mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-10 04:31:34 -10:00
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10255 387891d4-d844-0410-90c0-e4c51a9137d3
2791 lines
71 KiB
C++
2791 lines
71 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "globalincs/pstypes.h"
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#include "cmdline/cmdline.h"
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#include "osapi/osapi.h"
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#include "graphics/2d.h"
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#include "render/3d.h"
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#include "bmpman/bmpman.h"
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#include "math/floating.h"
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#include "palman/palman.h"
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#include "globalincs/systemvars.h"
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#include "graphics/grinternal.h"
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#include "graphics/gropengl.h"
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#include "graphics/line.h"
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#include "graphics/gropenglbmpman.h"
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#include "graphics/gropengllight.h"
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#include "graphics/gropengltexture.h"
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#include "graphics/gropenglextension.h"
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#include "graphics/gropenglstate.h"
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#include "graphics/gropengltnl.h"
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#include "graphics/gropenglbmpman.h"
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#include "graphics/gropengldraw.h"
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#include "debugconsole/timerbar.h"
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#include "nebula/neb.h"
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#include "graphics/gropenglshader.h"
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#include "graphics/gropenglpostprocessing.h"
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#include "freespace2/freespace.h"
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GLuint Scene_framebuffer;
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GLuint Scene_color_texture;
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GLuint Scene_luminance_texture;
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GLuint Scene_effect_texture;
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GLuint Scene_depth_texture;
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GLuint Cockpit_depth_texture;
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GLuint Distortion_framebuffer;
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GLuint Distortion_texture[2];
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int Distortion_switch = 0;
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int Scene_texture_initialized;
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bool Scene_framebuffer_in_frame;
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int Scene_texture_width;
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int Scene_texture_height;
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GLfloat Scene_texture_u_scale = 1.0f;
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GLfloat Scene_texture_v_scale = 1.0f;
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void gr_opengl_pixel(int x, int y, bool resize)
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{
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gr_line(x, y, x, y, resize);
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}
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void opengl_aabitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror)
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{
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if ( (w < 1) || (h < 1) ) {
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return;
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}
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if ( !gr_screen.current_color.is_alphacolor ) {
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return;
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}
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float u_scale, v_scale;
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GL_CHECK_FOR_ERRORS("start of aabitmap_ex_internal()");
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GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING);
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GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
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GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
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if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale) ) {
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mprintf(("WARNING: Error setting aabitmap texture (%i)!\n", gr_screen.current_bitmap));
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return;
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}
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float u0, u1, v0, v1;
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float x1, x2, y1, y2;
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int bw, bh, do_resize;
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if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
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do_resize = 1;
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} else {
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do_resize = 0;
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}
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bm_get_info(gr_screen.current_bitmap, &bw, &bh);
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u0 = u_scale * (i2fl(sx) / i2fl(bw));
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v0 = v_scale * (i2fl(sy) / i2fl(bh));
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u1 = u_scale * (i2fl(sx+w) / i2fl(bw));
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v1 = v_scale * (i2fl(sy+h) / i2fl(bh));
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x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
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y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
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x2 = x1 + i2fl(w);
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y2 = y1 + i2fl(h);
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if (do_resize) {
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gr_resize_screen_posf(&x1, &y1);
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gr_resize_screen_posf(&x2, &y2);
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}
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GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
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if (mirror) {
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float temp = u0;
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u0 = u1;
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u1 = temp;
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}
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GLboolean cull_face = GL_state.CullFace(GL_FALSE);
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opengl_draw_textured_quad(x1,y1,u0,v0, x2,y2,u1,v1);
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GL_state.CullFace(cull_face);
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GL_CHECK_FOR_ERRORS("end of aabitmap_ex_internal()");
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}
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void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror)
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{
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int reclip;
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#ifndef NDEBUG
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int count = 0;
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#endif
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int dx1 = x;
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int dx2 = x + w - 1;
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int dy1 = y;
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int dy2 = y + h - 1;
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int bw, bh, do_resize;
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bm_get_info(gr_screen.current_bitmap, &bw, &bh);
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if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
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do_resize = 1;
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} else {
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do_resize = 0;
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}
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int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
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int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
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int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
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int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
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do {
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reclip = 0;
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#ifndef NDEBUG
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if (count > 1) {
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Int3();
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}
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count++;
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#endif
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if ( (dx1 > clip_right) || (dx2 < clip_left) ) {
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return;
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}
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if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) {
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return;
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}
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if (dx1 < clip_left) {
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sx += clip_left - dx1;
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dx1 = clip_left;
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}
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if (dy1 < clip_top) {
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sy += clip_top - dy1;
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dy1 = clip_top;
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}
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if (dx2 > clip_right) {
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dx2 = clip_right;
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}
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if (dy2 > clip_bottom) {
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dy2 = clip_bottom;
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}
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if ( sx < 0 ) {
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dx1 -= sx;
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sx = 0;
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reclip = 1;
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}
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if ( sy < 0 ) {
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dy1 -= sy;
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sy = 0;
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reclip = 1;
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}
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w = dx2 - dx1 + 1;
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h = dy2 - dy1 + 1;
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if ( sx + w > bw ) {
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w = bw - sx;
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dx2 = dx1 + w - 1;
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}
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if ( sy + h > bh ) {
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h = bh - sy;
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dy2 = dy1 + h - 1;
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}
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if ( (w < 1) || (h < 1) ) {
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// clipped away!
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return;
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}
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} while (reclip);
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// Make sure clipping algorithm works
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#ifndef NDEBUG
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Assert( w > 0 );
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Assert( h > 0 );
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Assert( w == (dx2-dx1+1) );
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Assert( h == (dy2-dy1+1) );
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Assert( sx >= 0 );
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Assert( sy >= 0 );
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Assert( sx+w <= bw );
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Assert( sy+h <= bh );
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Assert( dx2 >= dx1 );
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Assert( dy2 >= dy1 );
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Assert( (dx1 >= clip_left) && (dx1 <= clip_right) );
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Assert( (dx2 >= clip_left) && (dx2 <= clip_right) );
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Assert( (dy1 >= clip_top) && (dy1 <= clip_bottom) );
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Assert( (dy2 >= clip_top) && (dy2 <= clip_bottom) );
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#endif
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// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
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opengl_aabitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize, mirror);
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}
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void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror)
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{
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int w, h, do_resize;
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bm_get_info(gr_screen.current_bitmap, &w, &h);
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if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
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do_resize = 1;
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} else {
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do_resize = 0;
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}
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int dx1 = x;
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int dx2 = x + w - 1;
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int dy1 = y;
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int dy2 = y + h - 1;
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int sx = 0, sy = 0;
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int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
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int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
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int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
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int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
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if ( (dx1 > clip_right) || (dx2 < clip_left) ) {
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return;
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}
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if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) {
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return;
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}
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if (dx1 < clip_left) {
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sx = clip_left - dx1;
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dx1 = clip_left;
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}
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if (dy1 < clip_top) {
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sy = clip_top - dy1;
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dy1 = clip_top;
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}
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if (dx2 > clip_right) {
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dx2 = clip_right;
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}
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if (dy2 > clip_bottom) {
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dy2 = clip_bottom;
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}
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if ( (sx < 0) || (sy < 0) ) {
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return;
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}
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if ( (sx >= w) || (sy >= h) ) {
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return;
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}
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// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
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opengl_aabitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize, mirror);
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}
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struct v4 { GLfloat x,y,u,v; };
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void gr_opengl_string(int sx, int sy, const char *s, bool resize)
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{
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int width, spacing, letter;
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int x, y, do_resize;
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float bw, bh;
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float u0, u1, v0, v1;
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int x1, x2, y1, y2;
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float u_scale, v_scale;
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if ( !Current_font || (*s == 0) ) {
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return;
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}
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GL_CHECK_FOR_ERRORS("start of string()");
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gr_set_bitmap(Current_font->bitmap_id);
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GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING);
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GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
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GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
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if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale) ) {
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return;
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}
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// conversion from quads to triangles requires six vertices per quad
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struct v4 *glVert = (struct v4*) vm_malloc(sizeof(struct v4) * strlen(s) * 6);
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int curChar = 0;
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int ibw, ibh;
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bm_get_info(gr_screen.current_bitmap, &ibw, &ibh);
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bw = i2fl(ibw);
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bh = i2fl(ibh);
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// set color!
