ) {
sy2 += 0.5f;
} else {
sy1 += 0.5f;
}
} else if ( y1 == y2 ) {
if ( sx1 < sx2 ) {
sx2 += 0.5f;
} else {
sx1 += 0.5f;
}
}
glBegin (GL_LINES);
glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
glVertex3f (sx2, sy2, -0.99f);
glVertex3f (sx1, sy1, -0.99f);
glEnd ();
}
void gr_opengl_aaline(vertex *v1, vertex *v2)
{
gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy) );
}
void gr_opengl_gradient(int x1,int y1,int x2,int y2)
{
int clipped = 0, swapped=0;
if ( !gr_screen.current_color.is_alphacolor ) {
gr_line( x1, y1, x2, y2 );
return;
}
INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
int aa = swapped ? 0 : gr_screen.current_color.alpha;
int ba = swapped ? gr_screen.current_color.alpha : 0;
float sx1, sy1;
float sx2, sy2;
sx1 = i2fl(x1 + gr_screen.offset_x);
sy1 = i2fl(y1 + gr_screen.offset_y);
sx2 = i2fl(x2 + gr_screen.offset_x);
sy2 = i2fl(y2 + gr_screen.offset_y);
if ( x1 == x2 ) {
if ( sy1 < sy2 ) {
sy2 += 0.5f;
} else {
sy1 += 0.5f;
}
} else if ( y1 == y2 ) {
if ( sx1 < sx2 ) {
sx2 += 0.5f;
} else {
sx1 += 0.5f;
}
}
glBegin (GL_LINES);
glColor4ub ((ubyte)gr_screen.current_color.red, (ubyte)gr_screen.current_color.green, (ubyte)gr_screen.current_color.blue, (ubyte)ba);
glVertex3f (sx2, sy2, -0.99f);
glColor4ub ((ubyte)gr_screen.current_color.red, (ubyte)gr_screen.current_color.green, (ubyte)gr_screen.current_color.blue, (ubyte)aa);
glVertex3f (sx1, sy1, -0.99f);
glEnd ();
}
void gr_opengl_circle( int xc, int yc, int d )
{
int p,x, y, r;
r = d/2;
p=3-d;
x=0;
y=r;
// Big clip
if ( (xc+r) < gr_screen.clip_left ) return;
if ( (xc-r) > gr_screen.clip_right ) return;
if ( (yc+r) < gr_screen.clip_top ) return;
if ( (yc-r) > gr_screen.clip_bottom ) return;
while(x<y) {
// Draw the first octant
gr_opengl_line( xc-y, yc-x, xc+y, yc-x );
gr_opengl_line( xc-y, yc+x, xc+y, yc+x );
if (p<0)
p=p+(x<<2)+6;
else {
// Draw the second octant
gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
p=p+((x-y)<<2)+10;
y--;
}
x++;
}
if(x==y) {
gr_opengl_line( xc-x, yc-y, xc+x, yc-y );
gr_opengl_line( xc-x, yc+y, xc+x, yc+y );
}
return;
}
extern vector *Interp_pos;
extern vector Interp_offset;
extern matrix *Interp_orient;
void gr_opengl_stuff_fog_coord(vertex *v)
{
float d;
vector pos; //position of the vertex in question
vector final;
vm_vec_add(&pos, Interp_pos,&Interp_offset);
vm_vec_add2(&pos, &v->real_pos);
vm_vec_rotate(&final, &pos, Interp_orient);
d=vm_vec_dist_squared(&pos,&Eye_position);
glFogCoordfEXT(d);
}
void gr_opengl_stuff_secondary_color(vertex *v, ubyte fr, ubyte fg, ubyte fb)
{
float color[]={ (float)fr/255.0f,
(float)fg/255.0f,
(float)fb/255.0f};
if ((fr==0) && (fg==0) && (fb==0))
{
//easy out
glSecondaryColor3fvEXT(color);
return;
}
float d;
float d_over_far;
vector pos; //position of the vertex in question
vm_vec_add(&pos, Interp_pos,&Interp_offset);
vm_vec_add2(&pos, &v->real_pos);
d=vm_vec_dist_squared(&pos,&Eye_position);
d_over_far = d/(gr_screen.fog_far*gr_screen.fog_far);
if (d_over_far <= (gr_screen.fog_near * gr_screen.fog_near))
{
memset(color,0,sizeof(float)*3);
glSecondaryColor3fvEXT(color);
return;
}
if (d_over_far >= 1.0f)
{
//another easy out
glSecondaryColor3fvEXT(color);
return;
}
color[0]*=d_over_far;
color[1]*=d_over_far;
color[2]*=d_over_far;
glSecondaryColor3fvEXT(color);
return;
}
void gr_opengl_tmapper_internal( int nv, vertex ** verts, uint flags, int is_scaler )
{
int i;
float u_scale = 1.0f, v_scale = 1.0f;
// Make nebula use the texture mapper... this blends the colors better.
if ( flags & TMAP_FLAG_NEBULA ){
Int3 ();
}
gr_texture_source texture_source = (gr_texture_source)-1;
gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
if ( gr_zbuffering ) {
if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
zbuffer_type = ZBUFFER_TYPE_READ;
} else {
zbuffer_type = ZBUFFER_TYPE_FULL;
}
} else {
zbuffer_type = ZBUFFER_TYPE_NONE;
}
int alpha;
int tmap_type = TCACHE_TYPE_NORMAL;
int r, g, b;
if ( flags & TMAP_FLAG_TEXTURED ) {
r = g = b = 255;
} else {
r = gr_screen.current_color.red;
g = gr_screen.current_color.green;
b = gr_screen.current_color.blue;
// opengl_switch_arb0(0);
// opengl_switch_arb1(0);
}
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER )
{
if (1) {
tmap_type = TCACHE_TYPE_NORMAL;
alpha_blend = ALPHA_BLEND_ALPHA_ADDITIVE;
// Blend with screen pixel using src*alpha+dst
float factor = gr_screen.current_alpha;
alpha = 255;
if ( factor <= 1.0f ) {
int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
r = (r*tmp_alpha)/255;
g = (g*tmp_alpha)/255;
b = (b*tmp_alpha)/255;
}
} else {
tmap_type = TCACHE_TYPE_XPARENT;
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
// Blend with screen pixel using src*alpha+dst
float factor = gr_screen.current_alpha;
if ( factor > 1.0f ) {
alpha = 255;
} else {
alpha = fl2i(gr_screen.current_alpha*255.0f);
}
}
} else {
if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
} else {
alpha_blend = ALPHA_BLEND_NONE;
}
alpha = 255;
}
if(flags & TMAP_FLAG_BITMAP_SECTION){
tmap_type = TCACHE_TYPE_BITMAP_SECTION;
}
texture_source = TEXTURE_SOURCE_NONE;
if ( flags & TMAP_FLAG_TEXTURED ) {
texture_source=TEXTURE_SOURCE_DECAL;
// use nonfiltered textures for bitmap sections
if(flags & TMAP_FLAG_BITMAP_SECTION){
texture_source = TEXTURE_SOURCE_NO_FILTERING;
} else {
texture_source = TEXTURE_SOURCE_DECAL;
}
gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy ))
{
mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
}
else
{
gr_opengl_set_state( texture_source, alpha_blend, zbuffer_type );
}
if (flags & TMAP_FLAG_PIXEL_FOG) {
int r, g, b;
int ra, ga, ba;
ra = ga = ba = 0;
for (i=nv-1;i>=0 ;i--)
{
vertex *va = verts[i];
float sx, sy;
int x, y;
x = fl2i(va->sx*16.0f);
y = fl2i(va->sy*16.0f);
x += gr_screen.offset_x*16;
y += gr_screen.offset_y*16;
sx = i2fl(x) / 16.0f;
sy = i2fl(y) / 16.0f;
neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
ra += r;
ga += g;
ba += b;
}
ra /= nv;
ga /= nv;
ba /= nv;
gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
}
glBegin(GL_TRIANGLE_FAN);
for (i = nv-1; i >= 0; i--) {
vertex * va = verts[i];
float sx, sy, sz;
float tu, tv;
float rhw;
int a;
if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
sz = float(1.0 - 1.0 / (1.0 + va->z / (32768.0 / 256.0)));
if ( sz > 0.98f ) {
sz = 0.98f;
}
} else {
sz = 0.99f;
}
if ( flags & TMAP_FLAG_CORRECT ) {
rhw = va->sw;
} else {
rhw = 1.0f;
}
if (flags & TMAP_FLAG_ALPHA) {
a = verts[i]->a;
} else {
a = alpha;
}
if (flags & TMAP_FLAG_NEBULA ) {
int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
r = gr_palette[pal*3+0];
g = gr_palette[pal*3+1];
b = gr_palette[pal*3+2];
} else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
r = Gr_gamma_lookup[verts[i]->b];
g = Gr_gamma_lookup[verts[i]->b];
b = Gr_gamma_lookup[verts[i]->b];
} else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
// Make 0.75 be 256.0f
r = Gr_gamma_lookup[verts[i]->r];
g = Gr_gamma_lookup[verts[i]->g];
b = Gr_gamma_lookup[verts[i]->b];
} else {
// use constant RGB values...
