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fs2open.github.com/code/graphics/gropengltnl.cpp
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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
/*
* $Logfile: /Freespace2/code/Graphics/GrOpenGLTNL.cpp $
* $Revision: 1.44.2.12 $
* $Date: 2007-02-12 00:19:48 $
* $Author: taylor $
*
* source for doing the fun TNL stuff
*
* $Log: not supported by cvs2svn $
* Revision 1.44.2.11 2007/02/10 00:05:25 taylor
* obsolete gluLookAt() in favor of doing it manually, should be slight faster and more precise
*
* Revision 1.44.2.10 2006/12/27 09:26:21 taylor
* fix OpenGL envmap "issues" (ie, stupid taylor stuff)
* get rid of that RCS_Name thing, CVS kept changing it automatically and it was getting /really/ annoying
*
* Revision 1.44.2.9 2006/12/26 05:25:18 taylor
* lots of little cleanup, stale code removal, and small performance adjustments
* get rid of the default combine texture state, we don't need it in general, and it can screw up fonts
* get rid of the secondary color support, it doesn't do much in non-HTL mode, screws up various things, and has long since been obsolete but material setup
* get rid of the old gamma setup, it actually conflicts with newer gamma support
* default texture wrapping to edge clamp
* do second gr_clear() on init to be sure and catch double-buffer
* make sure that our active texture will always get reset to 0, rather than leaving it at whatever was used last
* fixed that damn FBO bug from it hanging on textures and causing some rendering errors for various people
* only lock verts once in HTL model rendering
*
* Revision 1.44.2.8 2006/12/07 18:16:11 taylor
* minor cleanups and speedups
* when using lighting falloff, be sure to drop emissive light when falloff gets low enough (otherwise we still se everything fine)
*
* Revision 1.44.2.7 2006/10/27 06:42:29 taylor
* rename set_warp_globals() to model_set_warp_globals()
* remove two old/unused MR flags (MR_ALWAYS_REDRAW, used for caching that doesn't work; MR_SHOW_DAMAGE, didn't do anything)
* add MR_FULL_DETAIL to render an object regardless of render/detail box setting
* change "model_current_LOD" to a global "Interp_detail_level" and the static "Interp_detail_level" to "Interp_detail_level_locked", a bit more descriptive
* minor bits of cleanup
* change a couple of vm_vec_scale_add2() calls to just vm_vec_add2() calls in ship.cpp, since that was the final result anyway
*
* Revision 1.44.2.6 2006/10/24 13:38:23 taylor
* fix the envmap-getting-rotated-by-turrets bug (though it did make me chuckle a bit when I first saw it ;))
* try to reuse old view setup info, if we are using the same settings again (for speed up purposes, will be a bigger deal when bumpmapping gets here)
*
* Revision 1.44.2.5 2006/10/01 19:24:46 taylor
* bit of cleanup (technically the vertex buffer stuff is part of a much larger change slated for post-3.6.9, but this should be a little faster)
*
* Revision 1.44.2.4 2006/09/24 13:26:01 taylor
* minor clean and code optimizations
* clean up view/proj matrix fubar that made us need far more matrix levels that actually needed (partial fix for Mantis #563)
* add debug safety check to make sure that we don't use more than 2 proj matrices (all that GL is required to support)
* set up a texture matrix for the env map to that it doesn't move/look funky
*
* Revision 1.44.2.3 2006/07/28 02:45:10 taylor
* don't render extra lighting passes when fog is enabled, prevents fog fragment from getting added for each pass
* wobble wobble no more!!
*
* Revision 1.44.2.2 2006/07/24 07:38:00 taylor
* minor cleanup/optimization to beam warmup glow rendering function
* various lighting code cleanups
* - try to always make sure beam origin lights occur outside of model
* - make Static_lights[] dynamic
* - be sure to reset to first 8 lights when moving on to render spec related texture passes
* - add ambient color to point lights (helps warp effects)
* - sort lights to try and get more important and/or visible lights to always happen in initial render pass
*
* Revision 1.44.2.1 2006/06/12 03:37:24 taylor
* sync current OGL changes:
* - go back to using minimize mode which non-active, but doin't minimize when Fred_running
* - remove temporary cmdline options (-spec_scale, -env_scale, -alpha_alpha_blend)
* - change FBO renderbuffer link around a little to maybe avoid freaky drivers (or freaky code)
*
* Revision 1.44 2006/05/30 03:53:52 taylor
* z-range for 2D ortho is -1.0 to 1.0, may help avoid some strangeness if we actually get that right. :)
* minor cleanup of old code and default settings
* try not to bother with depth test unless we are actually going to need it (small performance boost in some cases)
* don't clear depth bit in flip(), while technically correct it's also a bit redundant (and comes with a slight performance hit)
*
* Revision 1.43 2006/05/27 17:07:48 taylor
* remove grd3dparticle.* and grd3dbatch.*, they are obsolete
* allow us to build without D3D support under Windows (just define NO_DIRECT3D)
* clean up TMAP flags
* fix a couple of minor OpenGL state change issues with spec and env map rendering
* make sure we build again for OS X (OGL extension functions work a little different there)
* render targets always need to be power-of-2 to avoid incomplete buffer issues in the code
* when we disable culling in opengl_3dunlit be sure that we re-enable it on exit of function
* re-fix screenshots
* add true alpha blending support (with cmdline for now since the artwork has the catch up)
* draw lines with float positioning, to be more accurate with resizing on non-standard resolutions
* don't load cubemaps from file for D3D, not sure how to do it anyway
* update geometry batcher code, memory fixes, dynamic stuff, basic fixage, etc.
