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

2050 lines
52 KiB
C++

#include "globalincs/pstypes.h"
#include "cmdline/cmdline.h"
#include "osapi/osapi.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "bmpman/bmpman.h"
#include "math/floating.h"
#include "palman/palman.h"
#include "globalincs/systemvars.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/line.h"
#include "nebula/neb.h"
#include "io/mouse.h"
#include "osapi/osregistry.h"
#include "cfile/cfile.h"
#include "io/timer.h"
#include "ddsutils/ddsutils.h"
#include "model/model.h"
#include "debugconsole/timerbar.h"
#include "debugconsole/dbugfile.h"
#include "graphics/gropenglbmpman.h"
#include "graphics/gropengllight.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltnl.h"
#include "graphics/gropenglbmpman.h"
#include "graphics/gropengldraw.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "graphics/gropenglpostprocessing.h"
#if defined(_WIN32)
#include <windows.h>
#include <windowsx.h>
#include <direct.h>
#elif defined(__APPLE__)
#include "OpenGL.h"
#else
//#include <GL/glx.h>
typedef int ( * PFNGLXSWAPINTERVALSGIPROC) (int interval);
#endif
#if defined(_WIN32) && !defined(__GNUC__)
#pragma comment (lib, "opengl32")
#pragma comment (lib, "glu32")
#endif
// minimum GL version we can reliably support is 1.2
static const int MIN_REQUIRED_GL_VERSION = 12;
int GL_version = 0;
bool GL_initted = 0;
//0==no fog
//1==linear
//2==fog coord EXT
//3==NV Radial
int OGL_fogmode = 0;
#ifdef _WIN32
static HDC GL_device_context = NULL;
static HGLRC GL_render_context = NULL;
static PIXELFORMATDESCRIPTOR GL_pfd;
#endif
static ushort *GL_original_gamma_ramp = NULL;
int Use_VBOs = 0;
int Use_PBOs = 0;
int Use_GLSL = 0;
static int GL_dump_frames = 0;
static ubyte *GL_dump_buffer = NULL;
static int GL_dump_frame_number = 0;
static int GL_dump_frame_count = 0;
static int GL_dump_frame_count_max = 0;
static int GL_dump_frame_size = 0;
static ubyte *GL_saved_screen = NULL;
static ubyte *GL_saved_mouse_data = NULL;
static int GL_saved_screen_id = -1;
static GLuint GL_cursor_pbo = 0;
static GLuint GL_screen_pbo = 0;
static int GL_mouse_saved = 0;
static int GL_mouse_saved_x1 = 0;
static int GL_mouse_saved_y1 = 0;
static int GL_mouse_saved_x2 = 0;
static int GL_mouse_saved_y2 = 0;
void opengl_save_mouse_area(int x, int y, int w, int h);
extern char *Osreg_title;
extern GLfloat GL_anisotropy;
extern float FreeSpace_gamma;
void gr_opengl_set_gamma(float gamma);
extern float FreeSpace_gamma;
void gr_opengl_set_gamma(float gamma);
static int GL_fullscreen = 0;
static int GL_windowed = 0;
static int GL_minimized = 0;
static GLenum GL_read_format = GL_BGRA;
void opengl_go_fullscreen()
{
if (Cmdline_fullscreen_window || Cmdline_window || GL_fullscreen || Fred_running)
return;
#ifdef _WIN32
DEVMODE dm;
RECT cursor_clip;
HWND wnd = (HWND)os_get_window();
Assert( wnd );
os_suspend();
memset((void*)&dm, 0, sizeof(DEVMODE));
dm.dmSize = sizeof(DEVMODE);
dm.dmPelsHeight = gr_screen.max_h;
dm.dmPelsWidth = gr_screen.max_w;
dm.dmBitsPerPel = gr_screen.bits_per_pixel;
dm.dmDisplayFrequency = os_config_read_uint( NULL, NOX("OGL_RefreshRate"), 0 );
dm.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
if (dm.dmDisplayFrequency)
dm.dmFields |= DM_DISPLAYFREQUENCY;
if ( (ChangeDisplaySettings(&dm, CDS_FULLSCREEN)) != DISP_CHANGE_SUCCESSFUL ) {
if (dm.dmDisplayFrequency) {
// failed to switch with freq change so try without it just in case
dm.dmDisplayFrequency = 0;
dm.dmFields &= ~DM_DISPLAYFREQUENCY;
if ( (ChangeDisplaySettings(&dm, CDS_FULLSCREEN)) != DISP_CHANGE_SUCCESSFUL ) {
Warning( LOCATION, "Unable to go fullscreen on second attempt!" );
}
} else {
Warning( LOCATION, "Unable to go fullscreen!" );
}
}
ShowWindow( wnd, SW_SHOWNORMAL );
UpdateWindow( wnd );
SetForegroundWindow( wnd );
SetActiveWindow( wnd );
SetFocus( wnd );
GetWindowRect((HWND)os_get_window(), &cursor_clip);
ClipCursor(&cursor_clip);
ShowCursor(FALSE);
os_resume();
#else
if ( (os_config_read_uint(NULL, NOX("Fullscreen"), 1) == 1) && !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) {
os_suspend();
// SDL_WM_ToggleFullScreen( SDL_GetVideoSurface() );
if ( (SDL_SetVideoMode(gr_screen.max_w, gr_screen.max_h, 0, SDL_OPENGL | SDL_FULLSCREEN)) == NULL ) {
mprintf(("Couldn't go fullscreen!\n"));
if ( (SDL_SetVideoMode(gr_screen.max_w, gr_screen.max_h, 0, SDL_OPENGL)) == NULL ) {
mprintf(("Couldn't drop back to windowed mode either!\n"));
exit(1);
}
}
os_resume();
}
#endif
gr_opengl_set_gamma(FreeSpace_gamma);
GL_fullscreen = 1;
GL_minimized = 0;
GL_windowed = 0;
}
void opengl_go_windowed()
{
if ( ( !Cmdline_fullscreen_window && !Cmdline_window ) /*|| GL_windowed*/ || Fred_running )
return;
#ifdef _WIN32
HWND wnd = (HWND)os_get_window();
Assert( wnd );
// if we are already in a windowed state, then just make sure that we are sane and bail
if (GL_windowed) {
SetForegroundWindow( wnd );
SetActiveWindow( wnd );
SetFocus( wnd );
ClipCursor(NULL);
ShowCursor(FALSE);
return;
}
os_suspend();
ShowWindow( wnd, SW_SHOWNORMAL );
UpdateWindow( wnd );
SetForegroundWindow( wnd );
SetActiveWindow( wnd );
SetFocus( wnd );
ClipCursor(NULL);
ShowCursor(FALSE);
os_resume();
#else
if (SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) {
os_suspend();
// SDL_WM_ToggleFullScreen( SDL_GetVideoSurface() );
if ( (SDL_SetVideoMode(gr_screen.max_w, gr_screen.max_h, 0, SDL_OPENGL)) == NULL ) {
Warning( LOCATION, "Unable to enter windowed mode!" );
}
os_resume();
}
#endif
GL_windowed = 1;
GL_minimized = 0;
GL_fullscreen = 0;
}
void opengl_minimize()
{
// don't attempt to minimize if we are already in a window, or already minimized, or when playing a movie
if (GL_minimized /*|| GL_windowed || Cmdline_window*/ || Fred_running)
return;
#ifdef _WIN32
HWND wnd = (HWND)os_get_window();
Assert( wnd );
// if we are a window then just show the cursor and bail
if ( Cmdline_fullscreen_window || Cmdline_window || GL_windowed) {
ClipCursor(NULL);
ShowCursor(TRUE);
return;
}
os_suspend();
// restore original gamma settings
if (GL_original_gamma_ramp != NULL) {
SetDeviceGammaRamp( GL_device_context, GL_original_gamma_ramp );
}
ShowWindow(wnd, SW_MINIMIZE);
ChangeDisplaySettings(NULL, 0);
ClipCursor(NULL);
ShowCursor(TRUE);
os_resume();
#else
// lets not minimize if we are in windowed mode
if ( !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) )
return;
os_suspend();
if (GL_original_gamma_ramp != NULL) {
SDL_SetGammaRamp( GL_original_gamma_ramp, (GL_original_gamma_ramp+256), (GL_original_gamma_ramp+512) );
}
SDL_WM_IconifyWindow();