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if (gr_screen.current_color.is_alphacolor) {
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GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
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} else {
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GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
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}
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// if ( (gr_screen.custom_size && resize) || (gr_screen.rendering_to_texture != -1) ) {
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if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
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do_resize = 1;
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} else {
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do_resize = 0;
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}
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int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
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int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
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int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
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int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
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x = sx;
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y = sy;
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if (sx == 0x8000) {
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// centered
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x = get_centered_x(s);
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} else {
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x = sx;
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}
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spacing = 0;
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GLboolean cull_face = GL_state.CullFace(GL_FALSE);
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// pick out letter coords, draw it, goto next letter and do the same
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while (*s) {
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x += spacing;
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while (*s == '\n') {
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s++;
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y += Current_font->h;
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if (sx == 0x8000) {
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// centered
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x = get_centered_x(s);
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} else {
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x = sx;
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}
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}
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if (*s == 0) {
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break;
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}
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letter = get_char_width(s[0], s[1], &width, &spacing);
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s++;
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//not in font, draw as space
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if (letter < 0) {
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continue;
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}
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int xd, yd, xc, yc;
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int wc, hc;
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// Check if this character is totally clipped
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if ( (x + width) < clip_left ) {
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continue;
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}
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if ( (y + Current_font->h) < clip_top ) {
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continue;
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}
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if (x > clip_right) {
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continue;
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}
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if (y > clip_bottom) {
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continue;
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}
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xd = yd = 0;
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if (x < clip_left) {
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xd = clip_left - x;
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}
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if (y < clip_top) {
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yd = clip_top - y;
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}
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xc = x + xd;
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yc = y + yd;
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wc = width - xd;
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hc = Current_font->h - yd;
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if ( (xc + wc) > clip_right ) {
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wc = clip_right - xc;
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}
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if ( (yc + hc) > clip_bottom ) {
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hc = clip_bottom - yc;
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}
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if ( (wc < 1) || (hc < 1) ) {
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continue;
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}
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int u = Current_font->bm_u[letter];
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int v = Current_font->bm_v[letter];
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x1 = xc + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x);
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y1 = yc + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y);
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x2 = x1 + wc;
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y2 = y1 + hc;
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if (do_resize) {
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gr_resize_screen_pos( &x1, &y1 );
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gr_resize_screen_pos( &x2, &y2 );
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}
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u0 = u_scale * (i2fl(u+xd) / bw);
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v0 = v_scale * (i2fl(v+yd) / bh);
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u1 = u_scale * (i2fl((u+xd)+wc) / bw);
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v1 = v_scale * (i2fl((v+yd)+hc) / bh);
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glVert[curChar*6 + 0].x = (GLfloat)x1;
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glVert[curChar*6 + 0].y = (GLfloat)y2;
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glVert[curChar*6 + 0].u = u0;
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glVert[curChar*6 + 0].v = v1;
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glVert[curChar*6 + 1].x = (GLfloat)x2;
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glVert[curChar*6 + 1].y = (GLfloat)y2;
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glVert[curChar*6 + 1].u = u1;
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glVert[curChar*6 + 1].v = v1;
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glVert[curChar*6 + 2].x = (GLfloat)x1;
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glVert[curChar*6 + 2].y = (GLfloat)y1;
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glVert[curChar*6 + 2].u = u0;
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glVert[curChar*6 + 2].v = v0;
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glVert[curChar*6 + 3] = glVert[curChar*6 + 1];
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glVert[curChar*6 + 4] = glVert[curChar*6 + 2];
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glVert[curChar*6 + 5].x = (GLfloat)x2;
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glVert[curChar*6 + 5].y = (GLfloat)y1;
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glVert[curChar*6 + 5].u = u1;
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glVert[curChar*6 + 5].v = v0;
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curChar++;
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}
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GL_state.Array.BindArrayBuffer(0);
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|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, sizeof(struct v4), &glVert[0].x);
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, sizeof(struct v4), &glVert[0].u);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, curChar * 6);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientTexture();
|
|
|
|
GL_state.CullFace(cull_face);
|
|
|
|
vm_free(glVert);
|
|
|
|
GL_CHECK_FOR_ERRORS("end of string()");