}
glColor4ub ((ubyte)r,(ubyte)g,(ubyte)b,(ubyte)a);
if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (OGL_fogmode == 2)){
// this is for GL_EXT_FOG_COORD
gr_opengl_stuff_fog_coord(va);
}
/* if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) ){
// this is for GL_EXT_SECONDARY_COLOR
//doesn't matter if its there since the error checking code (it is on most gfx cards nowadays)
gr_opengl_stuff_secondary_color(va,gr_screen.current_fog_color.red,gr_screen.current_fog_color.green,gr_screen.current_fog_color.blue);
}
else
{
gr_opengl_stuff_secondary_color(va,0,0,0);
}
*/
int x, y;
x = fl2i(va->sx*16.0f);
y = fl2i(va->sy*16.0f);
x += gr_screen.offset_x*16;
y += gr_screen.offset_y*16;
sx = i2fl(x) / 16.0f;
sy = i2fl(y) / 16.0f;
if ( flags & TMAP_FLAG_TEXTURED ) {
tu = va->u*u_scale;
tv = va->v*v_scale;
//use opengl hardware multitexturing
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,tu,tv);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,tu,tv);
}
glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0f/rhw);
}
glEnd();
}
void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
{
gr_opengl_tmapper_internal( nverts, verts, flags, 0 );
}
#define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
void gr_opengl_scaler(vertex *va, vertex *vb )
{
float x0, y0, x1, y1;
float u0, v0, u1, v1;
float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
float xmin, xmax, ymin, ymax;
int dx0, dy0, dx1, dy1;
//============= CLIP IT =====================
x0 = va->sx; y0 = va->sy;
x1 = vb->sx; y1 = vb->sy;
xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
u0 = va->u; v0 = va->v;
u1 = vb->u; v1 = vb->v;
// Check for obviously offscreen bitmaps...
if ( (y1<=y0) || (x1<=x0) ) return;
if ( (x1<xmin ) || (x0>xmax) ) return;
if ( (y1<ymin ) || (y0>ymax) ) return;
clipped_u0 = u0; clipped_v0 = v0;
clipped_u1 = u1; clipped_v1 = v1;
clipped_x0 = x0; clipped_y0 = y0;
clipped_x1 = x1; clipped_y1 = y1;
// Clip the left, moving u0 right as necessary
if ( x0 < xmin ) {
clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
clipped_x0 = xmin;
}
// Clip the right, moving u1 left as necessary
if ( x1 > xmax ) {
clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
clipped_x1 = xmax;
}
// Clip the top, moving v0 down as necessary
if ( y0 < ymin ) {
clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
clipped_y0 = ymin;
}
// Clip the bottom, moving v1 up as necessary
if ( y1 > ymax ) {
clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
clipped_y1 = ymax;
}
dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
if (dx1<=dx0) return;
if (dy1<=dy0) return;
//============= DRAW IT =====================
vertex v[4];
vertex *vl[4];
vl[0] = &v[0];
v->sx = clipped_x0;
v->sy = clipped_y0;
v->sw = va->sw;
v->z = va->z;
v->u = clipped_u0;
v->v = clipped_v0;
vl[1] = &v[1];
v[1].sx = clipped_x1;
v[1].sy = clipped_y0;
v[1].sw = va->sw;
v[1].z = va->z;
v[1].u = clipped_u1;
v[1].v = clipped_v0;
vl[2] = &v[2];
v[2].sx = clipped_x1;
v[2].sy = clipped_y1;
v[2].sw = va->sw;
v[2].z = va->z;
v[2].u = clipped_u1;
v[2].v = clipped_v1;
vl[3] = &v[3];
v[3].sx = clipped_x0;
v[3].sy = clipped_y1;
v[3].sw = va->sw;
v[3].z = va->z;
v[3].u = clipped_u0;
v[3].v = clipped_v1;
gr_opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
}
void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
{
}
void gr_opengl_get_color( int * r, int * g, int * b )
{
if (r) *r = gr_screen.current_color.red;
if (g) *g = gr_screen.current_color.green;
if (b) *b = gr_screen.current_color.blue;
}
void gr_opengl_init_color(color *c, int r, int g, int b)
{
c->screen_sig = gr_screen.signature;
c->red = (unsigned char)r;
c->green = (unsigned char)g;
c->blue = (unsigned char)b;
c->alpha = 255;
c->ac_type = AC_TYPE_NONE;
c->alphacolor = -1;
c->is_alphacolor = 0;
c->magic = 0xAC01;
}
void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
{
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
gr_opengl_init_color( clr, r, g, b );
clr->alpha = (unsigned char)alpha;
clr->ac_type = (ubyte)type;
clr->alphacolor = -1;
clr->is_alphacolor = 1;
}
void gr_opengl_set_color( int r, int g, int b )
{
Assert((r >= 0) && (r < 256));
Assert((g >= 0) && (g < 256));
Assert((b >= 0) && (b < 256));
gr_opengl_init_color( &gr_screen.current_color, r, g, b );
}
void gr_opengl_set_color_fast(color *dst)
{
if ( dst->screen_sig != gr_screen.signature ) {
if ( dst->is_alphacolor ) {
gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
} else {
gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
}
}
gr_screen.current_color = *dst;
}
void gr_opengl_print_screen(char *filename)
{
ubyte buf[1024*3];
memset(buf,0,1024*3);
char tmp[1024];
strcpy( tmp, NOX(".\\gl")); // specify a path mean files goes in root
strcat( tmp, filename );
strcat( tmp, NOX(".tga"));
CFILE *f = cfopen(tmp, "wb");
// Write the TGA header
cfwrite_ubyte( 0, f ); // IDLength;
cfwrite_ubyte( 0, f ); // ColorMapType;
cfwrite_ubyte( 2, f ); // ImageType; // 2 = 24bpp, uncompressed, 10=24bpp rle compressed
cfwrite_ushort( 0, f ); // CMapStart;
cfwrite_ushort( 0, f ); // CMapLength;
cfwrite_ubyte( 0, f ); // CMapDepth;
cfwrite_ushort( 0, f ); // XOffset;
cfwrite_ushort( 0, f ); // YOffset;
cfwrite_ushort( (ushort)gr_screen.max_w, f ); // Width;
cfwrite_ushort( (ushort)gr_screen.max_h, f ); // Height;
cfwrite_ubyte( 24, f ); //PixelDepth;
cfwrite_ubyte( 0, f ); //ImageDesc;
int h=gr_screen.max_h;
int w=gr_screen.max_w;
for (int i=0; i < h; i++)
{
glReadPixels(0,i,w,1,GL_BGR_EXT, GL_UNSIGNED_BYTE, buf);
cfwrite(buf,w*3,1,f);
}
cfclose(f);
}
int gr_opengl_supports_res_ingame(int res)
{
STUB_FUNCTION;
return 1;
}
int gr_opengl_supports_res_interface(int res)
{
STUB_FUNCTION;
return 1;
}
void opengl_tcache_cleanup ();
void gr_opengl_cleanup(int minimize)
{
HWND wnd=(HWND)os_get_window();
if ( !OGL_inited ) return;
gr_reset_clip();
gr_clear();
gr_flip();
if ( !OGL_inited ) return;
gr_reset_clip();
gr_clear();
gr_flip();
OGL_inited = 0;
if (rend_context)
{
if (!wglMakeCurrent(NULL, NULL))
{
MessageBox(wnd, "SHUTDOWN ERROR", "error", MB_OK);
}
if (!wglDeleteContext(rend_context))
{
MessageBox(wnd, "Unable to delete rendering context", "error", MB_OK);
}
rend_context=NULL;
}
opengl_minimize();
if (minimize)
{
if (!Cmdline_window)
ChangeDisplaySettings(NULL, 0);
}
//this should be initialized
free(back_buffer);
}
void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
{
// mprintf(("gr_opengl_fog_set(%d,%d,%d,%d,%f,%f)\n",fog_mode,r,g,b,fog_near,fog_far));
Assert((r >= 0) && (r < 256));
Assert((g >= 0) && (g < 256));
Assert((b >= 0) && (b < 256));
if (fog_mode == GR_FOGMODE_NONE) {
if (gr_screen.current_fog_mode != fog_mode) {
glDisable(GL_FOG);
}
gr_screen.current_fog_mode = fog_mode;
return;
}
if (gr_screen.current_fog_mode != fog_mode) {
if (OGL_fogmode==3)
glFogf(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
else if (OGL_fogmode==2)
{
glFogf(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
fog_near*=fog_near; //its faster this way
fog_far*=fog_far;
}
glEnable(GL_FOG);
glFogf(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, fog_near);
glFogf(GL_FOG_END, fog_far);
gr_screen.current_fog_mode = fog_mode;
}
if ( (gr_screen.current_fog_color.red != r) ||
(gr_screen.current_fog_color.green != g) ||
(gr_screen.current_fog_color.blue != b) ) {
GLfloat fc[4];
gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
fc[0] = (float)r/255.0f;
fc[1] = (float)g/255.0f;
fc[2] = (float)b/255.0f;
fc[3] = 1.0f;
glFogfv(GL_FOG_COLOR, fc);
}
}
void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
{
// Not used.