os_resume();
#endif
GL_minimized = 1;
GL_windowed = 0;
GL_fullscreen = 0;
}
void gr_opengl_activate(int active)
{
if (active) {
if (Cmdline_fullscreen_window||Cmdline_window)
opengl_go_windowed();
else
opengl_go_fullscreen();
#ifdef SCP_UNIX
// Check again and if we didn't go fullscreen turn on grabbing if possible
if(!Cmdline_no_grab && !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN)) {
SDL_WM_GrabInput(SDL_GRAB_ON);
}
#endif
} else {
opengl_minimize();
#ifdef SCP_UNIX
// let go of mouse/keyboard
if (SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON)
SDL_WM_GrabInput(SDL_GRAB_OFF);
#endif
}
}
void gr_opengl_clear()
{
glClearColor(gr_screen.current_clear_color.red / 255.0f,
gr_screen.current_clear_color.green / 255.0f,
gr_screen.current_clear_color.blue / 255.0f, 1.0f);
glClear ( GL_COLOR_BUFFER_BIT );
}
void gr_opengl_flip()
{
if ( !GL_initted )
return;
gr_reset_clip();
mouse_eval_deltas();
GL_mouse_saved = 0;
if ( mouse_is_visible() ) {
int mx, my;
gr_reset_clip();
mouse_get_pos( &mx, &my );
// opengl_save_mouse_area(mx, my, Gr_cursor_size, Gr_cursor_size);
if (Gr_cursor != -1) {
gr_set_bitmap(Gr_cursor);
gr_bitmap( mx, my, false);
}
}
TIMERBAR_END_FRAME();
TIMERBAR_START_FRAME();
#ifdef _WIN32
SwapBuffers(GL_device_context);
#else
SDL_GL_SwapBuffers();
#endif
opengl_tcache_frame();
#ifndef NDEBUG
int ic = opengl_check_for_errors();
if (ic) {
mprintf(("!!DEBUG!! OpenGL Errors this frame: %i\n", ic));
}
#endif
}
void gr_opengl_set_clip(int x, int y, int w, int h, bool resize)
{
// check for sanity of parameters
if (x < 0) {
x = 0;
}
if (y < 0) {
y = 0;
}
int to_resize = (resize && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)));
int max_w = ((to_resize) ? gr_screen.max_w_unscaled : gr_screen.max_w);
int max_h = ((to_resize) ? gr_screen.max_h_unscaled : gr_screen.max_h);
if (x >= max_w) {
x = max_w - 1;
}
if (y >= max_h) {
y = max_h - 1;
}
if (x + w > max_w) {
w = max_w - x;
}
if (y + h > max_h) {
h = max_h - y;
}
if (w > max_w) {
w = max_w;
}
if (h > max_h) {
h = max_h;
}
gr_screen.offset_x_unscaled = x;
gr_screen.offset_y_unscaled = y;
gr_screen.clip_left_unscaled = 0;
gr_screen.clip_right_unscaled = w-1;
gr_screen.clip_top_unscaled = 0;
gr_screen.clip_bottom_unscaled = h-1;
gr_screen.clip_width_unscaled = w;
gr_screen.clip_height_unscaled = h;
if (to_resize) {
gr_resize_screen_pos(&x, &y);
gr_resize_screen_pos(&w, &h);
} else {
gr_unsize_screen_pos( &gr_screen.offset_x_unscaled, &gr_screen.offset_y_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.offset_x = x;
gr_screen.offset_y = y;
gr_screen.clip_left = 0;
gr_screen.clip_right = w-1;
gr_screen.clip_top = 0;
gr_screen.clip_bottom = h-1;
gr_screen.clip_width = w;
gr_screen.clip_height = h;
gr_screen.clip_aspect = i2fl(w) / i2fl(h);
gr_screen.clip_center_x = (gr_screen.clip_left + gr_screen.clip_right) * 0.5f;
gr_screen.clip_center_y = (gr_screen.clip_top + gr_screen.clip_bottom) * 0.5f;
// just return early if we aren't actually going to need the scissor test
if ( (x == 0) && (y == 0) && (w == max_w) && (h == max_h) ) {
GL_state.ScissorTest(GL_FALSE);
return;
}
GL_state.ScissorTest(GL_TRUE);
if(GL_rendering_to_framebuffer) {
glScissor(x, y, w, h);
} else {
glScissor(x, gr_screen.max_h-y-h, w, h);
}
}
void gr_opengl_reset_clip()
{
gr_screen.offset_x = gr_screen.offset_x_unscaled = 0;
gr_screen.offset_y = gr_screen.offset_y_unscaled = 0;
gr_screen.clip_left = gr_screen.clip_left_unscaled = 0;
gr_screen.clip_top = gr_screen.clip_top_unscaled = 0;
gr_screen.clip_right = gr_screen.clip_right_unscaled = gr_screen.max_w - 1;
gr_screen.clip_bottom = gr_screen.clip_bottom_unscaled = gr_screen.max_h - 1;
gr_screen.clip_width = gr_screen.clip_width_unscaled = gr_screen.max_w;
gr_screen.clip_height = gr_screen.clip_height_unscaled = gr_screen.max_h;
if (gr_screen.custom_size) {
gr_unsize_screen_pos( &gr_screen.clip_right_unscaled, &gr_screen.clip_bottom_unscaled );
gr_unsize_screen_pos( &gr_screen.clip_width_unscaled, &gr_screen.clip_height_unscaled );
}
gr_screen.clip_aspect = i2fl(gr_screen.clip_width) / i2fl(gr_screen.clip_height);
gr_screen.clip_center_x = (gr_screen.clip_left + gr_screen.clip_right) * 0.5f;
gr_screen.clip_center_y = (gr_screen.clip_top + gr_screen.clip_bottom) * 0.5f;
GL_state.ScissorTest(GL_FALSE);
}
void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
{
}
void gr_opengl_print_screen(char *filename)
{
char tmp[MAX_PATH_LEN];
ubyte tga_hdr[18];
int i;
ushort width, height;
GLubyte *pixels = NULL;
GLuint pbo = 0;
// save to a "screenshots" directory and tack on the filename
#ifdef SCP_UNIX
snprintf( tmp, MAX_PATH_LEN-1, "%s/%s/screenshots/%s.tga", detect_home(), Osreg_user_dir, filename);
_mkdir( tmp );
#else
_getcwd( tmp, MAX_PATH_LEN-1 );
strcat_s( tmp, "\\screenshots\\" );
_mkdir( tmp );
strcat_s( tmp, filename );
strcat_s( tmp, ".tga" );
#endif
FILE *fout = fopen(tmp, "wb");
if (fout == NULL) {
return;
}
// glReadBuffer(GL_FRONT);
// now for the data
if (Use_PBOs) {
Assert( !pbo );
vglGenBuffersARB(1, &pbo);
if ( !pbo ) {
if (fout != NULL)
fclose(fout);
return;
}
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pbo);
vglBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, (gr_screen.max_w * gr_screen.max_h * 4), NULL, GL_STATIC_READ);
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// map the image data so that we can save it to file
pixels = (GLubyte*) vglMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
} else {
pixels = (GLubyte*) vm_malloc_q(gr_screen.max_w * gr_screen.max_h * 4);
if (pixels == NULL) {
if (fout != NULL) {
fclose(fout);
}
return;
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
glFlush();
}
// Write the TGA header
width = INTEL_SHORT((ushort)gr_screen.max_w);
height = INTEL_SHORT((ushort)gr_screen.max_h);
memset( tga_hdr, 0, sizeof(tga_hdr) );
tga_hdr[2] = 2; // ImageType 2 = 24bpp, uncompressed
memcpy( tga_hdr + 12, &width, sizeof(ushort) ); // Width
memcpy( tga_hdr + 14, &height, sizeof(ushort) ); // Height
tga_hdr[16] = 24; // PixelDepth
fwrite( tga_hdr, sizeof(tga_hdr), 1, fout );
// now for the data, we convert it from 32-bit to 24-bit
for (i = 0; i < (gr_screen.max_w * gr_screen.max_h * 4); i += 4) {
#if BYTE_ORDER == BIG_ENDIAN
int pix, *pix_tmp;
pix_tmp = (int*)(pixels + i);
pix = INTEL_INT(*pix_tmp);
fwrite( &pix, 1, 3, fout );
#else
fwrite( pixels + i, 1, 3, fout );
#endif
}
if (pbo) {
vglUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB);
pixels = NULL;
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
vglDeleteBuffersARB(1, &pbo);
}
// done!