|
|
}
|
|
|
|
void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize)
|
|
{
|
|
int do_resize, clipped = 0, swapped = 0;
|
|
float sx1, sy1;
|
|
float sx2, sy2;
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
do_resize = 1;
|
|
} else {
|
|
do_resize = 0;
|
|
}
|
|
|
|
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
|
|
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
|
|
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
|
|
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
|
|
int offset_x = ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x);
|
|
int offset_y = ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y);
|
|
|
|
|
|
INT_CLIPLINE(x1, y1, x2, y2, clip_left, clip_top, clip_right, clip_bottom, return, clipped = 1, swapped = 1);
|
|
|
|
sx1 = i2fl(x1 + offset_x);
|
|
sy1 = i2fl(y1 + offset_y);
|
|
sx2 = i2fl(x2 + offset_x);
|
|
sy2 = i2fl(y2 + offset_y);
|
|
|
|
|
|
if (do_resize) {
|
|
gr_resize_screen_posf(&sx1, &sy1);
|
|
gr_resize_screen_posf(&sx2, &sy2);
|
|
}
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
if ( (x1 == x2) && (y1 == y2) ) {
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
GLfloat vert[3]= {sx1, sy1, -0.99f};
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, 0, vert);
|
|
|
|
glDrawArrays(GL_POINTS, 0, 1);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_line()");
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
GLfloat line[6] = {
|
|
sx2, sy2, -0.99f,
|
|
sx1, sy1, -0.99f
|
|
};
|
|
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, 0, line);
|
|
|
|
glDrawArrays(GL_LINES, 0, 2);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_line()");
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
}
|
|
|
|
void gr_opengl_line_htl(vec3d *start, vec3d *end)
|
|
{
|
|
if (Cmdline_nohtl) {
|
|
return;
|
|
}
|
|
|
|
gr_zbuffer_type zbuffer_state = (gr_zbuffering) ? ZBUFFER_TYPE_FULL : ZBUFFER_TYPE_NONE;
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetZbufferType(zbuffer_state);
|
|
|
|
|
|
if (gr_screen.current_color.is_alphacolor) {
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.Color( gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha );
|
|
} else {
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
|
|
GL_state.Color( gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue );
|
|
}
|
|
|
|
GLfloat line[6] = {
|
|
start->xyz.x, start->xyz.y, start->xyz.z,
|
|
end->xyz.x, end->xyz.y, end->xyz.z
|
|
};
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
opengl_shader_set_current();
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, 0, line);
|
|
|
|
glDrawArrays(GL_LINES, 0, 2);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_line_htl()");
|
|
}
|
|
|
|
void gr_opengl_aaline(vertex *v1, vertex *v2)
|
|
{
|
|
// -- AA OpenGL lines. Looks good but they are kinda slow so this is disabled until an option is implemented - taylor
|
|
// gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
|
|
// glEnable( GL_LINE_SMOOTH );
|
|
// glHint( GL_LINE_SMOOTH_HINT, GL_FASTEST );
|
|
// glLineWidth( 1.0 );
|
|
|
|
int clipped = 0, swapped = 0;
|
|
float x1 = v1->screen.xyw.x;
|
|
float y1 = v1->screen.xyw.y;
|
|
float x2 = v2->screen.xyw.x;
|
|
float y2 = v2->screen.xyw.y;
|
|
float sx1, sy1;
|
|
float sx2, sy2;
|
|
|
|
|
|
FL_CLIPLINE(x1, y1, x2, y2, (float)gr_screen.clip_left, (float)gr_screen.clip_top, (float)gr_screen.clip_right, (float)gr_screen.clip_bottom, return, clipped = 1, swapped = 1);
|
|
|
|
sx1 = x1 + (float)gr_screen.offset_x;
|
|
sy1 = y1 + (float)gr_screen.offset_y;
|
|
sx2 = x2 + (float)gr_screen.offset_x;
|
|
sy2 = y2 + (float)gr_screen.offset_y;
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
if ( (x1 == x2) && (y1 == y2) ) {
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
|
|
GLfloat vert[3]= {sx1, sy1, -0.99f};
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, 0, vert);
|
|
|
|
glDrawArrays(GL_POINTS, 0, 1);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_aaline()");
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
GLfloat line[6] = {
|
|
sx2, sy2, -0.99f,
|
|
sx1, sy1, -0.99f
|
|
};
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, 0, line);
|
|
|
|
glDrawArrays(GL_LINES, 0, 2);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_aaline()");
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
// glDisable( GL_LINE_SMOOTH );
|
|
}
|
|
|
|
void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize)
|
|
{
|
|
int clipped = 0, swapped = 0;
|
|
|
|
if ( !gr_screen.current_color.is_alphacolor ) {
|
|
gr_opengl_line(x1, y1, x2, y2, resize);
|
|
return;
|
|
}
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
gr_resize_screen_pos(&x1, &y1);
|
|
gr_resize_screen_pos(&x2, &y2);
|
|
}
|
|
|
|
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);
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
ubyte aa = swapped ? 0 : gr_screen.current_color.alpha;
|
|
ubyte ba = swapped ? gr_screen.current_color.alpha : 0;
|
|
|
|
float sx1, sy1, 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;
|
|
}
|
|
}
|
|
|
|
GLubyte colour[8] = {
|
|
gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, ba,
|
|
gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, aa
|
|
};
|
|
|
|
GLfloat verts[4] = {
|
|
sx2, sy2,
|
|
sx1, sy1
|
|
};
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, verts);
|
|
|
|
GL_state.Array.EnableClientColor();
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, 0, colour);
|
|
GL_state.InvalidateColor();
|
|
glDrawArrays(GL_LINES, 0, 2);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientColor();
|
|
|
|
}
|
|
|
|
void gr_opengl_circle(int xc, int yc, int d, bool resize)
|
|
{
|
|
gr_opengl_arc(xc, yc, d / 2.0f, 0.0f, 360.0f, true, resize);
|
|
}
|
|
|
|
void gr_opengl_unfilled_circle(int xc, int yc, int d, bool resize)
|
|
{
|
|
int r = d / 2;
|
|
int segments = 4 + (int)(r); // seems like a good approximation
|
|
float theta = 2 * PI / float(segments - 1);
|
|
float c = cosf(theta);
|
|
float s = sinf(theta);
|
|
float t;
|
|
|
|
float x1 = 1.0f;
|
|
float y1 = 0.0f;
|
|
float x2 = x1;
|
|
float y2 = y1;
|
|
|
|
float linewidth;
|
|
glGetFloatv(GL_LINE_WIDTH, &linewidth);
|
|
|
|
float halflinewidth = linewidth / 2.0f;
|
|
float inner_rad = r - halflinewidth;
|
|
float outer_rad = r + halflinewidth;
|
|
|
|
int do_resize = 0;
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
gr_resize_screen_pos(&xc, &yc);
|
|
do_resize = 1;
|
|
}
|
|
|
|
// Big clip
|
|
if ( (xc+outer_rad) < gr_screen.clip_left ) {
|
|
return;
|
|
}
|
|
|
|
if ( (xc-outer_rad) > gr_screen.clip_right ) {
|
|
return;
|
|
}
|
|
|
|
if ( (yc+outer_rad) < gr_screen.clip_top ) {
|
|
return;
|
|
}
|
|
|
|
if ( (yc-outer_rad) > gr_screen.clip_bottom ) {
|
|
return;
|
|
}
|
|
|
|
int offset_x = ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x);
|
|
int offset_y = ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y);
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
GLfloat *circle = new GLfloat[segments * 4];
|
|
|
|
for (int i=0; i < segments * 4; i+=4) {
|
|
circle[i] = i2fl(xc + (x2 * outer_rad) + offset_x);
|
|
circle[i+1] = i2fl(yc + (y2 * outer_rad) + offset_y);
|
|
|
|
circle[i+2] = i2fl(xc + (x2 * inner_rad) + offset_x);
|
|
circle[i+3] = i2fl(yc + (y2 * inner_rad) + offset_y);
|
|
|
|
t = x2;
|
|
x2 = c * x1 - s * y1;
|
|
y2 = s * t + c * y1;
|
|
|
|
x1 = x2;
|
|
y1 = y2;
|
|
}
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, circle);
|
|
|
|
glDrawArrays(GL_QUAD_STRIP, 0, segments * 2);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_unfilled_circle()");
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
delete [] circle;
|
|
}
|
|
|
|
void gr_opengl_arc(int xc, int yc, float r, float angle_start, float angle_end, bool fill, bool resize)
|
|
{
|
|
// Ensure that angle_start < angle_end
|
|
if (angle_end < angle_start) {
|
|
float temp = angle_start;
|
|
angle_start = angle_end;
|
|
angle_end = temp;
|
|
}
|
|
|
|
float arc_length_ratio;
|
|
arc_length_ratio = MIN(angle_end - angle_start, 360.0f) / 360.0f;
|
|
|
|
int segments = 4 + (int)(r * arc_length_ratio); // seems like a good approximation
|
|
float theta = 2 * PI / float(segments - 1) * arc_length_ratio;
|
|
float c = cosf(theta);
|
|
float s = sinf(theta);
|
|
float t;
|
|
|
|
float x1 = cosf(ANG_TO_RAD(angle_start));
|
|
float y1 = sinf(ANG_TO_RAD(angle_start));
|
|
float x2 = x1;
|
|
float y2 = y1;
|
|
|
|
float halflinewidth = 0.0f;
|
|
float inner_rad = 0.0f; // only used if fill==false
|
|
float outer_rad = r;
|
|
|
|
if (!fill) {
|
|
float linewidth;
|
|
glGetFloatv(GL_LINE_WIDTH, &linewidth);
|
|
|
|
halflinewidth = linewidth / 2.0f;
|
|
inner_rad = r - halflinewidth;
|
|
outer_rad = r + halflinewidth;
|
|
}
|
|
|
|
int do_resize = 0;
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
gr_resize_screen_pos(&xc, &yc);
|
|
do_resize = 1;
|
|
}
|
|
|
|
// Big clip
|
|
if ( (xc+outer_rad) < gr_screen.clip_left ) {
|
|
return;
|
|
}
|
|
|
|
if ( (xc-outer_rad) > gr_screen.clip_right ) {
|
|
return;
|
|
}
|
|
|
|
if ( (yc+outer_rad) < gr_screen.clip_top ) {
|
|
return;
|
|
}
|
|
|
|
if ( (yc-outer_rad) > gr_screen.clip_bottom ) {
|
|
return;
|
|
}
|
|
|
|
int offset_x = ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x);
|
|
int offset_y = ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y);
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
GLfloat *arc;
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
|
|