}
void gr_opengl_set_cull(int cull)
{
if (cull) {
glEnable (GL_CULL_FACE);
glFrontFace (GL_CCW);
} else {
glDisable (GL_CULL_FACE);
}
}
void gr_opengl_filter_set(int filter)
{
}
// cross fade
void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
{
if ( pct <= 50 ) {
gr_set_bitmap(bmap1);
gr_bitmap(x1, y1);
} else {
gr_set_bitmap(bmap2);
gr_bitmap(x2, y2);
}
}
typedef struct tcache_slot_opengl {
GLuint texture_handle;
float u_scale, v_scale;
int bitmap_id;
int size;
char used_this_frame;
int time_created;
ushort w,h;
// sections
tcache_slot_opengl *data_sections[MAX_BMAP_SECTIONS_X][MAX_BMAP_SECTIONS_Y];
tcache_slot_opengl *parent;
} tcache_slot_opengl;
static void *Texture_sections = NULL;
static tcache_slot_opengl *Textures = NULL;
int GL_texture_sections = 0;
int GL_texture_ram = 0;
int GL_frame_count = 0;
int GL_min_texture_width = 0;
int GL_max_texture_width = 0;
int GL_min_texture_height = 0;
int GL_max_texture_height = 0;
int GL_square_textures = 0;
int GL_textures_in = 0;
int GL_textures_in_frame = 0;
int GL_last_bitmap_id = -1;
int GL_last_detail = -1;
int GL_last_bitmap_type = -1;
int GL_last_section_x = -1;
int GL_last_section_y = -1;
extern int vram_full;
void opengl_tcache_init (int use_sections)
{
int i, idx, s_idx;
// DDOI - FIXME skipped a lot of stuff here
GL_should_preload = 0;
//uint tmp_pl = os_config_read_uint( NULL, NOX("D3DPreloadTextures"), 255 );
uint tmp_pl = 1;
if ( tmp_pl == 0 ) {
GL_should_preload = 0;
} else if ( tmp_pl == 1 ) {
GL_should_preload = 1;
} else {
GL_should_preload = 1;
}
GL_min_texture_width = 16;
GL_min_texture_height = 16;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &GL_max_texture_width);
GL_max_texture_height=GL_max_texture_width;
mprintf(("max texture size is: %dx%d\n", GL_max_texture_width,GL_max_texture_height));
GL_square_textures = 1;
Textures = (tcache_slot_opengl *)malloc(MAX_BITMAPS*sizeof(tcache_slot_opengl));
if ( !Textures ) {
exit(1);
}
if(use_sections){
Texture_sections = (tcache_slot_opengl*)malloc(MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
if(!Texture_sections){
exit(1);
}
memset(Texture_sections, 0, MAX_BITMAPS * MAX_BMAP_SECTIONS_X * MAX_BMAP_SECTIONS_Y * sizeof(tcache_slot_opengl));
}
// Init the texture structures
int section_count = 0;
for( i=0; i<MAX_BITMAPS; i++ ) {
/*
Textures[i].vram_texture = NULL;
Textures[i].vram_texture_surface = NULL;
*/
Textures[i].texture_handle = 0;
Textures[i].bitmap_id = -1;
Textures[i].size = 0;
Textures[i].used_this_frame = 0;
Textures[i].parent = NULL;
// allocate sections
if(use_sections){
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
Textures[i].data_sections[idx][s_idx] = &((tcache_slot_opengl*)Texture_sections)[section_count++];
Textures[i].data_sections[idx][s_idx]->parent = &Textures[i];
/*
Textures[i].data_sections[idx][s_idx]->vram_texture = NULL;
Textures[i].data_sections[idx][s_idx]->vram_texture_surface = NULL;
*/
Textures[i].data_sections[idx][s_idx]->texture_handle = 0;
Textures[i].data_sections[idx][s_idx]->bitmap_id = -1;
Textures[i].data_sections[idx][s_idx]->size = 0;
Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
}
}
} else {
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
Textures[i].data_sections[idx][s_idx] = NULL;
}
}
}
}
GL_texture_sections = use_sections;
//GL_last_detail = Detail.hardware_textures;
GL_last_bitmap_id = -1;
GL_last_bitmap_type = -1;
GL_last_section_x = -1;
GL_last_section_y = -1;
GL_textures_in = 0;
GL_textures_in_frame = 0;
}
int opengl_free_texture (tcache_slot_opengl *t);
void opengl_free_texture_with_handle(int handle)
{
for(int i=0; i<MAX_BITMAPS; i++ ) {
if (Textures[i].bitmap_id == handle) {
Textures[i].used_this_frame = 0; // this bmp doesn't even exist any longer...
opengl_free_texture ( &Textures[i] );
}
}
}
void opengl_tcache_flush ()
{
int i;
for( i=0; i<MAX_BITMAPS; i++ ) {
opengl_free_texture ( &Textures[i] );
}
if (GL_textures_in != 0) {
mprintf(( "WARNING: VRAM is at %d instead of zero after flushing!\n", GL_textures_in ));
GL_textures_in = 0;
}
GL_last_bitmap_id = -1;
GL_last_section_x = -1;
GL_last_section_y = -1;
}
void opengl_tcache_cleanup ()
{
opengl_tcache_flush ();
GL_textures_in = 0;
GL_textures_in_frame = 0;
if ( Textures ) {
free(Textures);
Textures = NULL;
}
if( Texture_sections != NULL ){
free(Texture_sections);
Texture_sections = NULL;
}
}
void opengl_tcache_frame ()
{
int idx, s_idx;
GL_last_bitmap_id = -1;
GL_textures_in_frame = 0;
GL_frame_count++;
int i;
for( i=0; i<MAX_BITMAPS; i++ ) {
Textures[i].used_this_frame = 0;
// data sections
if(Textures[i].data_sections[0][0] != NULL){
Assert(GL_texture_sections);
if(GL_texture_sections){
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if(Textures[i].data_sections[idx][s_idx] != NULL){
Textures[i].data_sections[idx][s_idx]->used_this_frame = 0;
}
}
}
}
}
}
if ( vram_full ) {
opengl_tcache_flush();
vram_full = 0;
}
}
int opengl_free_texture ( tcache_slot_opengl *t )
{
int idx, s_idx;
// Bitmap changed!!