fclose(fout);
if (pixels != NULL) {
vm_free(pixels);
}
}
void gr_opengl_cleanup(int minimize)
{
if ( !GL_initted ) {
return;
}
if ( !Fred_running ) {
gr_reset_clip();
gr_clear();
gr_flip();
gr_clear();
gr_flip();
gr_clear();
}
GL_initted = false;
opengl_tcache_flush();
#ifdef _WIN32
HWND wnd = (HWND)os_get_window();
DBUGFILE_OUTPUT_0("");
if (GL_render_context) {
if ( !wglMakeCurrent(NULL, NULL) ) {
DBUGFILE_OUTPUT_0("");
MessageBox(wnd, "SHUTDOWN ERROR", "error", MB_OK);
}
if ( !wglDeleteContext(GL_render_context) ) {
DBUGFILE_OUTPUT_0("");
MessageBox(wnd, "Unable to delete rendering context", "error", MB_OK);
}
GL_render_context = NULL;
}
#endif
DBUGFILE_OUTPUT_0("opengl_minimize");
opengl_minimize();
if (minimize) {
#ifdef _WIN32
if ( !Cmdline_fullscreen_window && !Cmdline_window ) {
ChangeDisplaySettings(NULL, 0);
}
#endif
}
}
void gr_opengl_fog_set(int fog_mode, int r, int g, int b, float fog_near, float fog_far)
{
// mprintf(("gr_opengl_fog_set(%d,%d,%d,%d,%f,%f)\n",fog_mode,r,g,b,fog_near,fog_far));
Assert((r >= 0) && (r < 256));
Assert((g >= 0) && (g < 256));
Assert((b >= 0) && (b < 256));
if (fog_mode == GR_FOGMODE_NONE) {
if ( GL_state.Fog() ) {
GL_state.Fog(GL_FALSE);
}
gr_screen.current_fog_mode = fog_mode;
return;
}
if (gr_screen.current_fog_mode != fog_mode) {
if (OGL_fogmode == 3) {
glFogf(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
glFogf(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
}
// Um.. this is not the correct way to fog in software, probably doesn't matter though
else if ( (OGL_fogmode == 2) && Cmdline_nohtl ) {
glFogf(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
fog_near *= fog_near; // it's faster this way
fog_far *= fog_far;
} else {
glFogf(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
}
GL_state.Fog(GL_TRUE);
glFogf(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, fog_near);
glFogf(GL_FOG_END, fog_far);
gr_screen.current_fog_mode = fog_mode;
}
if ( (gr_screen.current_fog_color.red != r) ||
(gr_screen.current_fog_color.green != g) ||
(gr_screen.current_fog_color.blue != b) )
{
GLfloat fc[4];
gr_init_color( &gr_screen.current_fog_color, r, g, b );
fc[0] = (float)r/255.0f;
fc[1] = (float)g/255.0f;
fc[2] = (float)b/255.0f;
fc[3] = 1.0f;
glFogfv(GL_FOG_COLOR, fc);
}
}
int gr_opengl_set_cull(int cull)
{
GLboolean enabled = GL_FALSE;
if (cull) {
enabled = GL_state.CullFace(GL_TRUE);
GL_state.FrontFaceValue(GL_CCW);
GL_state.CullFaceValue(GL_BACK);
} else {
enabled = GL_state.CullFace(GL_FALSE);
}
return (enabled) ? 1 : 0;
}
void gr_opengl_set_clear_color(int r, int g, int b)
{
gr_init_color(&gr_screen.current_clear_color, r, g, b);
}
int gr_opengl_zbuffer_get()
{
if ( !gr_global_zbuffering ) {
return GR_ZBUFF_NONE;
}
return gr_zbuffering_mode;
}
int gr_opengl_zbuffer_set(int mode)
{
int tmp = gr_zbuffering_mode;
gr_zbuffering_mode = mode;
if (gr_zbuffering_mode == GR_ZBUFF_NONE) {
gr_zbuffering = 0;
GL_state.DepthTest(GL_FALSE);
} else {
gr_zbuffering = 1;
GL_state.DepthTest(GL_TRUE);
}
return tmp;
}
void gr_opengl_zbuffer_clear(int mode)
{
if (mode) {
gr_zbuffering = 1;
gr_zbuffering_mode = GR_ZBUFF_FULL;
gr_global_zbuffering = 1;
GL_state.SetTextureSource(TEXTURE_SOURCE_NONE);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_FULL);
glClear(GL_DEPTH_BUFFER_BIT);
} else {
gr_zbuffering = 0;
gr_zbuffering_mode = GR_ZBUFF_NONE;
gr_global_zbuffering = 0;
GL_state.DepthTest(GL_FALSE);
}
}
// I feel dirty...