GL_state.Array.EnableClientVertex();
|
|
|
|
if (fill) {
|
|
arc = new GLfloat[segments * 2 + 2];
|
|
|
|
arc[0] = i2fl(xc);
|
|
arc[1] = i2fl(yc);
|
|
|
|
for (int i=2; i < segments * 2 + 2; i+=2) {
|
|
arc[i] = i2fl(xc + (x2 * outer_rad) + offset_x);
|
|
arc[i+1] = i2fl(yc + (y2 * outer_rad) + offset_y);
|
|
|
|
t = x2;
|
|
x2 = c * x1 - s * y1;
|
|
y2 = s * t + c * y1;
|
|
|
|
x1 = x2;
|
|
y1 = y2;
|
|
}
|
|
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, arc);
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, segments + 1);
|
|
} else {
|
|
arc = new GLfloat[segments * 4];
|
|
|
|
for (int i=0; i < segments * 4; i+=4) {
|
|
arc[i] = i2fl(xc + (x2 * outer_rad) + offset_x);
|
|
arc[i+1] = i2fl(yc + (y2 * outer_rad) + offset_y);
|
|
|
|
arc[i+2] = i2fl(xc + (x2 * inner_rad) + offset_x);
|
|
arc[i+3] = i2fl(yc + (y2 * inner_rad) + offset_y);
|
|
|
|
t = x2;
|
|
x2 = c * x1 - s * y1;
|
|
y2 = s * t + c * y1;
|
|
|
|
x1 = x2;
|
|
y1 = y2;
|
|
}
|
|
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, arc);
|
|
glDrawArrays(GL_QUAD_STRIP, 0, segments * 2);
|
|
}
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of opengl_arc()");
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
delete [] arc;
|
|
}
|
|
|
|
void gr_opengl_curve(int xc, int yc, int r, int direction)
|
|
{
|
|
int a, b, p;
|
|
|
|
gr_resize_screen_pos(&xc, &yc);
|
|
|
|
if ( (xc + r) < gr_screen.clip_left ) {
|
|
return;
|
|
}
|
|
|
|
if ( (yc + r) < gr_screen.clip_top ) {
|
|
return;
|
|
}
|
|
|
|
p = 3 - (2 * r);
|
|
a = 0;
|
|
b = r;
|
|
|
|
switch (direction) {
|
|
case 0: {
|
|
yc += r;
|
|
xc += r;
|
|
|
|
while (a < b) {
|
|
// Draw the first octant
|
|
gr_opengl_line(xc - b + 1, yc - a, xc - b, yc - a, false);
|
|
|
|
if (p < 0) {
|
|
p += (a << 2) + 6;
|
|
} else {
|
|
// Draw the second octant
|
|
gr_opengl_line(xc - a + 1, yc - b, xc - a, yc - b, false);
|
|
p += ((a - b) << 2) + 10;
|
|
b--;
|
|
}
|
|
|
|
a++;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 1: {
|
|
yc += r;
|
|
|
|
while (a < b) {
|
|
// Draw the first octant
|
|
gr_opengl_line(xc + b - 1, yc - a, xc + b, yc - a, false);
|
|
|
|
if (p < 0) {
|
|
p += (a << 2) + 6;
|
|
} else {
|
|
// Draw the second octant
|
|
gr_opengl_line(xc + a - 1, yc - b, xc + a, yc - b, false);
|
|
p += ((a - b) << 2) + 10;
|
|
b--;
|
|
}
|
|
|
|
a++;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 2: {
|
|
xc += r;
|
|
|
|
while (a < b) {
|
|
// Draw the first octant
|
|
gr_opengl_line(xc - b + 1, yc + a, xc - b, yc + a, false);
|
|
|
|
if (p < 0) {
|
|
p += (a << 2) + 6;
|
|
} else {
|
|
// Draw the second octant
|
|
gr_opengl_line(xc - a + 1, yc + b, xc - a, yc + b, false);
|
|
p += ((a - b) << 2) + 10;
|
|
b--;
|
|
}
|
|
|
|
a++;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case 3: {
|
|
while (a < b) {
|
|
// Draw the first octant
|
|
gr_opengl_line(xc + b - 1, yc + a, xc + b, yc + a, false);
|
|
|
|
if (p < 0) {
|
|
p += (a << 2) + 6;
|
|
} else {
|
|
// Draw the second octant
|
|
gr_opengl_line(xc + a - 1, yc + b, xc + a, yc + b, false);
|
|
p += ((a - b) << 2) + 10;
|
|
b--;
|
|
}
|
|
|
|
a++;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
struct v6 { GLfloat x,y,z,w,u,v; };
|
|
struct c4 { GLubyte r,g,b,a; };
|
|
|
|
void opengl_draw_primitive(int nv, vertex **verts, uint flags, float u_scale, float v_scale, int r, int g, int b, int a, int override_primary = 0)
|
|
{
|
|
GLenum gl_mode = GL_TRIANGLE_FAN;
|
|
float sx, sy, sz, sw;
|
|
int i,j;
|
|
vertex *va;
|
|
bool isNebula = false;
|
|
bool isRamp = false;
|
|
bool isRGB = false;
|
|
ubyte alpha = (ubyte)a;
|
|
struct v6 *vertPos = (struct v6*) vm_malloc(sizeof(struct v6) * nv);
|
|
struct c4 *vertCol = (struct c4*) vm_malloc(sizeof(struct c4) * nv);
|
|
|
|
GL_CHECK_FOR_ERRORS("start of draw_primitive()");
|
|
|
|
if (flags & TMAP_FLAG_NEBULA) {
|
|
isNebula = true;
|
|
} else if (flags & TMAP_FLAG_GOURAUD) {
|
|
if (flags & TMAP_FLAG_RAMP) {
|
|
isRamp = true;
|
|
} else if (flags & TMAP_FLAG_RGB) {
|
|
isRGB = true;
|
|
}
|
|
} else {
|
|
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, alpha );
|
|
}
|
|
|
|
if (flags & TMAP_FLAG_TRISTRIP) {
|
|
gl_mode = GL_TRIANGLE_STRIP;
|
|
} else if (flags & TMAP_FLAG_TRILIST) {
|
|
gl_mode = GL_TRIANGLES;
|
|
} else if (flags & TMAP_FLAG_QUADLIST) {
|
|
gl_mode = GL_QUADS;
|
|
} else if (flags & TMAP_FLAG_QUADSTRIP) {
|
|
gl_mode = GL_TRIANGLE_STRIP;
|
|
Assert((nv % 2) == 0);
|
|
}
|
|
|
|
for (i = (nv - 1), j = 0; i >= 0; i--, j++) {
|
|
va = verts[i];
|
|
|
|
sw = 1.0f;
|
|
|
|
if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
|
|
sz = (1.0f - 1.0f / (1.0f + va->world.xyz.z / 32768.0f));
|
|
|
|
// if ( sz > 0.98f ) {
|
|
// sz = 0.98f;
|
|
// }
|
|
} else {
|
|
sz = 0.99f;
|
|
}
|
|
|
|
sx = va->screen.xyw.x + (float)gr_screen.offset_x;
|
|
sy = va->screen.xyw.y + (float)gr_screen.offset_y;
|
|
|
|
if (flags & TMAP_FLAG_CORRECT) {
|
|
sx /= va->screen.xyw.w;
|
|
sy /= va->screen.xyw.w;
|
|
sz /= va->screen.xyw.w;
|
|
sw /= va->screen.xyw.w;
|
|
}
|
|
|
|
if (flags & TMAP_FLAG_ALPHA) {
|
|
alpha = va->a;
|
|
}
|
|
|
|
if (override_primary) {
|
|
vertCol[j].r = va->spec_r;
|
|
vertCol[j].g = va->spec_g;
|
|
vertCol[j].b = va->spec_b;
|
|
vertCol[j].a = 255;
|
|
} else {
|
|
if (isNebula) {
|
|
int pal = (va->b * (NEBULA_COLORS-1)) / 255;
|
|
vertCol[j].r = gr_palette[pal*3+0];
|
|
vertCol[j].g = gr_palette[pal*3+1];
|
|
vertCol[j].b = gr_palette[pal*3+2];
|
|
vertCol[j].a = alpha;
|
|
} else if (isRamp) {
|
|
vertCol[j].r = va->b;
|
|
vertCol[j].g = va->b;
|
|
vertCol[j].b = va->b;
|
|
vertCol[j].a = alpha;
|
|
} else if (isRGB) {
|
|
vertCol[j].r = va->r;
|
|
vertCol[j].g = va->g;
|
|
vertCol[j].b = va->b;
|
|
vertCol[j].a = alpha;
|
|
}
|
|
}
|
|
|
|
if (flags & TMAP_FLAG_TEXTURED) {
|
|
vertPos[j].u = va->texture_position.u * u_scale;
|
|
vertPos[j].v = va->texture_position.v * v_scale;
|
|
}
|
|
|
|
vertPos[j].x = sx;
|
|
vertPos[j].y = sy;
|
|
vertPos[j].z = -sz;
|
|
vertPos[j].w = sw;
|
|
}
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(4, GL_FLOAT, sizeof(struct v6), &vertPos[0].x);
|
|
|
|
if(flags & TMAP_FLAG_TEXTURED) {
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, sizeof(struct v6), &vertPos[0].u);
|
|
|
|
GL_state.Array.SetActiveClientUnit(1);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, sizeof(struct v6), &vertPos[0].u);
|
|
}
|
|
|
|
if(flags & (TMAP_FLAG_NEBULA | TMAP_FLAG_GOURAUD)) {
|
|
GL_state.Array.EnableClientColor();
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, 0, &vertCol[0].r);
|
|
GL_state.InvalidateColor();
|
|
}
|
|
|
|
glDrawArrays(gl_mode, 0, nv);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientColor();
|
|
|
|
GL_state.Array.SetActiveClientUnit(1);
|
|
GL_state.Array.DisableClientTexture();
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.DisableClientTexture();
|
|
|
|
GL_CHECK_FOR_ERRORS("start of draw_primitive()");
|
|
|
|
vm_free(vertPos);
|
|
vm_free(vertCol);
|
|
}
|
|
|
|
void opengl_tmapper_internal(int nv, vertex **verts, uint flags, int is_scaler = 0)
|
|
{
|
|
int i, stage = 0;
|
|
float u_scale = 1.0f, v_scale = 1.0f;
|
|
int alpha,tmap_type, r, g, b;
|
|
|
|
GL_CHECK_FOR_ERRORS("start of tmapper_internal()");
|
|
|
|
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags, is_scaler);
|
|
|
|
if (flags & TMAP_FLAG_TEXTURED) {
|
|
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, stage) ) {
|
|
return;
|
|
}
|
|
|
|
stage++; // bump!
|
|
|
|
// glowmap
|
|
if ( Cmdline_glow && (GLOWMAP > -1) ) {
|
|
if ( !gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, stage) ) {
|
|
return;
|
|
}
|
|
|
|
opengl_set_additive_tex_env();
|
|
|
|
stage++; // bump
|
|
}
|
|
}
|
|
|
|
|
|
if ( (flags & TMAP_FLAG_PIXEL_FOG) && (Neb2_render_mode == NEB2_RENDER_POF) ) {
|
|
int nr, ng, nb;
|
|
int ra, ga, ba;
|
|
ra = ga = ba = 0;
|
|
|
|
for (i = (nv - 1); i >= 0; i--) {
|
|
vertex *va = verts[i];
|
|
float sx, sy;
|
|
|
|
if (gr_screen.offset_x || gr_screen.offset_y) {
|
|
sx = ((va->screen.xyw.x * 16.0f) + ((float)gr_screen.offset_x * 16.0f)) / 16.0f;
|
|
sy = ((va->screen.xyw.y * 16.0f) + ((float)gr_screen.offset_y * 16.0f)) / 16.0f;
|
|
} else {
|
|
sx = va->screen.xyw.x;
|
|
sy = va->screen.xyw.y;
|
|
}
|
|
|
|
neb2_get_pixel( (int)sx, (int)sy, &nr, &ng, &nb );
|
|
|
|
ra += nr;
|
|
ga += ng;
|
|
ba += nb;
|
|
}
|
|
|
|
ra /= nv;
|
|
ga /= nv;
|
|
ba /= nv;
|
|
|
|
gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
|
|
}
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
opengl_draw_primitive(nv, verts, flags, u_scale, v_scale, r, g, b, alpha);
|
|
|
|
GL_state.Texture.DisableAll();
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of tmapper_internal()");
|
|
}
|
|
|
|
// ok we're making some assumptions for now. mainly it must not be multitextured, lit or fogged.
|
|
void opengl_tmapper_internal3d(int nv, vertex **verts, uint flags)
|
|
{
|
|
int alpha, tmap_type, r, g, b;
|
|
float u_scale = 1.0f, v_scale = 1.0f;
|
|
GLenum gl_mode = GL_TRIANGLE_FAN;
|
|
bool isRGB = false;
|
|
|
|
GL_CHECK_FOR_ERRORS("start of tmapper_internal3d()");
|
|
|
|
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags);
|
|
|
|
if (flags & TMAP_FLAG_TEXTURED) {
|
|
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
opengl_shader_set_current();
|
|
|
|
GLboolean cull_face = GL_state.CullFace(GL_FALSE);
|
|
|
|
if (flags & TMAP_FLAG_TRILIST) {
|
|
gl_mode = GL_TRIANGLES;
|
|
} else if (flags & TMAP_FLAG_TRISTRIP) {
|
|
gl_mode = GL_TRIANGLE_STRIP;
|
|