if ( t->bitmap_id > -1 ) {
// if I, or any of my children have been used this frame, bail
if(t->used_this_frame){
return 0;
}
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if((t->data_sections[idx][s_idx] != NULL) && (t->data_sections[idx][s_idx]->used_this_frame)){
return 0;
}
}
}
// ok, now we know its legal to free everything safely
glDeleteTextures (1, &t->texture_handle);
t->texture_handle = 0;
if ( GL_last_bitmap_id == t->bitmap_id ) {
GL_last_bitmap_id = -1;
}
// if this guy has children, free them too, since the children
// actually make up his size
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if(t->data_sections[idx][s_idx] != NULL){
opengl_free_texture(t->data_sections[idx][s_idx]);
}
}
}
t->bitmap_id = -1;
t->used_this_frame = 0;
GL_textures_in -= t->size;
}
return 1;
}
void opengl_tcache_get_adjusted_texture_size(int w_in, int h_in, int *w_out, int *h_out)
{
int tex_w, tex_h;
// bogus
if((w_out == NULL) || (h_out == NULL)){
return;
}
// starting size
tex_w = w_in;
tex_h = h_in;
if (1) {
int i;
for (i=0; i<16; i++ ) {
if ( (tex_w > (1<<i)) && (tex_w <= (1<<(i+1))) ) {
tex_w = 1 << (i+1);
break;
}
}
for (i=0; i<16; i++ ) {
if ( (tex_h > (1<<i)) && (tex_h <= (1<<(i+1))) ) {
tex_h = 1 << (i+1);
break;
}
}
}
if ( tex_w < GL_min_texture_width ) {
tex_w = GL_min_texture_width;
} else if ( tex_w > GL_max_texture_width ) {
tex_w = GL_max_texture_width;
}
if ( tex_h < GL_min_texture_height ) {
tex_h = GL_min_texture_height;
} else if ( tex_h > GL_max_texture_height ) {
tex_h = GL_max_texture_height;
}
if ( GL_square_textures ) {
int new_size;
// Make the both be equal to larger of the two
new_size = max(tex_w, tex_h);
tex_w = new_size;
tex_h = new_size;
}
// store the outgoing size
*w_out = tex_w;
*h_out = tex_h;
}
// data == start of bitmap data
// sx == x offset into bitmap
// sy == y offset into bitmap
// src_w == absolute width of section on source bitmap
// src_h == absolute height of section on source bitmap
// bmap_w == width of source bitmap
// bmap_h == height of source bitmap
// tex_w == width of final texture
// tex_h == height of final texture
int opengl_create_texture_sub(int bitmap_type, int texture_handle, ushort *data, int sx, int sy, int src_w, int src_h, int bmap_w, int bmap_h, int tex_w, int tex_h, tcache_slot_opengl *t, int reload, int fail_on_full)
{
int ret_val = 1;
// bogus
if(t == NULL){
return 0;
}
if ( t->used_this_frame ) {
mprintf(( "ARGHH!!! Texture already used this frame! Cannot free it!\n" ));
return 0;
}
if ( !reload ) {
// gah
if(!opengl_free_texture(t)){
return 0;
}
}
// get final texture size
opengl_tcache_get_adjusted_texture_size(tex_w, tex_h, &tex_w, &tex_h);
if ( (tex_w < 1) || (tex_h < 1) ) {
mprintf(("Bitmap is to small at %dx%d.\n", tex_w, tex_h ));
return 0;
}
if ( bitmap_type == TCACHE_TYPE_AABITMAP ) {
t->u_scale = (float)bmap_w / (float)tex_w;
t->v_scale = (float)bmap_h / (float)tex_h;
} else if(bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
t->u_scale = (float)src_w / (float)tex_w;
t->v_scale = (float)src_h / (float)tex_h;
} else {
t->u_scale = 1.0f;
t->v_scale = 1.0f;
}
if (!reload) {
glGenTextures (1, &t->texture_handle);
}
if (t->texture_handle == 0) {
nprintf(("Error", "!!DEBUG!! t->texture_handle == 0"));
return 0;
}
glBindTexture (GL_TEXTURE_2D, t->texture_handle);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//compression takes precedence
if (bitmap_type & TCACHE_TYPE_COMPRESSED)
{
GLenum ctype(0);
switch (bm_is_compressed(texture_handle))
{
case 1:
ctype=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case 2:
ctype=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case 3:
ctype=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
default:
Assert(0);
}
glCompressedTexImage2D(GL_TEXTURE_2D, 0, ctype, tex_w, tex_h,0, bm_get_size(texture_handle), (ubyte*)data);
}
else
{
switch (bitmap_type) {
case TCACHE_TYPE_AABITMAP:
{
int i,j;
ubyte *bmp_data = ((ubyte*)data);
ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
ubyte *texmemp = texmem;
ubyte xlat[256];
for (i=0; i<16; i++) {
xlat[i] = (ubyte)Gr_gamma_lookup[(i*255)/15];
}
xlat[15] = xlat[1];
for ( ; i<256; i++ ) {
xlat[i] = xlat[0];
}
for (i=0;i<tex_h;i++)
{
for (j=0;j<tex_w;j++)
{
if (i < bmap_h && j < bmap_w) {
*texmemp++ = 0xff;
*texmemp++ = xlat[bmp_data[i*bmap_w+j]];
} else {
*texmemp++ = 0;
*texmemp++ = 0;
}
}
}
glTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, tex_w, tex_h, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, texmem);
free (texmem);
}
break;
case TCACHE_TYPE_BITMAP_SECTION:
{
int i,j;
ubyte *bmp_data = ((ubyte*)data);
ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
ubyte *texmemp = texmem;
for (i=0;i<tex_h;i++)
{
for (j=0;j<tex_w;j++)
{
if (i < src_h && j < src_w) {
*texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+0];
*texmemp++ = bmp_data[((i+sy)*bmap_w+(j+sx))*2+1];
} else {
*texmemp++ = 0;
*texmemp++ = 0;
}
}
}
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
free(texmem);
break;
}
default:
{
int i,j;
ubyte *bmp_data = ((ubyte*)data);
ubyte *texmem = (ubyte *) malloc (tex_w*tex_h*2);
ubyte *texmemp = texmem;
fix u, utmp, v, du, dv;
u = v = 0;
du = ( (bmap_w-1)*F1_0 ) / tex_w;
dv = ( (bmap_h-1)*F1_0 ) / tex_h;
for (j=0;j<tex_h;j++)
{
utmp = u;
for (i=0;i<tex_w;i++)
{
*texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+0];
*texmemp++ = bmp_data[(f2i(v)*bmap_w+f2i(utmp))*2+1];
utmp += du;
}
v += dv;
}
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, tex_w, tex_h, 0, GL_BGRA,GL_UNSIGNED_SHORT_1_5_5_5_REV, texmem);
free(texmem);
break;
}
}//end switch
}//end else
t->bitmap_id = texture_handle;
t->time_created = GL_frame_count;
t->used_this_frame = 0;
if (bitmap_type & TCACHE_TYPE_COMPRESSED) t->size=bm_get_size(texture_handle);
else t->size = tex_w * tex_h * 2;
t->w = (ushort)tex_w;
t->h = (ushort)tex_h;
GL_textures_in_frame += t->size;
if (!reload) {
GL_textures_in += t->size;
}
return ret_val;
}
int opengl_create_texture (int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int fail_on_full)
{
ubyte flags;
bitmap *bmp;
int final_w, final_h;
ubyte bpp = 16;
int reload = 0;
// setup texture/bitmap flags
flags = 0;
switch(bitmap_type){
case TCACHE_TYPE_AABITMAP:
flags |= BMP_AABITMAP;
bpp = 8;
break;
case TCACHE_TYPE_NORMAL:
flags |= BMP_TEX_OTHER;
case TCACHE_TYPE_XPARENT:
flags |= BMP_TEX_XPARENT;
break;
case TCACHE_TYPE_NONDARKENING:
Int3();
flags |= BMP_TEX_NONDARK;
break;
}
switch (bm_is_compressed(bitmap_handle))
{
case 1: //dxt1
bpp=24;
flags |=BMP_TEX_DXT1;
bitmap_type|=TCACHE_TYPE_COMPRESSED;
break;
case 2: //dxt3
bpp=32;
flags |=BMP_TEX_DXT3;
bitmap_type|=TCACHE_TYPE_COMPRESSED;
break;
case 3: //dxt5
bpp=32;
flags |=BMP_TEX_DXT5;
bitmap_type|=TCACHE_TYPE_COMPRESSED;
break;
default:
break;
}
// lock the bitmap into the proper format
bmp = bm_lock(bitmap_handle, bpp, flags);
if ( bmp == NULL ) {
mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
return 0;
}
int max_w = bmp->w;
int max_h = bmp->h;
// DDOI - TODO
if ( bitmap_type != TCACHE_TYPE_AABITMAP ) {
// max_w /= D3D_texture_divider;
// max_h /= D3D_texture_divider;
// Detail.debris_culling goes from 0 to 4.