static void opengl_make_gamma_ramp(float gamma, ushort *ramp)
{
ushort x, y;
ushort base_ramp[256];
Assert( ramp != NULL );
// generate the base ramp values first off
// if no gamma set then just do this quickly
if (gamma <= 0.0f) {
memset( ramp, 0, 3 * 256 * sizeof(ushort) );
return;
}
// identity gamma, avoid all of the math
else if ( (gamma == 1.0f) || (GL_original_gamma_ramp == NULL) ) {
if (GL_original_gamma_ramp != NULL) {
memcpy( ramp, GL_original_gamma_ramp, 3 * 256 * sizeof(ushort) );
}
// set identity if no original ramp
else {
for (x = 0; x < 256; x++) {
ramp[x] = (x << 8) | x;
ramp[x + 256] = (x << 8) | x;
ramp[x + 512] = (x << 8) | x;
}
}
return;
}
// for everything else we need to actually figure it up
else {
double g = 1.0 / (double)gamma;
double val;
Assert( GL_original_gamma_ramp != NULL );
for (x = 0; x < 256; x++) {
val = (pow(x/255.0, g) * 65535.0 + 0.5);
CLAMP( val, 0, 65535 );
base_ramp[x] = (ushort)val;
}
for (y = 0; y < 3; y++) {
for (x = 0; x < 256; x++) {
val = (base_ramp[x] * 2) - GL_original_gamma_ramp[x + y * 256];
CLAMP( val, 0, 65535 );
ramp[x + y * 256] = (ushort)val;
}
}
}
}
void gr_opengl_set_gamma(float gamma)
{
ushort *gamma_ramp = NULL;
Gr_gamma = gamma;
Gr_gamma_int = int (Gr_gamma*10);
// new way - but not while running FRED
if (!Fred_running && !Cmdline_no_set_gamma) {
gamma_ramp = (ushort*) vm_malloc_q( 3 * 256 * sizeof(ushort) );
if (gamma_ramp == NULL) {
Int3();
return;
}
memset( gamma_ramp, 0, 3 * 256 * sizeof(ushort) );
// Create the Gamma lookup table
opengl_make_gamma_ramp(gamma, gamma_ramp);
#ifdef _WIN32
SetDeviceGammaRamp( GL_device_context, gamma_ramp );
#else
SDL_SetGammaRamp( gamma_ramp, (gamma_ramp+256), (gamma_ramp+512) );
#endif
vm_free(gamma_ramp);
}
}
void gr_opengl_get_region(int front, int w, int h, ubyte *data)
{
// if (front) {
// glReadBuffer(GL_FRONT);
// } else {
glReadBuffer(GL_BACK);
// }
GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
if (gr_screen.bits_per_pixel == 16) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
} else if (gr_screen.bits_per_pixel == 32) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
}
}
void opengl_save_mouse_area(int x, int y, int w, int h)
{
int cursor_size;
GL_CHECK_FOR_ERRORS("start of save_mouse_area()");
// lazy - taylor
cursor_size = (Gr_cursor_size * Gr_cursor_size);
// no reason to be bigger than the cursor, should never be smaller
if (w != Gr_cursor_size)
w = Gr_cursor_size;
if (h != Gr_cursor_size)
h = Gr_cursor_size;
GL_mouse_saved_x1 = x;
GL_mouse_saved_y1 = y;
GL_mouse_saved_x2 = x+w-1;
GL_mouse_saved_y2 = y+h-1;
CLAMP(GL_mouse_saved_x1, gr_screen.clip_left, gr_screen.clip_right );
CLAMP(GL_mouse_saved_x2, gr_screen.clip_left, gr_screen.clip_right );
CLAMP(GL_mouse_saved_y1, gr_screen.clip_top, gr_screen.clip_bottom );
CLAMP(GL_mouse_saved_y2, gr_screen.clip_top, gr_screen.clip_bottom );
GL_state.SetTextureSource(TEXTURE_SOURCE_NO_FILTERING);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_NONE);
GL_state.SetZbufferType(ZBUFFER_TYPE_NONE);
if ( Use_PBOs ) {
// since this is used a lot, and is pretty small in size, we just create it once and leave it until exit
if (!GL_cursor_pbo) {
vglGenBuffersARB(1, &GL_cursor_pbo);
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_cursor_pbo);
vglBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, cursor_size * 4, NULL, GL_STATIC_READ);
}
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_cursor_pbo);
glReadBuffer(GL_BACK);
glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
} else {
// this should really only have to be malloc'd once
if (GL_saved_mouse_data == NULL)
GL_saved_mouse_data = (ubyte*)vm_malloc_q(cursor_size * 4);
if (GL_saved_mouse_data == NULL)
return;
glReadBuffer(GL_BACK);
glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, GL_saved_mouse_data);
}
GL_CHECK_FOR_ERRORS("end of save_mouse_area()");
GL_mouse_saved = 1;
}
int gr_opengl_save_screen()
{
int i;
ubyte *sptr = NULL, *dptr = NULL;
ubyte *opengl_screen_tmp = NULL;
int width_times_pixel, mouse_times_pixel;
gr_opengl_reset_clip();
if (GL_saved_screen || GL_screen_pbo) {
// already have a screen saved so just bail...
return -1;
}
GL_saved_screen = (ubyte*)vm_malloc_q( gr_screen.max_w * gr_screen.max_h * 4 );
if (!GL_saved_screen) {
mprintf(( "Couldn't get memory for saved screen!\n" ));
return -1;
}
GLboolean save_state = GL_state.DepthTest(GL_FALSE);
glReadBuffer(GL_FRONT_LEFT);
if ( Use_PBOs ) {
GLubyte *pixels = NULL;
vglGenBuffersARB(1, &GL_screen_pbo);
if (!GL_screen_pbo) {
if (GL_saved_screen) {
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
}
return -1;
}
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_screen_pbo);
vglBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, gr_screen.max_w * gr_screen.max_h * 4, NULL, GL_STATIC_READ);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
pixels = (GLubyte*)vglMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
width_times_pixel = (gr_screen.max_w * 4);
mouse_times_pixel = (Gr_cursor_size * 4);
sptr = (ubyte *)pixels;
dptr = (ubyte *)&GL_saved_screen[gr_screen.max_w * gr_screen.max_h * 4];
for (i = 0; i < gr_screen.max_h; i++) {
dptr -= width_times_pixel;
memcpy(dptr, sptr, width_times_pixel);
sptr += width_times_pixel;
}
vglUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB);
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
if (GL_mouse_saved && GL_cursor_pbo) {
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_cursor_pbo);
pixels = (GLubyte*)vglMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);
sptr = (ubyte *)pixels;
dptr = (ubyte *)&GL_saved_screen[(GL_mouse_saved_x1 + GL_mouse_saved_y2 * gr_screen.max_w) * 4];
for (i = 0; i < Gr_cursor_size; i++) {
memcpy(dptr, sptr, mouse_times_pixel);
sptr += mouse_times_pixel;
dptr -= width_times_pixel;
}
vglUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB);
vglBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
}
vglDeleteBuffersARB(1, &GL_screen_pbo);
GL_screen_pbo = 0;
GL_saved_screen_id = bm_create(32, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
} else {
opengl_screen_tmp = (ubyte*)vm_malloc_q( gr_screen.max_w * gr_screen.max_h * 4 );
if (!opengl_screen_tmp) {
if (GL_saved_screen) {
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
}
mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
GL_state.DepthTest(save_state);
return -1;
}
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_read_format, GL_UNSIGNED_INT_8_8_8_8_REV, opengl_screen_tmp);
sptr = (ubyte *)&opengl_screen_tmp[gr_screen.max_w * gr_screen.max_h * 4];
dptr = (ubyte *)GL_saved_screen;
width_times_pixel = (gr_screen.max_w * 4);
mouse_times_pixel = (Gr_cursor_size * 4);
for (i = 0; i < gr_screen.max_h; i++) {
sptr -= width_times_pixel;
memcpy(dptr, sptr, width_times_pixel);
dptr += width_times_pixel;
}
vm_free(opengl_screen_tmp);
if (GL_mouse_saved && GL_saved_mouse_data) {
sptr = (ubyte *)GL_saved_mouse_data;
dptr = (ubyte *)&GL_saved_screen[(GL_mouse_saved_x1 + GL_mouse_saved_y2 * gr_screen.max_w) * 4];
for (i = 0; i < Gr_cursor_size; i++) {
memcpy(dptr, sptr, mouse_times_pixel);
sptr += mouse_times_pixel;
dptr -= width_times_pixel;
}
}
GL_saved_screen_id = bm_create(32, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
}
GL_state.DepthTest(save_state);
return GL_saved_screen_id;
}
void gr_opengl_restore_screen(int bmp_id)
{
gr_reset_clip();
if ( !GL_saved_screen ) {
gr_clear();
return;
}
Assert( (bmp_id < 0) || (bmp_id == GL_saved_screen_id) );
if (GL_saved_screen_id < 0)
return;
gr_set_bitmap(GL_saved_screen_id);
gr_bitmap(0, 0, false); // don't scale here since we already have real screen size
}
void gr_opengl_free_screen(int bmp_id)
{
if (!GL_saved_screen)
return;
vm_free(GL_saved_screen);
GL_saved_screen = NULL;
Assert( (bmp_id < 0) || (bmp_id == GL_saved_screen_id) );
if (GL_saved_screen_id < 0)
return;
bm_release(GL_saved_screen_id);
GL_saved_screen_id = -1;
}
static void opengl_flush_frame_dump()
{
char filename[MAX_FILENAME_LEN];
Assert( GL_dump_buffer != NULL);
for (int i = 0; i < GL_dump_frame_count; i++) {
sprintf(filename, NOX("frm%04d.tga"), GL_dump_frame_number );
GL_dump_frame_number++;
CFILE *f = cfopen(filename, "wb", CFILE_NORMAL, CF_TYPE_DATA);
// Write the TGA header
cfwrite_ubyte( 0, f ); // IDLength;
cfwrite_ubyte( 0, f ); // ColorMapType;
cfwrite_ubyte( 2, f ); // ImageType; // 2 = 24bpp, uncompressed, 10=24bpp rle compressed
cfwrite_ushort( 0, f ); // CMapStart;
cfwrite_ushort( 0, f ); // CMapLength;
cfwrite_ubyte( 0, f ); // CMapDepth;
cfwrite_ushort( 0, f ); // XOffset;
cfwrite_ushort( 0, f ); // YOffset;
cfwrite_ushort( (ushort)gr_screen.max_w, f ); // Width;
cfwrite_ushort( (ushort)gr_screen.max_h, f ); // Height;
cfwrite_ubyte( 24, f ); //PixelDepth;
cfwrite_ubyte( 0, f ); //ImageDesc;
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_BGR_EXT, GL_UNSIGNED_BYTE, GL_dump_buffer);
// save the data out
cfwrite( GL_dump_buffer, GL_dump_frame_size, 1, f );
cfclose(f);
}
GL_dump_frame_count = 0;
}
void gr_opengl_dump_frame_start(int first_frame, int frames_between_dumps)
{
if ( GL_dump_frames ) {
Int3(); // We're already dumping frames. See John.