} else if (flags & TMAP_FLAG_QUADLIST) {
|
|
gl_mode = GL_QUADS;
|
|
} else if (flags & TMAP_FLAG_QUADSTRIP) {
|
|
gl_mode = GL_QUAD_STRIP;
|
|
}
|
|
|
|
if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
|
|
isRGB = true;
|
|
}
|
|
|
|
// use what opengl_setup_render_states() gives us since this works much better for nebula and transparency
|
|
if ( !isRGB ) {
|
|
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
|
|
}
|
|
|
|
SCP_vector<ubyte> colour;
|
|
SCP_vector<float> vertvec;
|
|
SCP_vector<float> uvcoords;
|
|
|
|
if (isRGB)
|
|
colour.reserve(nv * 4);
|
|
|
|
vertvec.reserve(nv * 3);
|
|
uvcoords.reserve(nv * 2);
|
|
|
|
for (int i = 0; i < nv; i++) {
|
|
vertex *va = verts[i];
|
|
|
|
if (isRGB) {
|
|
colour.push_back(va->r);
|
|
colour.push_back(va->g);
|
|
colour.push_back(va->b);
|
|
colour.push_back((ubyte) alpha);
|
|
}
|
|
|
|
uvcoords.push_back(va->texture_position.u);
|
|
uvcoords.push_back(va->texture_position.v);
|
|
|
|
vertvec.push_back(va->world.xyz.x);
|
|
vertvec.push_back(va->world.xyz.y);
|
|
vertvec.push_back(va->world.xyz.z);
|
|
}
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
if (isRGB) {
|
|
GL_state.Array.EnableClientColor();
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, 0, &colour.front());
|
|
GL_state.InvalidateColor();
|
|
}
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, 0, &vertvec.front());
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, 0, &uvcoords.front());
|
|
|
|
glDrawArrays(gl_mode, 0, nv);
|
|
|
|
if (isRGB) GL_state.Array.DisableClientColor();
|
|
GL_state.Array.DisableClientTexture();
|
|
GL_state.Array.DisableClientVertex();
|
|
|
|
GL_state.CullFace(cull_face);
|
|
|
|
GL_CHECK_FOR_ERRORS("end of tmapper_internal3d()");
|
|
}
|
|
|
|
void gr_opengl_tmapper(int nverts, vertex **verts, uint flags)
|
|
{
|
|
if ( !Cmdline_nohtl && (flags & TMAP_HTL_3D_UNLIT) ) {
|
|
opengl_tmapper_internal3d(nverts, verts, flags);
|
|
} else {
|
|
opengl_tmapper_internal(nverts, verts, flags);
|
|
}
|
|
}
|
|
|
|
void opengl_render_internal(int nverts, vertex *verts, uint flags)
|
|
{
|
|
int alpha, tmap_type, r, g, b;
|
|
float u_scale = 1.0f, v_scale = 1.0f;
|
|
GLenum gl_mode = GL_TRIANGLE_FAN;
|
|
bool texture_matrix_set = false;
|
|
|
|
GL_CHECK_FOR_ERRORS("start of render()");
|
|
|
|
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags);
|
|
|
|
if (flags & TMAP_FLAG_TRILIST) {
|
|
gl_mode = GL_TRIANGLES;
|
|
} else if (flags & TMAP_FLAG_TRISTRIP) {
|
|
gl_mode = GL_TRIANGLE_STRIP;
|
|
} else if (flags & TMAP_FLAG_QUADLIST) {
|
|
gl_mode = GL_QUADS;
|
|
} else if (flags & TMAP_FLAG_QUADSTRIP) {
|
|
gl_mode = GL_QUAD_STRIP;
|
|
}
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
if (flags & TMAP_FLAG_TEXTURED) {
|
|
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) {
|
|
return;
|
|
}
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].texture_position.u);
|
|
|
|
// adjust texture coords if needed
|
|
if ( (u_scale != 1.0f) || (v_scale != 1.0f) ) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
glScalef(u_scale, v_scale, 1.0f);
|
|
|
|
// switch back to the default modelview mode
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
texture_matrix_set = true;
|
|
}
|
|
}
|
|
|
|
if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
|
|
GL_state.Array.EnableClientColor();
|
|
|
|
if (flags & TMAP_FLAG_ALPHA) {
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
|
|
GL_state.InvalidateColor();
|
|
} else {
|
|
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
|
|
GL_state.Array.ColorPointer(3, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
|
|
GL_state.InvalidateColor();
|
|
}
|
|
}
|
|
// use what opengl_setup_render_states() gives us since this works much better for nebula and transparency
|
|
else {
|
|
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
|
|
}
|
|
|
|
float offset_z = -0.99f;
|
|
|
|
glPushMatrix();
|
|
glTranslatef((float)gr_screen.offset_x, (float)gr_screen.offset_y, offset_z);
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].screen.xyw.x);
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
glDrawArrays(gl_mode, 0, nverts);
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
|
|
GL_state.Texture.DisableAll();
|
|
|
|
if (texture_matrix_set) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
glPopMatrix();
|
|
|
|
GL_state.Array.DisableClientTexture();
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientColor();
|
|
|
|
GL_CHECK_FOR_ERRORS("end of render()");
|
|
}
|
|
|
|
void opengl_render_internal3d(int nverts, vertex *verts, uint flags)
|
|
{
|
|
int alpha, tmap_type, r, g, b;
|
|
float u_scale = 1.0f, v_scale = 1.0f;
|
|
GLenum gl_mode = GL_TRIANGLE_FAN;
|
|
|
|
GL_CHECK_FOR_ERRORS("start of render3d()");
|
|
|
|
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags);
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
if (flags & TMAP_FLAG_TEXTURED) {
|
|
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) {
|
|
return;
|
|
}
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].texture_position.u);
|
|
}
|
|
|
|
GLboolean cull_face = GL_state.CullFace(GL_FALSE);
|
|
GLboolean lighting = GL_state.Lighting(GL_FALSE);
|
|
|
|
if (flags & TMAP_FLAG_TRILIST) {
|
|
gl_mode = GL_TRIANGLES;
|
|
} else if (flags & TMAP_FLAG_TRISTRIP) {
|
|
gl_mode = GL_TRIANGLE_STRIP;
|
|
} else if (flags & TMAP_FLAG_QUADLIST) {
|
|
gl_mode = GL_QUADS;
|
|
} else if (flags & TMAP_FLAG_QUADSTRIP) {
|
|
gl_mode = GL_QUAD_STRIP;
|
|
}
|
|
|
|
if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
|
|
GL_state.Array.EnableClientColor();
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
|
|
GL_state.InvalidateColor();
|
|
}
|
|
// use what opengl_setup_render_states() gives us since this works much better for nebula and transparency
|
|
else {
|
|
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
|
|
}
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].world.xyz.x);
|
|
|
|
glDrawArrays(gl_mode, 0, nverts);
|
|
|
|
GL_state.Array.DisableClientTexture();
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientColor();
|
|
|
|
GL_state.CullFace(cull_face);
|
|
GL_state.Lighting(lighting);
|
|
|
|
GL_CHECK_FOR_ERRORS("end of render3d()");
|
|
}
|
|
|
|
//Used by the effects batcher to determine whether to use shaders or not
|
|
bool Use_Shaders_for_effect_rendering = true;
|
|
|
|
void gr_opengl_render_effect(int nverts, vertex *verts, float *radius_list, uint flags)
|
|
{
|
|
int alpha, tmap_type, r, g, b;
|
|
float u_scale = 1.0f, v_scale = 1.0f;
|
|
GLenum gl_mode = GL_TRIANGLE_FAN;
|
|
int attrib_index = -1;
|
|
int zbuff = ZBUFFER_TYPE_DEFAULT;
|
|
GL_CHECK_FOR_ERRORS("start of render3d()");
|
|
|
|
Assert(Scene_depth_texture != 0);
|
|
|
|
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags);
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
if ( flags & TMAP_FLAG_TEXTURED ) {
|
|
if ( flags & TMAP_FLAG_SOFT_QUAD ) {
|
|
int sdr_index;
|
|
if( (flags & TMAP_FLAG_DISTORTION) || (flags & TMAP_FLAG_DISTORTION_THRUSTER) )
|
|
{
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
sdr_index = gr_opengl_maybe_create_shader(SDR_FLAG_SOFT_QUAD|SDR_FLAG_DISTORTION);
|
|
if (sdr_index == -1) {
|
|
//If we failed to compile a shader for this for whatever reason, bail out and make sure we don't get to this point again
|
|
Use_Shaders_for_effect_rendering = false;
|
|
return;
|
|
}
|
|
opengl_shader_set_current(&GL_shader[sdr_index]);
|
|
|
|
vglUniform1iARB(opengl_shader_get_uniform("frameBuffer"), 2);
|
|
|
|
GL_state.Texture.SetActiveUnit(2);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_effect_texture);
|
|
GL_state.Texture.SetActiveUnit(3);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
if(flags & TMAP_FLAG_DISTORTION_THRUSTER)
|
|
{
|
|
vglUniform1iARB(opengl_shader_get_uniform("distMap"), 3);
|
|
GL_state.Texture.Enable(Distortion_texture[!Distortion_switch]);
|
|
}
|
|
else
|
|
{
|
|
vglUniform1iARB(opengl_shader_get_uniform("distMap"), 0);
|
|
GL_state.Texture.Disable();
|
|
}
|
|
zbuff = gr_zbuffer_set(GR_ZBUFF_READ);
|
|
}
|
|
else
|
|
{
|
|
sdr_index = gr_opengl_maybe_create_shader(SDR_FLAG_SOFT_QUAD);
|
|
if (sdr_index == -1) {
|
|
Use_Shaders_for_effect_rendering = false;
|
|
return;
|
|
}
|
|
opengl_shader_set_current(&GL_shader[sdr_index]);
|
|
zbuff = gr_zbuffer_set(GR_ZBUFF_NONE);
|
|
}
|
|
|
|
vglUniform1iARB(opengl_shader_get_uniform("baseMap"), 0);
|
|
vglUniform1iARB(opengl_shader_get_uniform("depthMap"), 1);
|
|
vglUniform1fARB(opengl_shader_get_uniform("window_width"), (float)gr_screen.max_w);
|
|
vglUniform1fARB(opengl_shader_get_uniform("window_height"), (float)gr_screen.max_h);
|
|
vglUniform1fARB(opengl_shader_get_uniform("nearZ"), Min_draw_distance);
|
|
vglUniform1fARB(opengl_shader_get_uniform("farZ"), Max_draw_distance);
|
|
vglUniform1fARB(opengl_shader_get_uniform("use_offset"), 0.0f);
|
|
|
|
if( !(flags & TMAP_FLAG_DISTORTION) && !(flags & TMAP_FLAG_DISTORTION_THRUSTER) ) // Only use vertex attribute with soft particles to avoid OpenGL Errors - Valathil
|
|
{
|
|
attrib_index = opengl_shader_get_attribute("radius_in");
|
|
GL_state.Array.EnableVertexAttrib(attrib_index);
|
|
GL_state.Array.VertexAttribPointer(attrib_index, 1, GL_FLOAT, GL_FALSE, 0, radius_list);
|
|
|
|
}
|
|
if(flags & TMAP_FLAG_DISTORTION_THRUSTER)
|
|
{
|
|
attrib_index = opengl_shader_get_attribute("offset_in");
|
|
GL_state.Array.EnableVertexAttrib(attrib_index);
|
|
GL_state.Array.VertexAttribPointer(attrib_index, 1, GL_FLOAT, GL_FALSE, 0, radius_list);