*
* Revision 1.42 2006/05/13 07:29:52 taylor
* OpenGL envmap support
* newer OpenGL extension support
* add GL_ARB_texture_rectangle support for non-power-of-2 textures as interface graphics
* add cubemap reading and writing support to DDS loader
* fix bug in DDS loader that made compressed images with mipmaps use more memory than they really required
* add support for a default envmap named "cubemap.dds"
* new mission flag "$Environment Map:" to use a pre-existing envmap
* minor cleanup of compiler warning messages
* get rid of wasteful math from gr_set_proj_matrix()
* remove extra gr_set_*_matrix() calls from starfield.cpp as there was no longer a reason for them to be there
* clean up bmpman flags in reguards to cubemaps and render targets
* disable D3D envmap code until it can be upgraded to current level of code
* remove bumpmap code from OpenGL stuff (sorry but it was getting in the way, if it was more than copy-paste it would be worth keeping)
* replace gluPerspective() call with glFrustum() call, it's a lot less math this way and saves the extra function call
*
* Revision 1.41 2006/04/12 01:10:35 taylor
* some cleanup and slight reorg
* - remove special uv offsets for non-standard res, they were stupid anyway and don't actually fix the problem (which should actually be fixed now)
* - avoid some costly math where possible in the drawing functions
* - add opengl_error_string(), this is part of a later update but there wasn't a reason to not go ahead and commit this peice now
* - minor cleanup to Win32 extension defines
* - make opengl_lights[] allocate only when using OGL
* - cleanup some costly per-frame lighting stuff
* - clamp textures for interface and aabitmap (font) graphics since they shouldn't normally repeat anyway (the default)
* (doing this for D3D, if it doesn't already, may fix the blue-lines problem since a similar issue was seen with OGL)
*
* Revision 1.40 2006/02/25 21:47:00 Goober5000
* spelling
*
* Revision 1.39 2006/01/31 06:43:21 wmcoolmon
* Debug warning; compiler warning fix.
*
* Revision 1.38 2006/01/30 06:52:15 taylor
* better lighting for OpenGL
* remove some extra stuff that was from sectional bitmaps since we don't need it anymore
*
* Revision 1.37 2006/01/25 03:11:52 phreak
* htl_lines should follow zbuffering rules
*
* Revision 1.36 2006/01/18 16:14:04 taylor
* allow gr_render_buffer() to take TMAP flags
* let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side)
* add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views
* make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions
*
* Revision 1.35 2005/12/29 08:08:33 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 1.34 2005/12/16 06:48:28 taylor
* "House Keeping!!"
* - minor cleanup of things that have bothered me at one time or another
* - slight speedup from state switching
* - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues
* - make sure to only disable HTL arb stuff when in HTL mode
* - handle any extra lighting pass before spec pass so the light can be applied properly
*
* Revision 1.33 2005/12/08 15:07:57 taylor
* remove GL_NO_HTL define since it's basically useless at this point and can produced non-functioning builds
* minor cleanup and readability changes
* get Apple GL version change in CVS finally, the capabilities of an Apple GL version don't neccessarily correspond to it's features
*
* Revision 1.32 2005/12/07 05:42:50 taylor
* partial spec fix, can't mass kill the pointers when they are still needed for the second pass (still something else wrong though)
* forgot that the extra rangeelement optimization check isn't needed anymore, just look at indices since that's all we're using
*
* Revision 1.31 2005/12/06 02:50:41 taylor
* clean up some init stuff and fix a minor SDL annoyance
* make debug messages a bit more readable
* clean up the debug console commands for minimize and anisotropic filter setting
* make anisotropic filter actually work correctly and have it settable with a reg option
* give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere
*
* Revision 1.30 2005/11/30 03:07:54 phreak
* texturing shouldn't be on when drawing lines.