return;
}
GL_dump_frames = 1;
GL_dump_frame_number = first_frame;
GL_dump_frame_count = 0;
GL_dump_frame_count_max = frames_between_dumps; // only works if it's 1
GL_dump_frame_size = gr_screen.max_w * gr_screen.max_h * 3;
if ( !GL_dump_buffer ) {
int size = GL_dump_frame_count_max * GL_dump_frame_size;
GL_dump_buffer = (ubyte *)vm_malloc(size);
if ( !GL_dump_buffer ) {
Error(LOCATION, "Unable to malloc %d bytes for dump buffer", size );
}
}
}
void gr_opengl_dump_frame_stop()
{
if ( !GL_dump_frames ) {
Int3(); // We're not dumping frames. See John.
return;
}
// dump any remaining frames
opengl_flush_frame_dump();
GL_dump_frames = 0;
if ( GL_dump_buffer ) {
vm_free(GL_dump_buffer);
GL_dump_buffer = NULL;
}
}
void gr_opengl_dump_frame()
{
GL_dump_frame_count++;
if ( GL_dump_frame_count == GL_dump_frame_count_max ) {
opengl_flush_frame_dump();
}
}
//fill mode, solid/wire frame
void gr_opengl_set_fill_mode(int mode)
{
if (mode == GR_FILL_MODE_SOLID) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return;
}
if (mode == GR_FILL_MODE_WIRE) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
return;
}
// default setting
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
void gr_opengl_zbias(int bias)
{
if (bias) {
GL_state.PolygonOffsetFill(GL_TRUE);
glPolygonOffset(0.0, -i2fl(bias));
} else {
GL_state.PolygonOffsetFill(GL_FALSE);
}
}
void gr_opengl_push_texture_matrix(int unit)
{
GLint current_matrix;
if (unit > GL_supported_texture_units)
return;
glGetIntegerv(GL_MATRIX_MODE, &current_matrix);
vglActiveTextureARB(GL_TEXTURE0_ARB+unit);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glMatrixMode(current_matrix);
}
void gr_opengl_pop_texture_matrix(int unit)
{
GLint current_matrix;
if (unit > GL_supported_texture_units)
return;
glGetIntegerv(GL_MATRIX_MODE, &current_matrix);
vglActiveTextureARB(GL_TEXTURE0_ARB+unit);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(current_matrix);
}
void gr_opengl_translate_texture_matrix(int unit, vec3d *shift)
{
GLint current_matrix;
if (unit > GL_supported_texture_units) {
/*tex_shift=*shift;*/
return;
}
glGetIntegerv(GL_MATRIX_MODE, &current_matrix);
vglActiveTextureARB(GL_TEXTURE0_ARB+unit);
glMatrixMode(GL_TEXTURE);
glTranslated(shift->xyz.x, shift->xyz.y, shift->xyz.z);
glMatrixMode(current_matrix);
// tex_shift=vmd_zero_vector;
}
void gr_opengl_setup_background_fog(bool set)
{
if (Cmdline_nohtl) {
return;
}
}
void gr_opengl_set_line_width(float width)
{
glLineWidth(width);
}
// Returns the human readable error string if there is an error or NULL if not
const char *opengl_error_string()
{
GLenum error = GL_NO_ERROR;
error = glGetError();
if ( error != GL_NO_ERROR ) {
return (const char *)gluErrorString(error);
}
return NULL;
}
int opengl_check_for_errors(char *err_at)
{
const char *error_str = NULL;
int num_errors = 0;
error_str = opengl_error_string();
if (error_str) {
if (err_at != NULL) {
nprintf(("OpenGL", "OpenGL Error from %s: %s\n", err_at, error_str));
} else {
nprintf(("OpenGL", "OpenGL Error: %s\n", error_str));
}
num_errors++;
}
return num_errors;
}
void opengl_set_vsync(int status)
{
if ( (status < 0) || (status > 1) ) {
Int3();
return;
}
#if defined(__APPLE__)
// GLInt on 10.6 is an actual int now, instead of a long
// This will need further testing once Snow Leopard 10.6 goes RTM
CGLSetParameter(CGLGetCurrentContext(), kCGLCPSwapInterval, (GLint*)&status);
#elif defined(_WIN32)
vwglSwapIntervalEXT(status);
#else
// NOTE: this may not work well with the closed NVIDIA drivers since those use the
// special "__GL_SYNC_TO_VBLANK" environment variable to manage sync
vglXSwapIntervalSGI(status);
#endif
GL_CHECK_FOR_ERRORS("end of set_vsync()");
}
void opengl_setup_viewport()
{
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// the top and bottom positions are reversed on purpose, but RTT needs them the other way
if (GL_rendering_to_framebuffer) {
glOrtho(0, gr_screen.max_w, 0, gr_screen.max_h, -1.0, 1.0);
} else {
glOrtho(0, gr_screen.max_w, gr_screen.max_h, 0, -1.0, 1.0);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// NOTE: This should only ever be called through os_cleanup(), or when switching video APIs
void gr_opengl_shutdown()
{
if (GL_cursor_pbo) {
vglDeleteBuffersARB(1, &GL_cursor_pbo);
GL_cursor_pbo = 0;
}
if (GL_saved_mouse_data != NULL) {
vm_free(GL_saved_mouse_data);
GL_saved_mouse_data = NULL;
}
opengl_tcache_shutdown();
opengl_light_shutdown();
opengl_tnl_shutdown();
opengl_post_process_shutdown();
opengl_shader_shutdown();
GL_initted = false;
#ifdef _WIN32
// restore original gamma settings
if (GL_original_gamma_ramp != NULL) {
SetDeviceGammaRamp( GL_device_context, GL_original_gamma_ramp );
}
// swap out our window mode and un-jail the cursor
ShowWindow((HWND)os_get_window(), SW_HIDE);
ClipCursor(NULL);
ChangeDisplaySettings( NULL, 0 );
#else
if (GL_original_gamma_ramp != NULL) {
SDL_SetGammaRamp( GL_original_gamma_ramp, (GL_original_gamma_ramp+256), (GL_original_gamma_ramp+512) );
}
#endif
if (GL_original_gamma_ramp != NULL) {
vm_free(GL_original_gamma_ramp);
GL_original_gamma_ramp = NULL;
}
#ifdef _WIN32
wglMakeCurrent(NULL, NULL);
if (GL_render_context) {
wglDeleteContext(GL_render_context);
GL_render_context = NULL;
}
GL_device_context = NULL;
#endif
}
// NOTE: This should only ever be called through atexit()!!!