max_w /= (16 >> Detail.hardware_textures);
max_h /= (16 >> Detail.hardware_textures);
}
// get final texture size as it will be allocated as a DD surface
opengl_tcache_get_adjusted_texture_size(max_w, max_h, &final_w, &final_h);
// if this tcache slot has no bitmap
if ( tslot->bitmap_id < 0) {
reload = 0;
}
// different bitmap altogether - determine if the new one can use the old one's slot
else if (tslot->bitmap_id != bitmap_handle) {
if((final_w == tslot->w) && (final_h == tslot->h)){
reload = 1;
//ml_printf("Reloading texture %d\n", bitmap_handle);
} else {
reload = 0;
}
}
// call the helper
int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, 0, 0, bmp->w, bmp->h, bmp->w, bmp->h, max_w, max_h, tslot, reload, fail_on_full);
// unlock the bitmap
bm_unlock(bitmap_handle);
return ret_val;
}
int opengl_create_texture_sectioned(int bitmap_handle, int bitmap_type, tcache_slot_opengl *tslot, int sx, int sy, int fail_on_full)
{
ubyte flags;
bitmap *bmp;
int final_w, final_h;
int section_x, section_y;
int reload = 0;
// setup texture/bitmap flags
Assert(bitmap_type == TCACHE_TYPE_BITMAP_SECTION);
if(bitmap_type != TCACHE_TYPE_BITMAP_SECTION){
bitmap_type = TCACHE_TYPE_BITMAP_SECTION;
}
flags = BMP_TEX_XPARENT;
// lock the bitmap in the proper format
bmp = bm_lock(bitmap_handle, 16, flags);
if ( bmp == NULL ) {
mprintf(("Couldn't lock bitmap %d.\n", bitmap_handle ));
return 0;
}
// determine the width and height of this section
bm_get_section_size(bitmap_handle, sx, sy, &section_x, &section_y);
// get final texture size as it will be allocated as an opengl texture
opengl_tcache_get_adjusted_texture_size(section_x, section_y, &final_w, &final_h);
// if this tcache slot has no bitmap
if ( tslot->bitmap_id < 0) {
reload = 0;
}
// different bitmap altogether - determine if the new one can use the old one's slot
else if (tslot->bitmap_id != bitmap_handle) {
if((final_w == tslot->w) && (final_h == tslot->h)){
reload = 1;
} else {
reload = 0;
}
}
// call the helper
int ret_val = opengl_create_texture_sub(bitmap_type, bitmap_handle, (ushort*)bmp->data, bmp->sections.sx[sx], bmp->sections.sy[sy], section_x, section_y, bmp->w, bmp->h, section_x, section_y, tslot, reload, fail_on_full);
// unlock the bitmap
bm_unlock(bitmap_handle);
return ret_val;
}
int gr_opengl_tcache_set_internal(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int sx = -1, int sy = -1, int force = 0, int is_glowmap = 0)
{
bitmap *bmp = NULL;
int idx, s_idx;
int ret_val = 1;
if (bitmap_id < 0)
{
GL_last_bitmap_id = -1;
return 0;
}
if ( GL_last_detail != Detail.hardware_textures ) {
GL_last_detail = Detail.hardware_textures;
opengl_tcache_flush();
}
if (vram_full) {
return 0;
}
int n = bm_get_cache_slot (bitmap_id, 1);
tcache_slot_opengl *t = &Textures[n];
if ( (GL_last_bitmap_id == bitmap_id) && (GL_last_bitmap_type==bitmap_type) && (t->bitmap_id == bitmap_id) && (GL_last_section_x == sx) && (GL_last_section_y == sy)) {
t->used_this_frame++;
// mark all children as used
if(GL_texture_sections){
for(idx=0; idx<MAX_BMAP_SECTIONS_X; idx++){
for(s_idx=0; s_idx<MAX_BMAP_SECTIONS_Y; s_idx++){
if(t->data_sections[idx][s_idx] != NULL){
t->data_sections[idx][s_idx]->used_this_frame++;
}
}
}
}
*u_scale = t->u_scale;
*v_scale = t->v_scale;
return 1;
}
if (is_glowmap)
{
Assert(arb1_enabled);
glActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
}
else
{
glActiveTextureARB(GL_TEXTURE0_ARB);
}
opengl_set_max_anistropy();
if (bitmap_type == TCACHE_TYPE_BITMAP_SECTION){
Assert((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y));
if(!((sx >= 0) && (sy >= 0) && (sx < MAX_BMAP_SECTIONS_X) && (sy < MAX_BMAP_SECTIONS_Y))){
return 0;
}
ret_val = 1;
// if the texture sections haven't been created yet
if((t->bitmap_id < 0) || (t->bitmap_id != bitmap_id)){
// lock the bitmap in the proper format
bmp = bm_lock(bitmap_id, 16, BMP_TEX_XPARENT);
bm_unlock(bitmap_id);
// now lets do something for each texture
for(idx=0; idx<bmp->sections.num_x; idx++){
for(s_idx=0; s_idx<bmp->sections.num_y; s_idx++){
// hmm. i'd rather we didn't have to do it this way...
if(!opengl_create_texture_sectioned(bitmap_id, bitmap_type, t->data_sections[idx][s_idx], idx, s_idx, fail_on_full)){
ret_val = 0;
}
// not used this frame
t->data_sections[idx][s_idx]->used_this_frame = 0;
}
}
// zero out pretty much everything in the parent struct since he's just the root
t->bitmap_id = bitmap_id;
t->texture_handle = 0;
t->time_created = t->data_sections[sx][sy]->time_created;
t->used_this_frame = 0;
/*
t->vram_texture = NULL;
t->vram_texture_surface = NULL
*/
}
// argh. we failed to upload. free anything we can
if(!ret_val){
opengl_free_texture(t);
}
// swap in the texture we want
else {
t = t->data_sections[sx][sy];
}
}
// all other "normal" textures
else if((bitmap_id < 0) || (bitmap_id != t->bitmap_id)){
ret_val = opengl_create_texture( bitmap_id, bitmap_type, t, fail_on_full );
}
// everything went ok
if(ret_val && (t->texture_handle) && !vram_full){
*u_scale = t->u_scale;
*v_scale = t->v_scale;
glBindTexture (GL_TEXTURE_2D, t->texture_handle );
GL_last_bitmap_id = t->bitmap_id;
GL_last_bitmap_type = bitmap_type;
GL_last_section_x = sx;
GL_last_section_y = sy;
t->used_this_frame++;
}
// gah
else {
glBindTexture (GL_TEXTURE_2D, 0); // test - DDOI
return 0;
}
return 1;
}
//extern int bm_get_cache_slot( int bitmap_id, int separate_ani_frames );
int gr_opengl_tcache_set(int bitmap_id, int bitmap_type, float *u_scale, float *v_scale, int fail_on_full = 0, int sx = -1, int sy = -1, int force = 0)
{
int r1,r2;
//make sure textuing is on
// opengl_switch_arb0(1);
if (GLOWMAP>-1)
{
opengl_switch_arb1(1);
r1=gr_opengl_tcache_set_internal(bitmap_id, bitmap_type, u_scale, v_scale, fail_on_full, sx, sy, force, 0);
r2=gr_opengl_tcache_set_internal(GLOWMAP, bitmap_type, u_scale, v_scale, fail_on_full, sx, sy, force, 1);
}
else
{
opengl_switch_arb1(0);
r1=gr_opengl_tcache_set_internal(bitmap_id, bitmap_type, u_scale, v_scale, fail_on_full, sx, sy, force, 0);
r2=1;
}
return ((r1) && (r2));
}
void gr_opengl_set_clear_color(int r, int g, int b)
{
gr_init_color (&gr_screen.current_clear_color, r, g, b);
}
void gr_opengl_flash(int r, int g, int b)
{
CAP(r,0,255);
CAP(g,0,255);
CAP(b,0,255);
if ( r || g || b ) {
gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
float x1, x2, y1, y2;
x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
glColor4ub((ubyte)r, (ubyte)g, (ubyte)b, 255);
glBegin (GL_QUADS);
glVertex3f (x1, y2, -0.99f);
glVertex3f (x2, y2, -0.99f);
glVertex3f (x2, y1, -0.99f);
glVertex3f (x1, y1, -0.99f);
glEnd ();
}
}
int gr_opengl_zbuffer_get()
{
if ( !gr_global_zbuffering ) {
return GR_ZBUFF_NONE;
}
return gr_zbuffering_mode;
}
int gr_opengl_zbuffer_set(int mode)
{
int tmp = gr_zbuffering_mode;
gr_zbuffering_mode = mode;
if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
gr_zbuffering = 0;
} else {
gr_zbuffering = 1;
}
return tmp;
}