|
|
vglUniform1fARB(opengl_shader_get_uniform("use_offset"), 1.0f);
|
|
}
|
|
GL_state.Texture.SetActiveUnit(1);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_depth_texture);
|
|
}
|
|
|
|
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale) ) {
|
|
return;
|
|
}
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].texture_position.u);
|
|
}
|
|
|
|
GLboolean cull_face = GL_state.CullFace(GL_FALSE);
|
|
GLboolean lighting = GL_state.Lighting(GL_FALSE);
|
|
|
|
if (flags & TMAP_FLAG_TRILIST) {
|
|
gl_mode = GL_TRIANGLES;
|
|
} else if (flags & TMAP_FLAG_TRISTRIP) {
|
|
gl_mode = GL_TRIANGLE_STRIP;
|
|
} else if (flags & TMAP_FLAG_QUADLIST) {
|
|
gl_mode = GL_QUADS;
|
|
} else if (flags & TMAP_FLAG_QUADSTRIP) {
|
|
gl_mode = GL_QUAD_STRIP;
|
|
}
|
|
|
|
if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
|
|
GL_state.Array.EnableClientColor();
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
|
|
GL_state.InvalidateColor();
|
|
}
|
|
// use what opengl_setup_render_states() gives us since this works much better for nebula and transparency
|
|
else {
|
|
GL_state.Color( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
|
|
}
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].world.xyz.x);
|
|
|
|
glDrawArrays(gl_mode, 0, nverts);
|
|
|
|
opengl_shader_set_current();
|
|
|
|
GL_state.Texture.SetActiveUnit(1);
|
|
GL_state.Texture.Disable();
|
|
|
|
GL_state.Texture.SetActiveUnit(2);
|
|
GL_state.Texture.Disable();
|
|
|
|
GL_state.Texture.SetActiveUnit(3);
|
|
GL_state.Texture.Disable();
|
|
|
|
GL_state.Array.DisableClientTexture();
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientColor();
|
|
|
|
if ( attrib_index >= 0 ) {
|
|
GL_state.Array.DisableVertexAttrib(attrib_index);
|
|
}
|
|
|
|
GL_state.CullFace(cull_face);
|
|
GL_state.Lighting(lighting);
|
|
gr_zbuffer_set(zbuff);
|
|
|
|
if( (flags & TMAP_FLAG_DISTORTION) || (flags & TMAP_FLAG_DISTORTION_THRUSTER) ) {
|
|
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
|
|
vglDrawBuffers(2, buffers);
|
|
}
|
|
|
|
GL_CHECK_FOR_ERRORS("end of render3d()");
|
|
}
|
|
|
|
void gr_opengl_render(int nverts, vertex *verts, uint flags)
|
|
{
|
|
if ( !Cmdline_nohtl && (flags & TMAP_HTL_3D_UNLIT) ) {
|
|
opengl_render_internal3d(nverts, verts, flags);
|
|
} else {
|
|
opengl_render_internal(nverts, verts, flags);
|
|
}
|
|
}
|
|
|
|
|
|
#define FIND_SCALED_NUM(x, x0, x1, y0, y1) ( ((((x) - (x0)) * ((y1) - (y0))) / ((x1) - (x0))) + (y0) )
|
|
|
|
void gr_opengl_scaler(vertex *va, vertex *vb, bool bw_bitmap = false)
|
|
{
|
|
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;
|
|
|
|
x0 = va->screen.xyw.x;
|
|
y0 = va->screen.xyw.y;
|
|
x1 = vb->screen.xyw.x;
|
|
y1 = vb->screen.xyw.y;
|
|
|
|
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->texture_position.u; v0 = va->texture_position.v;
|
|
u1 = vb->texture_position.u; v1 = vb->texture_position.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) || (dy1 <= dy0) ) {
|
|
return;
|
|
}
|
|
|
|
|
|
vertex v[4];
|
|
vertex *vl[4];
|
|
|
|
vl[0] = &v[0];
|
|
v[0].screen.xyw.x = clipped_x0;
|
|
v[0].screen.xyw.y = clipped_y0;
|
|
v[0].screen.xyw.w = va->screen.xyw.w;
|
|
v[0].world.xyz.z = va->world.xyz.z;
|
|
v[0].texture_position.u = clipped_u0;
|
|
v[0].texture_position.v = clipped_v0;
|
|
v[0].spec_r = 0;
|
|
v[0].spec_g = 0;
|
|
v[0].spec_b = 0;
|
|
|
|
vl[1] = &v[1];
|
|
v[1].screen.xyw.x = clipped_x1;
|
|
v[1].screen.xyw.y = clipped_y0;
|
|
v[1].screen.xyw.w = va->screen.xyw.w;
|
|
v[1].world.xyz.z = va->world.xyz.z;
|
|
v[1].texture_position.u = clipped_u1;
|
|
v[1].texture_position.v = clipped_v0;
|
|
v[1].spec_r = 0;
|
|
v[1].spec_g = 0;
|
|
v[1].spec_b = 0;
|
|
|
|
vl[2] = &v[2];
|
|
v[2].screen.xyw.x = clipped_x1;
|
|
v[2].screen.xyw.y = clipped_y1;
|
|
v[2].screen.xyw.w = va->screen.xyw.w;
|
|
v[2].world.xyz.z = va->world.xyz.z;
|
|
v[2].texture_position.u = clipped_u1;
|
|
v[2].texture_position.v = clipped_v1;
|
|
v[2].spec_r = 0;
|
|
v[2].spec_g = 0;
|
|
v[2].spec_b = 0;
|
|
|
|
vl[3] = &v[3];
|
|
v[3].screen.xyw.x = clipped_x0;
|
|
v[3].screen.xyw.y = clipped_y1;
|
|
v[3].screen.xyw.w = va->screen.xyw.w;
|
|
v[3].world.xyz.z = va->world.xyz.z;
|
|
v[3].texture_position.u = clipped_u0;
|
|
v[3].texture_position.v = clipped_v1;
|
|
v[3].spec_r = 0;
|
|
v[3].spec_g = 0;
|
|
v[3].spec_b = 0;
|
|
|
|
if (!bw_bitmap)
|
|
{
|
|
opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
|
|
}
|
|
else
|
|
{
|
|
opengl_tmapper_internal( 4, vl,( TMAP_FLAG_TEXTURED | TMAP_FLAG_BW_TEXTURE ), 1 );
|
|
}
|
|
}
|
|
|
|
|
|
// cross fade
|
|
void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
|
|
{
|
|
gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct);
|
|
gr_bitmap(x1, y1);
|
|
|
|
gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct);
|
|
gr_bitmap(x2, y2);
|
|
}
|
|
|
|
void gr_opengl_shade(int x, int y, int w, int h, bool resize)
|
|
{
|
|
if (resize) {
|
|
gr_resize_screen_pos(&x, &y);
|
|
gr_resize_screen_pos(&w, &h);
|
|
}
|
|
|
|
int x1 = (gr_screen.offset_x + x);
|
|
int y1 = (gr_screen.offset_y + y);
|
|
int x2 = (gr_screen.offset_x + w);
|
|
int y2 = (gr_screen.offset_y + h);
|
|
|
|
if ( (x1 >= gr_screen.max_w) || (y1 >= gr_screen.max_h) ) {
|
|
return;
|
|
}
|
|
|
|
CLAMP(x2, x1+1, gr_screen.max_w);
|
|
CLAMP(y2, y1+1, gr_screen.max_h);
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
gr_opengl_set_2d_matrix();
|
|
|
|
GL_state.Color( (GLubyte)gr_screen.current_shader.r, (GLubyte)gr_screen.current_shader.g,
|
|
(GLubyte)gr_screen.current_shader.b, (GLubyte)gr_screen.current_shader.c );
|
|
|
|
opengl_draw_coloured_quad((GLint)x1, (GLint)y1, (GLint)x2, (GLint)y2);
|
|
|
|
gr_opengl_end_2d_matrix();
|
|
}
|
|
|
|
void gr_opengl_flash(int r, int g, int b)
|
|
{
|
|
if ( !(r || g || b) ) {
|
|
return;
|
|
}
|
|
|
|
CLAMP(r, 0, 255);
|
|
CLAMP(g, 0, 255);
|
|
CLAMP(b, 0, 255);
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_ADDITIVE);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
int x1 = (gr_screen.clip_left + gr_screen.offset_x);
|
|
int y1 = (gr_screen.clip_top + gr_screen.offset_y);
|
|
int x2 = (gr_screen.clip_right + gr_screen.offset_x) + 1;
|
|
int y2 = (gr_screen.clip_bottom + gr_screen.offset_y) + 1;
|
|
|
|
GL_state.Color( (GLubyte)r, (GLubyte)g, (GLubyte)b, 255 );
|
|
|
|
opengl_draw_coloured_quad((GLint)x1, (GLint)y1, (GLint)x2, (GLint)y2);
|
|
}
|
|
|
|
void gr_opengl_flash_alpha(int r, int g, int b, int a)
|
|
{
|
|
if ( !(r || g || b || a) ) {
|
|
return;
|
|
}
|
|
|
|
CLAMP(r, 0, 255);
|
|
CLAMP(g, 0, 255);
|
|
CLAMP(b, 0, 255);
|
|
CLAMP(a, 0, 255);
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
int x1 = (gr_screen.clip_left + gr_screen.offset_x);
|
|
int y1 = (gr_screen.clip_top + gr_screen.offset_y);
|
|
int x2 = (gr_screen.clip_right + gr_screen.offset_x) + 1;
|
|
int y2 = (gr_screen.clip_bottom + gr_screen.offset_y) + 1;
|
|
|
|
GL_state.Color( (GLubyte)r, (GLubyte)g, (GLubyte)b, (GLubyte)a );
|
|
|
|
opengl_draw_coloured_quad((GLint)x1, (GLint)y1, (GLint)x2, (GLint)y2);
|
|
}
|
|
|
|
|
|
void gr_opengl_fade_in(int instantaneous)
|
|
{
|
|
// Empty - DDOI
|
|
}
|
|
|
|
void gr_opengl_fade_out(int instantaneous)
|
|
{
|
|
// Empty - DDOI
|
|
}
|
|
|
|
void opengl_bitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize)
|
|
{
|
|
if ( (w < 1) || (h < 1) ) {
|
|
return;
|
|
}
|
|
|
|
float u_scale, v_scale;
|
|
float u0, u1, v0, v1;
|
|
float x1, x2, y1, y2;
|
|
int bw, bh, do_resize;
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, TCACHE_TYPE_INTERFACE, &u_scale, &v_scale) ) {
|
|
return;
|
|
}
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
do_resize = 1;
|
|
} else {
|
|
do_resize = 0;
|
|
}
|
|
|
|
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 + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
|
|
y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
|
|
x2 = x1 + i2fl(w);
|
|
y2 = y1 + i2fl(h);
|
|
|
|
if (do_resize) {
|
|
gr_resize_screen_posf(&x1, &y1);
|
|
gr_resize_screen_posf(&x2, &y2);
|
|
}
|
|
|
|
GL_state.Color(255, 255, 255, (GLubyte)(gr_screen.current_alpha * 255));
|
|
|
|
opengl_draw_textured_quad(x1, y1, u0, v0, x2, y2, u1, v1);
|
|
}
|
|
|
|
|
|
//these are penguins bitmap functions
|
|
void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize)
|
|
{
|
|
int reclip;
|
|
#ifndef NDEBUG
|
|
int count = 0;
|
|
#endif
|
|
|
|
int dx1 = x;
|
|
int dx2 = x + w - 1;
|
|
int dy1 = y;
|
|
int dy2 = y + h - 1;
|
|
|
|
int bw, bh, do_resize;
|
|
|
|
bm_get_info(gr_screen.current_bitmap, &bw, &bh);
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
do_resize = 1;
|
|
} else {
|
|
do_resize = 0;
|
|
}
|
|
|
|
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
|
|
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
|
|
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
|
|
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
|
|
|
|
do {
|
|
reclip = 0;
|
|
|
|
#ifndef NDEBUG
|
|
if (count > 1) {
|
|
Int3();
|
|
}
|
|
|
|
count++;
|
|
#endif
|
|
|
|
if ( (dx1 > clip_right) || (dx2 < clip_left) ) {
|
|
return;
|
|
}
|
|
|
|
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) {
|
|
return;
|
|
}
|
|
|
|
if ( dx1 < clip_left ) {
|
|
sx += clip_left-dx1;
|
|
dx1 = clip_left;
|
|
}
|
|
|
|
if ( dy1 < clip_top ) {
|
|
sy += clip_top-dx1;
|
|
dy1 = clip_top;
|
|
}
|
|
|
|
if ( dx2 > clip_right ) {
|
|
dx2 = clip_right;
|
|
}
|
|
|
|
if ( dy2 > clip_bottom ) {
|
|
dy2 = 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) || (h < 1) ) {
|
|
// clipped away!