void opengl_close()
{
// if ( !GL_initted )
// return;
}
int opengl_init_display_device()
{
int bpp = gr_screen.bits_per_pixel;
if ( (bpp != 16) && (bpp != 32) ) {
Int3();
return 1;
}
// screen format
switch (bpp) {
case 16: {
Gr_red.bits = 5;
Gr_red.shift = 11;
Gr_red.scale = 8;
Gr_red.mask = 0xF800;
Gr_green.bits = 6;
Gr_green.shift = 5;
Gr_green.scale = 4;
Gr_green.mask = 0x7E0;
Gr_blue.bits = 5;
Gr_blue.shift = 0;
Gr_blue.scale = 8;
Gr_blue.mask = 0x1F;
break;
}
case 32: {
Gr_red.bits = 8;
Gr_red.shift = 16;
Gr_red.scale = 1;
Gr_red.mask = 0xff0000;
Gr_green.bits = 8;
Gr_green.shift = 8;
Gr_green.scale = 1;
Gr_green.mask = 0x00ff00;
Gr_blue.bits = 8;
Gr_blue.shift = 0;
Gr_blue.scale = 1;
Gr_blue.mask = 0x0000ff;
Gr_alpha.bits = 8;
Gr_alpha.shift = 24;
Gr_alpha.mask = 0xff000000;
Gr_alpha.scale = 1;
break;
}
}
// texture format
Gr_t_red.bits = 5;
Gr_t_red.mask = 0x7c00;
Gr_t_red.shift = 10;
Gr_t_red.scale = 8;
Gr_t_green.bits = 5;
Gr_t_green.mask = 0x03e0;
Gr_t_green.shift = 5;
Gr_t_green.scale = 8;
Gr_t_blue.bits = 5;
Gr_t_blue.mask = 0x001f;
Gr_t_blue.shift = 0;
Gr_t_blue.scale = 8;
Gr_t_alpha.bits = 1;
Gr_t_alpha.mask = 0x8000;
Gr_t_alpha.scale = 255;
Gr_t_alpha.shift = 15;
// alpha-texture format
Gr_ta_red.bits = 4;
Gr_ta_red.mask = 0x0f00;
Gr_ta_red.shift = 8;
Gr_ta_red.scale = 17;
Gr_ta_green.bits = 4;
Gr_ta_green.mask = 0x00f0;
Gr_ta_green.shift = 4;
Gr_ta_green.scale = 17;
Gr_ta_blue.bits = 4;
Gr_ta_blue.mask = 0x000f;
Gr_ta_blue.shift = 0;
Gr_ta_blue.scale = 17;
Gr_ta_alpha.bits = 4;
Gr_ta_alpha.mask = 0xf000;
Gr_ta_alpha.shift = 12;
Gr_ta_alpha.scale = 17;
// allocate storage for original gamma settings
if ( !Cmdline_no_set_gamma && (GL_original_gamma_ramp == NULL) ) {
GL_original_gamma_ramp = (ushort*) vm_malloc_q( 3 * 256 * sizeof(ushort) );
if (GL_original_gamma_ramp == NULL) {
mprintf((" Unable to allocate memory for gamma ramp! Disabling...\n"));
Cmdline_no_set_gamma = 1;
} else {
// assume identity ramp by default, to be overwritten by true ramp later
for (ushort x = 0; x < 256; x++) {
GL_original_gamma_ramp[x] = GL_original_gamma_ramp[x + 256] = GL_original_gamma_ramp[x + 512] = (x << 8) | x;
}
}
}
// now init the display device
#ifdef _WIN32
int PixelFormat;
HWND wnd = 0;
PIXELFORMATDESCRIPTOR pfd_test;
mprintf((" Initializing WGL...\n"));
memset(&GL_pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
memset(&pfd_test, 0, sizeof(PIXELFORMATDESCRIPTOR));
GL_pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
GL_pfd.nVersion = 1;
GL_pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
GL_pfd.iPixelType = PFD_TYPE_RGBA;
GL_pfd.cColorBits = (ubyte)bpp;
GL_pfd.cRedBits = (ubyte)Gr_red.bits;
GL_pfd.cGreenBits = (ubyte)Gr_green.bits;
GL_pfd.cBlueBits = (ubyte)Gr_blue.bits;
GL_pfd.cAlphaBits = (bpp == 32) ? (ubyte)Gr_alpha.bits : 0;
GL_pfd.cDepthBits = (bpp == 32) ? 24 : 16;
wnd = (HWND)os_get_window();
Assert( wnd != NULL );
extern uint os_get_dc();
GL_device_context = (HDC)os_get_dc();
if ( !GL_device_context ) {
MessageBox(wnd, "Unable to get device context for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
PixelFormat = ChoosePixelFormat(GL_device_context, &GL_pfd);
if ( !PixelFormat ) {
MessageBox(wnd, "Unable to choose pixel format for OpenGL W32!","error", MB_ICONERROR | MB_OK);
return 1;
} else {
DescribePixelFormat(GL_device_context, PixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd_test);
// make sure that we are hardware accelerated and not using the generic implementation
if ( !Fred_running && (pfd_test.dwFlags & PFD_GENERIC_FORMAT) && !(pfd_test.dwFlags & PFD_GENERIC_ACCELERATED) ) {
Assert( bpp == 32 );
// if we failed at 32-bit then we are probably a 16-bit desktop, so try and init a 16-bit visual instead
GL_pfd.cAlphaBits = 0;
GL_pfd.cDepthBits = 16;
// NOTE: the bit values for colors should get updated automatically by ChoosePixelFormat()
PixelFormat = ChoosePixelFormat(GL_device_context, &GL_pfd);
if (!PixelFormat) {
MessageBox(wnd, "Unable to choose pixel format for OpenGL W32!","error", MB_ICONERROR | MB_OK);
return 1;
}
// double-check that we are correct now
DescribePixelFormat(GL_device_context, PixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd_test);
if ( (pfd_test.dwFlags & PFD_GENERIC_FORMAT) && !(pfd_test.dwFlags & PFD_GENERIC_ACCELERATED) ) {
MessageBox(wnd, "Unable to get proper pixel format for OpenGL W32!", "Error", MB_ICONERROR | MB_OK);
return 1;
}
}
}
if ( !SetPixelFormat(GL_device_context, PixelFormat, &GL_pfd) ) {
MessageBox(wnd, "Unable to set pixel format for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
GL_render_context = wglCreateContext(GL_device_context);
if ( !GL_render_context ) {
MessageBox(wnd, "Unable to create rendering context for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
if ( !wglMakeCurrent(GL_device_context, GL_render_context) ) {
MessageBox(wnd, "Unable to make current thread for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
mprintf((" Requested WGL Video values = R: %d, G: %d, B: %d, depth: %d, double-buffer: %d\n", Gr_red.bits, Gr_green.bits, Gr_blue.bits, GL_pfd.cColorBits, (GL_pfd.dwFlags & PFD_DOUBLEBUFFER) > 0));
// now report back as to what we ended up getting
int r = 0, g = 0, b = 0, depth = 0, db = 1;
DescribePixelFormat(GL_device_context, PixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &GL_pfd);
r = GL_pfd.cRedBits;
g = GL_pfd.cGreenBits;
b = GL_pfd.cBlueBits;
depth = GL_pfd.cColorBits;
db = ((GL_pfd.dwFlags & PFD_DOUBLEBUFFER) > 0);
mprintf((" Actual WGL Video values = R: %d, G: %d, B: %d, depth: %d, double-buffer: %d\n", r, g, b, depth, db));
// get the default gamma ramp so that we can restore it on close
if (GL_original_gamma_ramp != NULL) {
GetDeviceGammaRamp( GL_device_context, GL_original_gamma_ramp );
}
#else
int flags = SDL_OPENGL;
int r = 0, g = 0, b = 0, depth = 0, db = 1;
mprintf((" Initializing SDL...\n"));
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
fprintf (stderr, "Couldn't init SDL: %s", SDL_GetError());
return 1;
}
// grab mouse/key unless told otherwise, ignore when we are going fullscreen
if ( (Cmdline_fullscreen_window|| Cmdline_window || os_config_read_uint(NULL, "Fullscreen", 1) == 0) && !Cmdline_no_grab ) {
SDL_WM_GrabInput(SDL_GRAB_ON);
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, Gr_red.bits);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, Gr_green.bits);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, Gr_blue.bits);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, (bpp == 32) ? 24 : 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, db);