void gr_opengl_zbuffer_clear(int mode)
{
if (mode) {
gr_zbuffering = 1;
gr_zbuffering_mode = GR_ZBUFF_FULL;
gr_global_zbuffering = 1;
gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
glClear ( GL_DEPTH_BUFFER_BIT );
} else {
gr_zbuffering = 0;
gr_zbuffering_mode = GR_ZBUFF_NONE;
gr_global_zbuffering = 0;
}
}
void gr_opengl_set_gamma(float gamma)
{
Gr_gamma = gamma;
Gr_gamma_int = int (Gr_gamma*10);
// Create the Gamma lookup table
int i;
for (i=0;i<256; i++) {
int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
if ( v > 255 ) {
v = 255;
} else if ( v < 0 ) {
v = 0;
}
Gr_gamma_lookup[i] = v;
}
// Flush any existing textures
opengl_tcache_flush();
}
void gr_opengl_fade_in(int instantaneous)
{
// Empty - DDOI
}
void gr_opengl_fade_out(int instantaneous)
{
// Empty - DDOI
}
void gr_opengl_get_region(int front, int w, int h, ubyte *data)
{
// if (front) {
// glReadBuffer(GL_FRONT);
// } else {
glReadBuffer(GL_BACK);
// }
gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
if (gr_screen.bits_per_pixel == 16) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
} else if (gr_screen.bits_per_pixel == 32) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data);
}
}
#define MAX_SAVE_SIZE (32*32)
static ubyte Gr_opengl_mouse_saved_data[MAX_SAVE_SIZE*2];
#define CLAMP(x,r1,r2) do { if ( (x) < (r1) ) (x) = (r1); else if ((x) > (r2)) (x) = (r2); } while(0)
void gr_opengl_save_mouse_area(int x, int y, int w, int h)
{
Gr_opengl_mouse_saved_x1 = x;
Gr_opengl_mouse_saved_y1 = y;
Gr_opengl_mouse_saved_x2 = x+w-1;
Gr_opengl_mouse_saved_y2 = y+h-1;
CLAMP(Gr_opengl_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
CLAMP(Gr_opengl_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
CLAMP(Gr_opengl_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
CLAMP(Gr_opengl_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
Gr_opengl_mouse_saved_w = Gr_opengl_mouse_saved_x2 - Gr_opengl_mouse_saved_x1 + 1;
Gr_opengl_mouse_saved_h = Gr_opengl_mouse_saved_y2 - Gr_opengl_mouse_saved_y1 + 1;
if ( Gr_opengl_mouse_saved_w < 1 ) return;
if ( Gr_opengl_mouse_saved_h < 1 ) return;
Assert( (Gr_opengl_mouse_saved_w*Gr_opengl_mouse_saved_h) <= MAX_SAVE_SIZE );
gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
glReadBuffer(GL_BACK);
glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, Gr_opengl_mouse_saved_data);
Gr_opengl_mouse_saved = 1;
}
ubyte *opengl_screen=NULL;
GLenum screen_tex_handle;
int scr_bm;
float maxu, maxv;
int gr_opengl_save_screen()
{
GLenum fmt=0;
gr_reset_clip();
if ( opengl_screen ) {
mprintf(( "Screen already saved!\n" ));
return -1;
}
fmt=GL_UNSIGNED_SHORT_1_5_5_5_REV;
opengl_screen = (ubyte*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel);
ubyte *opengl_screen_tmp = (ubyte*)malloc( gr_screen.max_w * gr_screen.max_h * gr_screen.bytes_per_pixel );
if (!opengl_screen_tmp)
{
mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
return -1;
}
if (!opengl_screen)
{
mprintf(( "Couldn't get memory for saved screen!\n" ));
return -1;
}
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGRA, fmt, opengl_screen_tmp);
ubyte *sptr, *dptr;
sptr = (ubyte *)&opengl_screen_tmp[gr_screen.max_w*gr_screen.max_h*2];
dptr = (ubyte *)opengl_screen;
for (int j = 0; j < gr_screen.max_h; j++)
{
sptr -= gr_screen.max_w*2;
memcpy(dptr, sptr, gr_screen.max_w*2);
dptr += gr_screen.max_w*2;
}
free(opengl_screen_tmp);
if (Gr_opengl_mouse_saved)
{
sptr = (ubyte *)Gr_opengl_mouse_saved_data;
dptr = (ubyte *)&opengl_screen[2*(Gr_opengl_mouse_saved_x1+(Gr_opengl_mouse_saved_y2)*gr_screen.max_w)];
for (int i = 0; i < Gr_opengl_mouse_saved_h; i++)
{
memcpy(dptr, sptr, Gr_opengl_mouse_saved_w*2);
sptr += 32*2;
dptr -= gr_screen.max_w*2;
}
}
scr_bm=bm_create(16, gr_screen.max_w, gr_screen.max_h, opengl_screen, 0);
return 1;
}
void gr_opengl_restore_screen(int id)
{
gr_reset_clip();
if ( !opengl_screen ) {
gr_clear();
return;
}
gr_set_bitmap(scr_bm);
gr_bitmap(0,0);
}
void gr_opengl_free_screen(int id)
{
if (!opengl_screen)
return;
free(opengl_screen);
opengl_screen=NULL;
bm_release(scr_bm);
}
void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
{
STUB_FUNCTION;
}
void gr_opengl_dump_frame_stop()
{
STUB_FUNCTION;
}
void gr_opengl_dump_frame()
{
STUB_FUNCTION;
}
uint gr_opengl_lock()
{
STUB_FUNCTION;
return 1;
}
void gr_opengl_unlock()
{
}
void opengl_zbias(int bias)
{
if (bias) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.0, -i2fl(bias));
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void gr_opengl_bitmap_internal(int x,int y,int w,int h,int sx,int sy)
{
//int i,j,k;
unsigned int tex=0; //gl texture number
bitmap * bmp;
int size;
int htemp=(int)pow(2,ceil(log10(h)/log10(2)));
int wtemp=(int)pow(2,ceil(log10(w)/log10(2)));
//gr_opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
glGenTextures(1, &tex);
Assert(tex !=0);
//Assert(opengl_screen != NULL);
//Assert(opengl_bmp_buffer != NULL);
// mharris mod - not sure if this is right...
bmp = bm_lock( gr_screen.current_bitmap, 16, 0 );
size=w*h*4;
/*mprintf(("gr_opengl_bitmap_ex_internal: at (%3d,%3d) size (%3d,%3d) name %s -- temp (%d,%d)\n",
x, y, w, h,
bm_get_filename(gr_screen.current_bitmap),wtemp,htemp));*/
const ushort * sptr = (const ushort*)bmp->data;
glColor3ub(255,255,255);
glBindTexture(GL_TEXTURE_2D,tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, wtemp, htemp, 0, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0,0,0,w,h, GL_BGRA,GL_UNSIGNED_SHORT_1_5_5_5_REV, sptr);
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2i(x,y);
glTexCoord2f(0,i2fl(h)/i2fl(htemp));
glVertex2i(x,y+h);
glTexCoord2f(i2fl(w)/i2fl(wtemp),i2fl(h)/i2fl(htemp));
glVertex2i(x+w,y+h);
glTexCoord2f(i2fl(w)/i2fl(wtemp),0);
glVertex2i(x+w,y);
glEnd();
bm_unlock(gr_screen.current_bitmap);
glDeleteTextures(1, &tex);
// // set the raster pos
/* int gl_y_origin = y+h;
glRasterPos2i(gr_screen.offset_x + x, gl_y_origin);
// put the bitmap into the GL framebuffer
// BAD BAD BAD - change this asap
glDrawPixels(w, h, // width, height
GL_RGBA, // format
GL_UNSIGNED_BYTE, // type
data);
*/
}
//these are penguins bitmap functions
void gr_opengl_bitmap_ex(int x,int y,int w,int h,int sx,int sy)
{
int reclip;
#ifndef NDEBUG
int count = 0;
#endif
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int bw, bh;
bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
do {
reclip = 0;
#ifndef NDEBUG
if ( count > 1 ) Int3();
count++;
#endif
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
if ( dx1 < gr_screen.clip_left ) { sx += gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
if ( dy1 < gr_screen.clip_top ) { sy += gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
if ( sx < 0 ) {
dx1 -= sx;
sx = 0;
reclip = 1;
}
if ( sy < 0 ) {
dy1 -= sy;
sy = 0;
reclip = 1;
}
w = dx2-dx1+1;
h = dy2-dy1+1;
if ( sx + w > bw ) {
w = bw - sx;
dx2 = dx1 + w - 1;
}
if ( sy + h > bh ) {
h = bh - sy;
dy2 = dy1 + h - 1;
}
if ( w < 1 ) return; // clipped away!