|
|
return;
|
|
}
|
|
} 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 >= clip_left) && (dx1 <= clip_right) );
|
|
Assert( (dx2 >= clip_left) && (dx2 <= clip_right) );
|
|
Assert( (dy1 >= clip_top) && (dy1 <= clip_bottom) );
|
|
Assert( (dy2 >= clip_top) && (dy2 <= clip_bottom) );
|
|
#endif
|
|
|
|
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
|
|
opengl_bitmap_ex_internal(dx1, dy1, (dx2 - dx1 + 1), (dy2 - dy1 + 1), sx, sy, resize);
|
|
}
|
|
|
|
/*void gr_opengl_bitmap(int x, int y, bool resize)
|
|
{
|
|
int w, h, do_resize;
|
|
|
|
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
|
|
|
|
if ( resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
|
|
do_resize = 1;
|
|
} else {
|
|
do_resize = 0;
|
|
}
|
|
|
|
int dx1=x, dx2=x+w-1;
|
|
int dy1=y, dy2=y+h-1;
|
|
int sx=0, sy=0;
|
|
|
|
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
|
|
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
|
|
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
|
|
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
|
|
|
|
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
|
|
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
|
|
if ( dx1 < clip_left ) { sx = clip_left-dx1; dx1 = clip_left; }
|
|
if ( dy1 < clip_top ) { sy = clip_top-dy1; dy1 = clip_top; }
|
|
if ( dx2 > clip_right ) { dx2 = clip_right; }
|
|
if ( dy2 > clip_bottom ) { dy2 = 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_opengl_bitmap_ex(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize);
|
|
}*/
|
|
|
|
void opengl_render_timer_bar(int colour, float x, float y, float w, float h)
|
|
{
|
|
static float pre_set_colours[MAX_NUM_TIMERBARS][3] = {
|
|
{ 1.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 1.0f },
|
|
{ 0.0f, 0.0f, 1.0f },
|
|
{ 0.2f, 1.0f, 0.8f },
|
|
{ 1.0f, 0.0f, 8.0f },
|
|
{ 1.0f, 0.0f, 1.0f },
|
|
{ 1.0f, 0.2f, 0.2f },
|
|
{ 1.0f, 1.0f, 1.0f }
|
|
};
|
|
|
|
static float max_fw = (float)gr_screen.max_w;
|
|
static float max_fh = (float)gr_screen.max_h;
|
|
|
|
x *= max_fw;
|
|
y *= max_fh;
|
|
w *= max_fw;
|
|
h *= max_fh;
|
|
|
|
y += 5;
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
|
|
|
|
GL_state.Color((GLubyte)(pre_set_colours[colour][0] * 255) , (GLubyte)(pre_set_colours[colour][1] * 255), (GLubyte)(pre_set_colours[colour][2] * 255));
|
|
|
|
opengl_draw_coloured_quad(x, y, x+w, y+h);
|
|
}
|
|
|
|
void gr_opengl_sphere_htl(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();
|
|
|
|
if (quad == NULL) {
|
|
Int3();
|
|
return;
|
|
}
|
|
|
|
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
|
|
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
|
|
GL_state.SetZbufferType(ZBUFFER_TYPE_FULL);
|
|
opengl_shader_set_current();
|
|
|
|
GL_state.Color(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
|
|
|
|
// 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);
|
|
}
|
|
|
|
|
|
void gr_opengl_draw_line_list(colored_vector *lines, int num)
|
|
{
|
|
if (Cmdline_nohtl) {
|
|
return;
|
|
}
|
|
}
|
|
extern int opengl_check_framebuffer();
|
|
void opengl_setup_scene_textures()
|
|
{
|
|
Scene_texture_initialized = 0;
|
|
|
|
if ( !Use_GLSL || Cmdline_no_fbo || !Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) ) {
|
|
Cmdline_postprocess = 0;
|
|
Cmdline_softparticles = 0;
|
|
Cmdline_fb_explosions = 0;
|
|
|
|
Scene_color_texture = 0;
|
|
Scene_effect_texture = 0;
|
|
Scene_depth_texture = 0;
|
|
return;
|
|
}
|
|
|
|
// for ease of use we require support for non-power-of-2 textures in one
|
|
// form or another:
|
|
// - the NPOT extension
|
|
// - GL version 2.0+ (which should work for non-reporting ATI cards since we don't use mipmaps)
|
|
if ( !(Is_Extension_Enabled(OGL_ARB_TEXTURE_NON_POWER_OF_TWO) || (GL_version >= 20)) ) {
|
|
Cmdline_postprocess = 0;
|
|
Cmdline_softparticles = 0;
|
|
|
|
Scene_color_texture = 0;
|
|
Scene_effect_texture = 0;
|
|
Scene_depth_texture = 0;
|
|
return;
|
|
}
|
|
|
|
// clamp size, if needed
|
|
Scene_texture_width = gr_screen.max_w;
|
|
Scene_texture_height = gr_screen.max_h;
|
|
|
|
if ( Scene_texture_width > GL_max_renderbuffer_size ) {
|
|
Scene_texture_width = GL_max_renderbuffer_size;
|
|
}
|
|
|
|
if ( Scene_texture_height > GL_max_renderbuffer_size) {
|
|
Scene_texture_height = GL_max_renderbuffer_size;
|
|
}
|
|
|
|
// create framebuffer
|
|
vglGenFramebuffersEXT(1, &Scene_framebuffer);
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Scene_framebuffer);
|
|
|
|
// setup main render texture
|
|
glGenTextures(1, &Scene_color_texture);
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_color_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Scene_texture_width, Scene_texture_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
|
|
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Scene_color_texture, 0);
|
|
|
|
//Set up luminance texture (used as input for FXAA)
|
|
glGenTextures(1, &Scene_luminance_texture);
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_luminance_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Scene_texture_width, Scene_texture_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
|
|
// setup effect texture
|
|
|
|
glGenTextures(1, &Scene_effect_texture);
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_effect_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Scene_texture_width, Scene_texture_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
|
|
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, Scene_effect_texture, 0);
|
|
|
|
// setup cockpit depth texture
|
|
glGenTextures(1, &Cockpit_depth_texture);
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Cockpit_depth_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, Scene_texture_width, Scene_texture_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
|
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Cockpit_depth_texture, 0);
|
|
gr_zbuffer_set(GR_ZBUFF_FULL);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
// setup main depth texture
|
|
glGenTextures(1, &Scene_depth_texture);
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_depth_texture);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, Scene_texture_width, Scene_texture_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
|
|
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, Scene_depth_texture, 0);
|
|
|
|
if ( opengl_check_framebuffer() ) {
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
vglDeleteFramebuffersEXT(1, &Scene_framebuffer);
|
|
Scene_framebuffer = 0;
|
|
|
|
GL_state.Texture.Disable();
|
|
|
|
glDeleteTextures(1, &Scene_color_texture);
|
|
Scene_color_texture = 0;
|
|
|
|
glDeleteTextures(1, &Scene_effect_texture);
|
|
Scene_effect_texture = 0;
|
|
|
|
glDeleteTextures(1, &Scene_depth_texture);
|
|
Scene_depth_texture = 0;
|
|
|
|
glDeleteTextures(1, &Scene_luminance_texture);
|
|
Scene_luminance_texture = 0;
|
|
|
|
//glDeleteTextures(1, &Scene_fxaa_output_texture);
|
|
//Scene_fxaa_output_texture = 0;
|
|
|
|
Cmdline_postprocess = 0;
|
|
Cmdline_softparticles = 0;
|
|
return;
|
|
}
|
|
|
|
//Setup thruster distortion framebuffer
|
|
vglGenFramebuffersEXT(1, &Distortion_framebuffer);
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Distortion_framebuffer);
|
|
|
|
glGenTextures(2, Distortion_texture);
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Distortion_texture[0]);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
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_WRAP_R, GL_REPEAT);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 32, 32, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
|
|
GL_state.Texture.Enable(Distortion_texture[1]);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
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_WRAP_R, GL_REPEAT);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 32, 32, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
|
|