int fsaa_samples = os_config_read_uint(NULL, "OGL_AntiAliasSamples", 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, (fsaa_samples == 0) ? 0 : 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa_samples);
mprintf((" Requested SDL Video values = R: %d, G: %d, B: %d, depth: %d, double-buffer: %d, FSAA: %d\n", Gr_red.bits, Gr_green.bits, Gr_blue.bits, (bpp == 32) ? 24 : 16, db, fsaa_samples));
if (SDL_SetVideoMode(gr_screen.max_w, gr_screen.max_h, bpp, flags) == NULL) {
fprintf (stderr, "Couldn't set video mode: %s", SDL_GetError());
return 1;
}
SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &db);
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &fsaa_samples);
mprintf((" Actual SDL Video values = R: %d, G: %d, B: %d, depth: %d, double-buffer: %d, FSAA: %d\n", r, g, b, depth, db, fsaa_samples));
SDL_ShowCursor(0);
/* might as well put this here */
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
if (GL_original_gamma_ramp != NULL) {
SDL_GetGammaRamp( GL_original_gamma_ramp, (GL_original_gamma_ramp+256), (GL_original_gamma_ramp+512) );
}
#endif
return 0;
}
void opengl_setup_function_pointers()
{
// *****************************************************************************
// NOTE: All function pointers here should have a Cmdline_nohtl check at the top
// if they shouldn't be run in non-HTL mode, Don't keep separate entries.
gr_screen.gf_flip = gr_opengl_flip;
gr_screen.gf_set_clip = gr_opengl_set_clip;
gr_screen.gf_reset_clip = gr_opengl_reset_clip;
gr_screen.gf_clear = gr_opengl_clear;
// gr_screen.gf_bitmap = gr_opengl_bitmap;
gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
gr_screen.gf_aabitmap = gr_opengl_aabitmap;
gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
// gr_screen.gf_rect = gr_opengl_rect;
// gr_screen.gf_shade = gr_opengl_shade;
gr_screen.gf_string = gr_opengl_string;
gr_screen.gf_circle = gr_opengl_circle;
gr_screen.gf_curve = gr_opengl_curve;
gr_screen.gf_line = gr_opengl_line;
gr_screen.gf_aaline = gr_opengl_aaline;
gr_screen.gf_pixel = gr_opengl_pixel;
gr_screen.gf_scaler = gr_opengl_scaler;
gr_screen.gf_tmapper = gr_opengl_tmapper;
gr_screen.gf_render = gr_opengl_render;
gr_screen.gf_gradient = gr_opengl_gradient;
gr_screen.gf_set_palette = gr_opengl_set_palette;
gr_screen.gf_print_screen = gr_opengl_print_screen;
gr_screen.gf_fade_in = gr_opengl_fade_in;
gr_screen.gf_fade_out = gr_opengl_fade_out;
gr_screen.gf_flash = gr_opengl_flash;
gr_screen.gf_flash_alpha = gr_opengl_flash_alpha;
gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
gr_screen.gf_save_screen = gr_opengl_save_screen;
gr_screen.gf_restore_screen = gr_opengl_restore_screen;
gr_screen.gf_free_screen = gr_opengl_free_screen;
gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
gr_screen.gf_dump_frame = gr_opengl_dump_frame;
gr_screen.gf_set_gamma = gr_opengl_set_gamma;
gr_screen.gf_fog_set = gr_opengl_fog_set;
// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
gr_screen.gf_get_region = gr_opengl_get_region;
// now for the bitmap functions
gr_screen.gf_bm_free_data = gr_opengl_bm_free_data;
gr_screen.gf_bm_create = gr_opengl_bm_create;
gr_screen.gf_bm_init = gr_opengl_bm_init;
gr_screen.gf_bm_load = gr_opengl_bm_load;
gr_screen.gf_bm_page_in_start = gr_opengl_bm_page_in_start;
gr_screen.gf_bm_lock = gr_opengl_bm_lock;
gr_screen.gf_bm_make_render_target = gr_opengl_bm_make_render_target;
gr_screen.gf_bm_set_render_target = gr_opengl_bm_set_render_target;
gr_screen.gf_set_cull = gr_opengl_set_cull;
gr_screen.gf_cross_fade = gr_opengl_cross_fade;
gr_screen.gf_tcache_set = gr_opengl_tcache_set;
gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
gr_screen.gf_preload = gr_opengl_preload;
gr_screen.gf_push_texture_matrix = gr_opengl_push_texture_matrix;
gr_screen.gf_pop_texture_matrix = gr_opengl_pop_texture_matrix;
gr_screen.gf_translate_texture_matrix = gr_opengl_translate_texture_matrix;
gr_screen.gf_set_texture_addressing = gr_opengl_set_texture_addressing;
gr_screen.gf_zbias = gr_opengl_zbias;
gr_screen.gf_set_fill_mode = gr_opengl_set_fill_mode;
gr_screen.gf_set_texture_panning = gr_opengl_set_texture_panning;
gr_screen.gf_create_buffer = gr_opengl_create_buffer;
gr_screen.gf_config_buffer = gr_opengl_config_buffer;
gr_screen.gf_pack_buffer = gr_opengl_pack_buffer;
gr_screen.gf_destroy_buffer = gr_opengl_destroy_buffer;
gr_screen.gf_render_buffer = gr_opengl_render_buffer;
gr_screen.gf_set_buffer = gr_opengl_set_buffer;
gr_screen.gf_start_instance_matrix = gr_opengl_start_instance_matrix;
gr_screen.gf_end_instance_matrix = gr_opengl_end_instance_matrix;
gr_screen.gf_start_angles_instance_matrix = gr_opengl_start_instance_angles;
gr_screen.gf_make_light = gr_opengl_make_light;
gr_screen.gf_modify_light = gr_opengl_modify_light;
gr_screen.gf_destroy_light = gr_opengl_destroy_light;
gr_screen.gf_set_light = gr_opengl_set_light;
gr_screen.gf_reset_lighting = gr_opengl_reset_lighting;
gr_screen.gf_set_ambient_light = gr_opengl_set_ambient_light;
gr_screen.gf_post_process_set_effect = gr_opengl_post_process_set_effect;
gr_screen.gf_post_process_set_defaults = gr_opengl_post_process_set_defaults;
gr_screen.gf_post_process_begin = gr_opengl_post_process_begin;
gr_screen.gf_post_process_end = gr_opengl_post_process_end;
gr_screen.gf_post_process_save_zbuffer = gr_opengl_post_process_save_zbuffer;
gr_screen.gf_start_clip_plane = gr_opengl_start_clip_plane;
gr_screen.gf_end_clip_plane = gr_opengl_end_clip_plane;
gr_screen.gf_lighting = gr_opengl_set_lighting;
gr_screen.gf_set_proj_matrix = gr_opengl_set_projection_matrix;
gr_screen.gf_end_proj_matrix = gr_opengl_end_projection_matrix;
gr_screen.gf_set_view_matrix = gr_opengl_set_view_matrix;
gr_screen.gf_end_view_matrix = gr_opengl_end_view_matrix;
gr_screen.gf_push_scale_matrix = gr_opengl_push_scale_matrix;
gr_screen.gf_pop_scale_matrix = gr_opengl_pop_scale_matrix;
gr_screen.gf_center_alpha = gr_opengl_center_alpha;
gr_screen.gf_setup_background_fog = gr_opengl_setup_background_fog;
gr_screen.gf_start_state_block = gr_opengl_start_state_block;
gr_screen.gf_end_state_block = gr_opengl_end_state_block;
gr_screen.gf_set_state_block = gr_opengl_set_state_block;
gr_screen.gf_draw_line_list = gr_opengl_draw_line_list;
gr_screen.gf_set_line_width = gr_opengl_set_line_width;
gr_screen.gf_line_htl = gr_opengl_line_htl;
gr_screen.gf_sphere_htl = gr_opengl_sphere_htl;
// NOTE: All function pointers here should have a Cmdline_nohtl check at the top
// if they shouldn't be run in non-HTL mode, Don't keep separate entries.