if ( h < 1 ) return; // clipped away!
} while (reclip);
// Make sure clipping algorithm works
#ifndef NDEBUG
Assert( w > 0 );
Assert( h > 0 );
Assert( w == (dx2-dx1+1) );
Assert( h == (dy2-dy1+1) );
Assert( sx >= 0 );
Assert( sy >= 0 );
Assert( sx+w <= bw );
Assert( sy+h <= bh );
Assert( dx2 >= dx1 );
Assert( dy2 >= dy1 );
Assert( (dx1 >= gr_screen.clip_left ) && (dx1 <= gr_screen.clip_right) );
Assert( (dx2 >= gr_screen.clip_left ) && (dx2 <= gr_screen.clip_right) );
Assert( (dy1 >= gr_screen.clip_top ) && (dy1 <= gr_screen.clip_bottom) );
Assert( (dy2 >= gr_screen.clip_top ) && (dy2 <= gr_screen.clip_bottom) );
#endif
gr_opengl_bitmap_internal(x,y,w,h,sx,sy);
}
void gr_opengl_bitmap(int x, int y)
{
int w, h;
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int sx=0, sy=0;
if ((dx1 > gr_screen.clip_right ) || (dx2 < gr_screen.clip_left)) return;
if ((dy1 > gr_screen.clip_bottom ) || (dy2 < gr_screen.clip_top)) return;
if ( dx1 < gr_screen.clip_left ) { sx = gr_screen.clip_left-dx1; dx1 = gr_screen.clip_left; }
if ( dy1 < gr_screen.clip_top ) { sy = gr_screen.clip_top-dy1; dy1 = gr_screen.clip_top; }
if ( dx2 > gr_screen.clip_right ) { dx2 = gr_screen.clip_right; }
if ( dy2 > gr_screen.clip_bottom ) { dy2 = gr_screen.clip_bottom; }
if ( sx < 0 ) return;
if ( sy < 0 ) return;
if ( sx >= w ) return;
if ( sy >= h ) return;
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
gr_bitmap_ex(dx1,dy1,dx2-dx1+1,dy2-dy1+1,sx,sy);
}
extern char *Osreg_title;
void gr_opengl_init(int reinit)
{
char *extlist;
char *curext;
char *ver;
char curver[3];
int bpp = gr_screen.bits_per_pixel;
memset(&pfd,0,sizeof(PIXELFORMATDESCRIPTOR));
switch( bpp ) {
case 16:
/*
Gr_red=Gr_t_red;
Gr_green=Gr_t_green;
Gr_blue=Gr_t_blue;
Gr_alpha=Gr_t_alpha;
*/
Gr_red.bits = 5;
Gr_red.shift = 11;
Gr_red.scale = 8;
Gr_red.mask = 0xF800;
Gr_green.bits = 6;
Gr_green.shift = 5;
Gr_green.scale = 4;
Gr_green.mask = 0x7E0;
Gr_blue.bits = 5;
Gr_blue.shift = 0;
Gr_blue.scale = 8;
Gr_blue.mask = 0x1F;
break;
case 32:
Gr_red.bits = 8;
Gr_red.shift = 16;
Gr_red.scale = 1;
Gr_red.mask = 0xff0000;
Gr_green.bits = 8;
Gr_green.shift = 8;
Gr_green.scale = 1;
Gr_green.mask = 0x00ff00;
Gr_blue.bits = 8;
Gr_blue.shift = 0;
Gr_blue.scale = 1;
Gr_blue.mask = 0x0000ff;
Gr_alpha.bits=8;
Gr_alpha.shift=24;
Gr_alpha.mask=0xff000000;
Gr_alpha.scale=1;
break;
default:
mprintf(("Illegal BPP passed to gr_opengl_init() -- %d",bpp));
Int3(); // Illegal bpp
}
Gr_t_red.bits=5;
Gr_t_red.mask = 0x7c00;
Gr_t_red.shift = 10;
Gr_t_red.scale = 8;
Gr_t_green.bits=5;
Gr_t_green.mask = 0x03e0;
Gr_t_green.shift = 5;
Gr_t_green.scale = 8;
Gr_t_blue.bits=5;
Gr_t_blue.mask = 0x001f;
Gr_t_blue.shift = 0;
Gr_t_blue.scale = 8;
Gr_t_alpha.bits=1;
Gr_t_alpha.mask=0x8000;
Gr_t_alpha.scale=255;
Gr_t_alpha.shift=15;
/*
Gr_ta_red: bits=0, mask=f00, scale=17, shift=8
Gr_ta_green: bits=0, mask=f00, scale=17, shift=4
Gr_ta_blue: bits=0, mask=f00, scale=17, shift=0
Gr_ta_alpha: bits=0, mask=f000, scale=17, shift=c
*/
// DDOI - set these so no one else does!