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Distortion_texture[0], 0);
|
|
|
|
|
|
|
|
if ( opengl_check_framebuffer() ) {
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
vglDeleteFramebuffersEXT(1, &Distortion_framebuffer);
|
|
Distortion_framebuffer = 0;
|
|
|
|
GL_state.Texture.Disable();
|
|
|
|
glDeleteTextures(2, Distortion_texture);
|
|
Scene_color_texture = 0;
|
|
return;
|
|
}
|
|
|
|
if ( opengl_check_for_errors("post_init_framebuffer()") ) {
|
|
Scene_color_texture = 0;
|
|
Scene_depth_texture = 0;
|
|
|
|
Cmdline_postprocess = 0;
|
|
Cmdline_softparticles = 0;
|
|
return;
|
|
}
|
|
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
Scene_texture_initialized = 1;
|
|
Scene_framebuffer_in_frame = false;
|
|
}
|
|
|
|
void opengl_scene_texture_shutdown()
|
|
{
|
|
if ( !Scene_texture_initialized ) {
|
|
return;
|
|
}
|
|
|
|
if ( Scene_color_texture ) {
|
|
glDeleteTextures(1, &Scene_color_texture);
|
|
Scene_color_texture = 0;
|
|
}
|
|
|
|
if ( Scene_effect_texture ) {
|
|
glDeleteTextures(1, &Scene_effect_texture);
|
|
Scene_effect_texture = 0;
|
|
}
|
|
|
|
if ( Scene_depth_texture ) {
|
|
glDeleteTextures(1, &Scene_depth_texture);
|
|
Scene_depth_texture = 0;
|
|
}
|
|
|
|
if ( Scene_framebuffer ) {
|
|
vglDeleteFramebuffersEXT(1, &Scene_framebuffer);
|
|
Scene_framebuffer = 0;
|
|
}
|
|
|
|
if ( Distortion_texture ) {
|
|
glDeleteTextures(2, Distortion_texture);
|
|
Distortion_texture[0] = 0;
|
|
Distortion_texture[1] = 0;
|
|
}
|
|
|
|
if ( Distortion_framebuffer ) {
|
|
vglDeleteFramebuffersEXT(1, &Distortion_framebuffer);
|
|
Distortion_framebuffer = 0;
|
|
}
|
|
|
|
Scene_texture_initialized = 0;
|
|
Scene_framebuffer_in_frame = false;
|
|
}
|
|
|
|
void gr_opengl_scene_texture_begin()
|
|
{
|
|
if ( !Scene_texture_initialized ) {
|
|
return;
|
|
}
|
|
|
|
if ( Scene_framebuffer_in_frame ) {
|
|
return;
|
|
}
|
|
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Scene_framebuffer);
|
|
|
|
if (GL_rendering_to_texture)
|
|
{
|
|
Scene_texture_u_scale = i2fl(gr_screen.max_w) / i2fl(Scene_texture_width);
|
|
Scene_texture_v_scale = i2fl(gr_screen.max_h) / i2fl(Scene_texture_height);
|
|
|
|
CLAMP(Scene_texture_u_scale, 0.0f, 1.0f);
|
|
CLAMP(Scene_texture_v_scale, 0.0f, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
Scene_texture_u_scale = 1.0f;
|
|
Scene_texture_v_scale = 1.0f;
|
|
}
|
|
|
|
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
|
|
vglDrawBuffers(2, buffers);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
Scene_framebuffer_in_frame = true;
|
|
}
|
|
|
|
float time_buffer = 0.0f;
|
|
void gr_opengl_scene_texture_end()
|
|
{
|
|
if ( !Scene_framebuffer_in_frame ) {
|
|
return;
|
|
}
|
|
|
|
time_buffer+=flFrametime;
|
|
if(time_buffer>0.03f)
|
|
{
|
|
gr_opengl_update_distortion();
|
|
time_buffer = 0.0f;
|
|
}
|
|
|
|
if ( Cmdline_postprocess && !PostProcessing_override ) {
|
|
gr_post_process_end();
|
|
} else {
|
|
GLboolean depth = GL_state.DepthTest(GL_FALSE);
|
|
GLboolean depth_mask = GL_state.DepthMask(GL_FALSE);
|
|
GLboolean light = GL_state.Lighting(GL_FALSE);
|
|
GLboolean blend = GL_state.Blend(GL_FALSE);
|
|
GLboolean cull = GL_state.CullFace(GL_FALSE);
|
|
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, opengl_get_rtt_framebuffer());
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Scene_color_texture);
|
|
|
|
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
GL_state.Color(255, 255, 255, 255);
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
if (GL_rendering_to_texture)
|
|
{
|
|
GLfloat vertices[8] = {
|
|
0.0f, (float)gr_screen.max_h,
|
|
(float)gr_screen.max_w, (float)gr_screen.max_h,
|
|
(float)gr_screen.max_w, 0.0f,
|
|
0.0f, 0.0f
|
|
};
|
|
|
|
GLfloat uvcoords[8] = {
|
|
Scene_texture_u_scale, 0.0f,
|
|
0.0f, 0.0f,
|
|
0.0f, Scene_texture_v_scale,
|
|
Scene_texture_u_scale, Scene_texture_v_scale
|
|
};
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, vertices);
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, 0, uvcoords);
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientTexture();
|
|
}
|
|
else
|
|
{
|
|
GLfloat vertices[8] = {
|
|
0.0f, (float)gr_screen.max_h,
|
|
(float)gr_screen.max_w, (float)gr_screen.max_h,
|
|
(float)gr_screen.max_w, 0.0f,
|
|
0.0f, 0.0f
|
|
};
|
|
|
|
GLfloat uvcoords[8] = {
|
|
0.0f, 0.0f,
|
|
Scene_texture_u_scale, 0.0f,
|
|
Scene_texture_u_scale, Scene_texture_v_scale,
|
|
0.0f, Scene_texture_v_scale
|
|
};
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, vertices);
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, 0, uvcoords);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientTexture();
|
|
}
|
|
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.Disable();
|
|
|
|
// reset state
|
|
GL_state.DepthTest(depth);
|
|
GL_state.DepthMask(depth_mask);
|
|
GL_state.Lighting(light);
|
|
GL_state.Blend(blend);
|
|
GL_state.CullFace(cull);
|
|
}
|
|
|
|
// Reset the UV scale values
|
|
|
|
Scene_texture_u_scale = 1.0f;
|
|
Scene_texture_v_scale = 1.0f;
|
|
|
|
Scene_framebuffer_in_frame = false;
|
|
}
|
|
|
|
void gr_opengl_update_distortion()
|
|
{
|
|
GLboolean depth = GL_state.DepthTest(GL_FALSE);
|
|
GLboolean depth_mask = GL_state.DepthMask(GL_FALSE);
|
|
GLboolean light = GL_state.Lighting(GL_FALSE);
|
|
GLboolean blend = GL_state.Blend(GL_FALSE);
|
|
GLboolean cull = GL_state.CullFace(GL_FALSE);
|
|
|
|
opengl_shader_set_current();
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Distortion_framebuffer);
|
|
vglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, Distortion_texture[!Distortion_switch], 0);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
|
|
glViewport(0,0,32,32);
|
|
GL_state.Texture.SetActiveUnit(0);
|
|
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
|
|
GL_state.Texture.Enable(Distortion_texture[Distortion_switch]);
|
|
glClearColor(0.5f, 0.5f, 0.0f, 1.0f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
GL_state.Color(255, 255, 255, 255);
|
|
|
|
GLfloat texcoord[8] = {
|
|
0.0f, 0.0f,
|
|
0.96875f, 0.0f,
|
|
0.96875f, 1.0f,
|
|
0.0f, 1.0f
|
|
};
|
|
|
|
GLfloat vertices[8] = {
|
|
0.03f*(float)gr_screen.max_w,(float)gr_screen.max_h,
|
|
(float)gr_screen.max_w, (float)gr_screen.max_h,
|
|
(float)gr_screen.max_w, 0.0f,
|
|
0.03f*(float)gr_screen.max_w, 0.0f
|
|
};
|
|
|
|
GL_state.Array.BindArrayBuffer(0);
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, vertices);
|
|
|
|
GL_state.Array.SetActiveClientUnit(0);
|
|
GL_state.Array.EnableClientTexture();
|
|
GL_state.Array.TexPointer(2, GL_FLOAT, 0, texcoord);
|
|
|
|
glDrawArrays(GL_QUADS, 0, 4);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientTexture();
|
|
|
|
GL_state.Texture.Disable();
|
|
|
|
SCP_vector<ubyte> colours;
|
|
SCP_vector<GLfloat> vertex;
|
|
colours.reserve(33 * 4);
|
|
vertex.reserve(33 * 2);
|
|
for(int i = 0; i < 33; i++)
|
|
{
|
|
colours.push_back((ubyte) rand()%256);
|
|
colours.push_back((ubyte) rand()%256);
|
|
colours.push_back(255);
|
|
colours.push_back(255);
|
|
|
|
vertex.push_back(0.04f);
|
|
vertex.push_back((float)gr_screen.max_h*0.03125f*i);
|
|
}
|
|
|
|
GL_state.Array.EnableClientVertex();
|
|
GL_state.Array.VertexPointer(2, GL_FLOAT, 0, &vertex.front());
|
|
|
|
GL_state.Array.EnableClientColor();
|
|
GL_state.Array.ColorPointer(4, GL_UNSIGNED_BYTE, 0, &colours.front());
|
|
GL_state.InvalidateColor();
|
|
|
|
glDrawArrays(GL_POINTS, 0, 33);
|
|
|
|
GL_state.Array.DisableClientVertex();
|
|
GL_state.Array.DisableClientColor();
|
|
Distortion_switch = !Distortion_switch;
|
|
|
|
// reset state
|
|
vglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Scene_framebuffer);
|
|
|
|
glViewport(0,0,gr_screen.max_w,gr_screen.max_h);
|
|
|
|
GLenum buffers[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT };
|
|
vglDrawBuffers(2, buffers);
|
|
|
|
GL_state.DepthTest(depth);
|
|
GL_state.DepthMask(depth_mask);
|
|
GL_state.Lighting(light);
|
|
GL_state.Blend(blend);
|
|
GL_state.CullFace(cull);
|
|
}
|