// *****************************************************************************
}
bool gr_opengl_init()
{
char *ver;
int major = 0, minor = 0;
if ( !GL_initted )
atexit(opengl_close);
if (GL_initted) {
gr_opengl_cleanup();
GL_initted = false;
}
mprintf(( "Initializing OpenGL graphics device at %ix%i with %i-bit color...\n", gr_screen.max_w, gr_screen.max_h, gr_screen.bits_per_pixel ));
if ( opengl_init_display_device() ) {
Error(LOCATION, "Unable to initialize display device!\n");
}
// version check
ver = (char *)glGetString(GL_VERSION);
sscanf(ver, "%d.%d", &major, &minor);
GL_version = (major * 10) + minor;
if (GL_version < MIN_REQUIRED_GL_VERSION) {
Error(LOCATION, "Current GL Version of %d.%d is less than the required version of %d.%d.\nSwitch video modes or update your drivers.", major, minor, (MIN_REQUIRED_GL_VERSION / 10), (MIN_REQUIRED_GL_VERSION % 10));
}
GL_initted = true;
// this MUST be done before any other gr_opengl_* or opengl_* funcion calls!!
opengl_setup_function_pointers();
mprintf(( " OpenGL Vendor : %s\n", glGetString(GL_VENDOR) ));
mprintf(( " OpenGL Renderer : %s\n", glGetString(GL_RENDERER) ));
mprintf(( " OpenGL Version : %s\n", ver ));
mprintf(( "\n" ));
if (Cmdline_fullscreen_window || Cmdline_window) {
opengl_go_windowed();
} else {
opengl_go_fullscreen();
}
// initialize the extensions and make sure we aren't missing something that we need
opengl_extensions_init();
// setup the lighting stuff that will get used later
opengl_light_init();
// init state system (must come AFTER light is set up)
GL_state.init();
GLint max_texture_units = GL_supported_texture_units;
if (Use_GLSL) {
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &max_texture_units);
}
GL_state.Texture.init(max_texture_units);
opengl_set_texture_target();
GL_state.Texture.SetActiveUnit(0);
GL_state.Texture.SetTarget(GL_TEXTURE_2D);
GL_state.Texture.Enable();
// ready the texture system
opengl_tcache_init();
extern void opengl_tnl_init();
opengl_tnl_init();
// setup default shaders, and shader related items
opengl_shader_init();
// post processing effects, after shaders are initialized
opengl_post_process_init();
// must be called after extensions are setup
opengl_set_vsync( !Cmdline_no_vsync );
opengl_setup_viewport();
glClear(GL_DEPTH_BUFFER_BIT);
glClear(GL_STENCIL_BUFFER_BIT);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_FOG_HINT, GL_NICEST);
glDepthRange(0.0, 1.0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glFlush();
Gr_current_red = &Gr_red;
Gr_current_blue = &Gr_blue;
Gr_current_green = &Gr_green;
Gr_current_alpha = &Gr_alpha;
Mouse_hidden++;
gr_opengl_reset_clip();
gr_opengl_clear();
gr_opengl_flip();
gr_opengl_clear();
gr_opengl_flip();
gr_opengl_clear();
Mouse_hidden--;
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GL_max_elements_vertices);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GL_max_elements_indices);
mprintf(( " Max texture units: %i (%i)\n", GL_supported_texture_units, max_texture_units ));
mprintf(( " Max elements vertices: %i\n", GL_max_elements_vertices ));
mprintf(( " Max elements indices: %i\n", GL_max_elements_indices ));
mprintf(( " Max texture size: %ix%i\n", GL_max_texture_width, GL_max_texture_height ));
if ( Is_Extension_Enabled(OGL_EXT_FRAMEBUFFER_OBJECT) ) {
mprintf(( " Max render buffer size: %ix%i\n", GL_max_renderbuffer_size, GL_max_renderbuffer_size ));
}
mprintf(( " Can use compressed textures: %s\n", Use_compressed_textures ? NOX("YES") : NOX("NO") ));
mprintf(( " Texture compression available: %s\n", Texture_compression_available ? NOX("YES") : NOX("NO") ));
mprintf(( " Post-processing enabled: %s\n", (Cmdline_postprocess) ? "YES" : "NO"));
mprintf(( " Using %s texture filter.\n", (GL_mipmap_filter) ? NOX("trilinear") : NOX("bilinear") ));
if (Use_GLSL) {
if (Use_GLSL > 1) {
mprintf(( " Using GLSL for model rendering.\n" ));
}
mprintf(( " OpenGL Shader Version: %s\n", glGetString(GL_SHADING_LANGUAGE_VERSION_ARB) ));
}
// This stops fred crashing if no textures are set
gr_screen.current_bitmap = -1;
TIMERBAR_SET_DRAW_FUNC(opengl_render_timer_bar);
mprintf(("... OpenGL init is complete!\n"));
if (Cmdline_ati_color_swap)
GL_read_format = GL_RGBA;
return true;
}
DCF(ogl_minimize, "Minimizes opengl")
{
if ( gr_screen.mode != GR_OPENGL ) {
dc_printf("Command only available in OpenGL mode.\n");
return;
}
if (Dc_command) {
dc_get_arg(ARG_TRUE);
if ( Dc_arg_type & ARG_TRUE ) {
opengl_minimize();
}
}
if (Dc_help)
dc_printf("If set to true then the OpenGL window will minimize.\n");
}
DCF(ogl_anisotropy, "toggles anisotropic filtering")
{
if ( gr_screen.mode != GR_OPENGL ) {
dc_printf("Can only set anisotropic filter in OpenGL mode.\n");
return;
}
if ( Dc_command && !Is_Extension_Enabled(OGL_EXT_TEXTURE_FILTER_ANISOTROPIC) ) {
dc_printf("Error: Anisotropic filter is not settable!\n");
return;
}
if ( Dc_command ) {
dc_get_arg(ARG_INT | ARG_NONE);
if ( Dc_arg_type & ARG_NONE ) {
GL_anisotropy = 1.0f;
// opengl_set_anisotropy();
dc_printf("Anisotropic filter value reset to default level.\n");
}
if ( Dc_arg_type & ARG_INT ) {
GL_anisotropy = (GLfloat)Dc_arg_float;
// opengl_set_anisotropy( (float)Dc_arg_float );
}
}
if ( Dc_status ) {
dc_printf("Current anisotropic filter value is %i\n", (int)GL_anisotropy);
}
if (Dc_help) {
dc_printf("Sets OpenGL anisotropic filtering level.\n");
dc_printf("Valid values are 1 to %i, or 0 to turn off.\n", (int)opengl_get_max_anisotropy());
}
}