Gr_ta_red.bits=4;
Gr_ta_red.mask = 0x0f00;
Gr_ta_red.shift = 8;
Gr_ta_red.scale = 17;
Gr_ta_green.bits=4;
Gr_ta_green.mask = 0x00f0;
Gr_ta_green.shift = 4;
Gr_ta_green.scale = 17;
Gr_ta_blue.bits=4;
Gr_ta_blue.mask = 0x000f;
Gr_ta_blue.shift = 0;
Gr_ta_blue.scale = 17;
Gr_ta_alpha.bits=4;
Gr_ta_alpha.mask = 0xf000;
Gr_ta_alpha.shift = 12;
Gr_ta_alpha.scale = 17;
if ( OGL_inited ) {
gr_opengl_cleanup();
OGL_inited = 0;
}
mprintf(( "Initializing opengl graphics device...\nRes:%dx%dx%d\n",gr_screen.max_w,gr_screen.max_h,gr_screen.bits_per_pixel ));
pfd.nSize=sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion=1;
pfd.cColorBits=(ubyte)bpp;
pfd.dwFlags=PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.cDepthBits=24;
pfd.iPixelType=PFD_TYPE_RGBA;
pfd.cRedBits=(ubyte)Gr_red.bits;
pfd.cRedShift=(ubyte)Gr_red.shift;
pfd.cBlueBits=(ubyte)Gr_blue.bits;
pfd.cBlueShift=(ubyte)Gr_blue.shift;
pfd.cGreenBits=(ubyte)Gr_green.bits;
pfd.cGreenShift=(ubyte)Gr_green.shift;
int PixelFormat;
HWND wnd=(HWND)os_get_window();
dev_context=GetDC(wnd);
if (!dev_context)
{
MessageBox(wnd, "Unable to get Device context for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
exit(1);
}
PixelFormat=ChoosePixelFormat(dev_context, &pfd);
if (!PixelFormat)
{
MessageBox(wnd, "Unable to choose pixel format for OpenGL W32!","error", MB_ICONERROR | MB_OK);
exit(1);
}
if (!SetPixelFormat(dev_context, PixelFormat, &pfd))
{
MessageBox(wnd, "Unable to set pixel format for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
exit(1);
}
rend_context=wglCreateContext(dev_context);
if (!rend_context)
{
MessageBox(wnd, "Unable to create rendering context for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
exit(1);
}
if (!wglMakeCurrent(dev_context, rend_context))
{
MessageBox(wnd, "Unable to make current thread for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
exit(1);
}
ver=(char*)glGetString(GL_VERSION);
OGL_inited = 1;
if (!reinit)
{
mprintf(("OPENGL INITED!\n"));
mprintf(("\n"));
mprintf(( "Vendor : %s\n", glGetString( GL_VENDOR ) ));
mprintf(( "Renderer : %s\n", glGetString( GL_RENDERER ) ));
mprintf(( "Version : %s\n", ver ));
mprintf(( "Extensions : \n" ));
//print out extensions
OGL_extensions=(const char*)glGetString(GL_EXTENSIONS);
extlist=(char*)malloc(strlen(OGL_extensions));
memcpy(extlist, OGL_extensions, strlen(OGL_extensions));
memcpy(curver, ver,3);
float version_float=(float)atof(curver);
if (version_float < REQUIRED_GL_VERSION)
{
Error(LOCATION,"Current GL Version of %f is less than required version of %f\nSwitch video modes or update drivers", version_float, REQUIRED_GL_VERSION);
}
curext=strtok(extlist, " ");
while (curext)
{
mprintf(( "%s\n", curext ));
curext=strtok(NULL, " ");
}
free(extlist);
}
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
if (!Cmdline_window)
{
opengl_go_fullscreen(wnd);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, gr_screen.max_w, gr_screen.max_h,0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glEnable(GL_DITHER);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_FOG_HINT, GL_NICEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glDepthRange(0.0, 1.0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glFlush();
Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
Gr_bitmap_poly = 1;
OGL_fogmode=1;
glEnable(GL_COLOR_SUM_EXT);
if (!reinit)
{
//start extension
opengl_get_extensions();
opengl_tcache_init (1);
}
gr_opengl_clear();
Gr_current_red = &Gr_red;
Gr_current_blue = &Gr_blue;
Gr_current_green = &Gr_green;
Gr_current_alpha = &Gr_alpha;
gr_screen.gf_flip = gr_opengl_flip;
gr_screen.gf_flip_window = gr_opengl_flip_window;
gr_screen.gf_set_clip = gr_opengl_set_clip;
gr_screen.gf_reset_clip = gr_opengl_reset_clip;
gr_screen.gf_set_font = grx_set_font;
gr_screen.gf_set_color = gr_opengl_set_color;
gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
gr_screen.gf_create_shader = gr_opengl_create_shader;
gr_screen.gf_set_shader = gr_opengl_set_shader;
gr_screen.gf_clear = gr_opengl_clear;
// gr_screen.gf_bitmap = gr_opengl_bitmap;
// gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
gr_screen.gf_aabitmap = gr_opengl_aabitmap;
gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
gr_screen.gf_rect = gr_opengl_rect;
gr_screen.gf_shade = gr_opengl_shade;
gr_screen.gf_string = gr_opengl_string;
gr_screen.gf_circle = gr_opengl_circle;
gr_screen.gf_line = gr_opengl_line;
gr_screen.gf_aaline = gr_opengl_aaline;
gr_screen.gf_pixel = gr_opengl_pixel;
gr_screen.gf_scaler = gr_opengl_scaler;
gr_screen.gf_tmapper = gr_opengl_tmapper;
gr_screen.gf_gradient = gr_opengl_gradient;
gr_screen.gf_set_palette = gr_opengl_set_palette;
gr_screen.gf_get_color = gr_opengl_get_color;
gr_screen.gf_init_color = gr_opengl_init_color;
gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
gr_screen.gf_print_screen = gr_opengl_print_screen;
gr_screen.gf_fade_in = gr_opengl_fade_in;
gr_screen.gf_fade_out = gr_opengl_fade_out;
gr_screen.gf_flash = gr_opengl_flash;
gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
gr_screen.gf_save_screen = gr_opengl_save_screen;
gr_screen.gf_restore_screen = gr_opengl_restore_screen;
gr_screen.gf_free_screen = gr_opengl_free_screen;
gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
gr_screen.gf_dump_frame = gr_opengl_dump_frame;
gr_screen.gf_set_gamma = gr_opengl_set_gamma;
gr_screen.gf_lock = gr_opengl_lock;
gr_screen.gf_unlock = gr_opengl_unlock;
gr_screen.gf_fog_set = gr_opengl_fog_set;
// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
gr_screen.gf_get_region = gr_opengl_get_region;
// now for the bitmap functions
gr_screen.gf_bm_get_next_handle = bm_gfx_get_next_handle;
gr_screen.gf_bm_close = bm_gfx_close;
gr_screen.gf_bm_init = bm_gfx_init;
gr_screen.gf_bm_get_frame_usage = bm_gfx_get_frame_usage;
gr_screen.gf_bm_create = bm_gfx_create;
gr_screen.gf_bm_load = bm_gfx_load;
gr_screen.gf_bm_load_duplicate = bm_gfx_load_duplicate;
gr_screen.gf_bm_load_animation = bm_gfx_load_animation;
gr_screen.gf_bm_get_info = bm_gfx_get_info;
gr_screen.gf_bm_lock = bm_gfx_lock;
gr_screen.gf_bm_unlock = bm_gfx_unlock;
gr_screen.gf_bm_get_palette = bm_gfx_get_palette;
gr_screen.gf_bm_release = bm_gfx_release;
gr_screen.gf_bm_unload = bm_gfx_unload;
gr_screen.gf_bm_unload_all = bm_gfx_unload_all;
gr_screen.gf_bm_page_in_texture = bm_gfx_page_in_texture;
gr_screen.gf_bm_page_in_start = bm_gfx_page_in_start;
gr_screen.gf_bm_page_in_stop = bm_gfx_page_in_stop;
gr_screen.gf_bm_get_cache_slot = bm_gfx_get_cache_slot;
gr_screen.gf_bm_24_to_16 = bm_gfx_24_to_16;
gr_screen.gf_bm_get_components = bm_gfx_get_components;
gr_screen.gf_bm_get_section_size = bm_gfx_get_section_size;
gr_screen.gf_bm_page_in_nondarkening_texture = bm_gfx_page_in_nondarkening_texture;
gr_screen.gf_bm_page_in_xparent_texture = bm_gfx_page_in_xparent_texture;
gr_screen.gf_bm_page_in_aabitmap = bm_gfx_page_in_aabitmap;
// RunGLTest( 0, NULL, 0, 0, 0, 0.0, 0 );
gr_screen.gf_get_pixel = gr_opengl_get_pixel;
gr_screen.gf_set_cull = gr_opengl_set_cull;
gr_screen.gf_cross_fade = gr_opengl_cross_fade;
gr_screen.gf_filter_set = gr_opengl_filter_set;
gr_screen.gf_tcache_set = gr_opengl_tcache_set;
gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
Mouse_hidden++;
gr_reset_clip();
gr_clear();
gr_flip();
Mouse_hidden--;
//if S3TC compression is found, then "GL_ARB_texture_compression" must be an extension
Texture_compression_enabled=((GL_Extensions[GL_TEX_COMP_S3TC].enabled) && (GL_Extensions[GL_COMP_TEX].enabled));
//setup anisotropic filtering if found
if (GL_Extensions[GL_TEX_FILTER_aniso].enabled)
{
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_aniso);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
arb0_enabled=1;
//setup the best fog function found
//start with NV Radial Fog (GeForces only) -- needs t&l, will have to wait
//if (GL_Extensions[GL_NV_RADIAL_FOG].enabled)
// OGL_fogmode=3;
/*else*/
if (GL_Extensions[GL_FOG_COORDF].enabled)
OGL_fogmode=2;
back_buffer = (ubyte*)malloc(gr_screen.max_h*gr_screen.max_w*gr_screen.bytes_per_pixel);
if (!back_buffer)
{
Error(LOCATION, "unable to create back buffer");
}
}
DCF(min_ogl, "minimizes opengl")
{
if (Dc_command)
{
if (gr_screen.mode != GR_OPENGL)
return;
opengl_minimize();
}
if (Dc_help)
dc_printf("minimizes opengl\n");
}
DCF(aniso, "toggles anisotropic filtering")
{
if (Dc_command)
{
if (max_aniso==1.0f) max_aniso=2.0f;
else max_aniso=1.0f;
}
if (Dc_help) dc_printf("toggles anisotropic filtering");
}
#endif