*
* Revision 1.29 2005/11/13 06:44:18 taylor
* small bit of EFF cleanup
* add -img2dds support
* cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted)
* some minor OGL cleanup and small performance changes
* converge the various pcx_read_bitmap* functions into one
* cleanup/rename/remove some cmdline options
*
* Revision 1.28 2005/10/16 11:20:43 taylor
* use unsigned index buffers
*
* Revision 1.27 2005/09/05 09:36:41 taylor
* merge of OSX tree
* fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows
* fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current
*
* Revision 1.26 2005/08/29 02:23:04 phreak
* Get rid of alpha blending when using the htl drawing fuctions for lines and spheres.
* Right now, gr_opengl_draw_htl_line and gr_opengl_draw_htl_sphere are only used in fred, so
* it shouldn't change anything critical
*
* Revision 1.25 2005/08/08 01:19:50 taylor
* hopefully fix the problem that was causing geometry issues in just OGL when using VBOs
*
* Revision 1.24 2005/06/19 02:37:02 taylor
* general cleanup, remove some old code
* speed up gr_opengl_flip() just a tad
* inverted gamma slider fix that Sticks made to D3D
* possible fix for ATI green screens
* move opengl_check_for_errors() out of gropentnl so we can use it everywhere
* fix logged OGL info from debug builds to be a little more readable
* if an extension is found but required function is not then fail
* try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for
* some 2d matrix usage checks
*
* Revision 1.23 2005/05/12 17:43:20 taylor
* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
* fixes various problems and is past time to make the switch
* try and keep up with how much VBO data is in memory too since that takes away from texture memory
*
* Revision 1.22 2005/04/05 05:53:17 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 1.21 2005/03/27 02:59:27 wmcoolmon
* Forgot to define 'i' outside of for scope...ironically, in the OGL code.
*
* Revision 1.20 2005/03/24 23:42:21 taylor
* s/gr_ogl_/gr_opengl_/g
* add empty gr_opengl_draw_line_list() so that it's not a NULL pointer
* make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API
*
* Revision 1.19 2005/03/20 00:09:07 phreak
* Added gr_draw_htl_line and gr_draw_htl sphere
* There still needs to be D3D versions implemented, but OGL is done.
* Follow that or ask phreak about how its implemented/
*
* Revision 1.18 2005/03/19 21:03:54 wmcoolmon
* OpenGL display lists
*
* Revision 1.17 2005/03/19 18:02:34 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 1.16 2005/02/23 05:11:13 taylor
* more consolidation of various graphics variables
* some header cleaning
* only one tmapper_internal for OGL, don't use more than two tex/pass now
* seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing
* interface when set 3d matrix stuff doesn't have corresponding end
* add dump_frame stuff for OGL, mostly useless but allows trailer recording
*
* Revision 1.15 2005/02/15 00:06:27 taylor
* clean up some model related globals
* code to disable individual thruster glows
* fix issue where 1 extra OGL light pass didn't render
*
* Revision 1.14 2005/02/12 10:44:10 taylor
* fix possible crash in bm_get_section_size()
* get jpeg_read_header() working properly
* VBO fixes and minor optimizations
*
* Revision 1.13 2005/01/13 04:55:57 taylor
* plug leak from VBO crash fix
*
* Revision 1.12 2005/01/03 18:45:22 taylor
* dynamic allocation of num supported OpenGL lights
* add config option for more realistic light settings
* don't render spec maps in nebula to address lighting issue
*
* Revision 1.11 2005/01/01 11:24:23 taylor
* good OpenGL spec mapping
* fix VBO crash with multitexture using same uv coord data
* little speedup of opengl_tcache_frame()
* error message to make sure hardware supports the minimum texture size
* move OpenGL version check out of the extention printout code
* disable 2d_poof with OpenGL
*
* Revision 1.10 2004/10/31 21:45:13 taylor
* Linux tree merge, single array for VBOs/HTL
*
* Revision 1.9 2004/07/29 09:35:29 taylor
* fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup()
*
* Revision 1.8 2004/07/26 20:47:32 Kazan
* remove MCD complete
*
* Revision 1.7 2004/07/17 18:49:57 taylor
* oops, I can't spell
*
* Revision 1.6 2004/07/17 18:40:40 taylor
* Bob say we fix OGL, so me fix OGL <grunt>
*
* Revision 1.5 2004/07/12 16:32:48 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 1.4 2004/07/11 03:22:49 bobboau
* added the working decal code
*
* Revision 1.3 2004/07/05 05:09:19 bobboau
* FVF code, only the data that is needed is sent off to the card,,
* OGL can take advantage of this if they want but it won't break
* anything if they don't. also state block code has been implemented,
* that's totaly internal to D3D no high level code is involved.
*
* Revision 1.2 2004/06/28 02:13:07 bobboau
* high level index buffer suport and d3d implementation,
* OGL people need to get this working on your end as it's broke now
*
* Revision 1.1 2004/05/24 07:25:32 taylor
* filename case change
*
* Revision 2.4 2004/04/26 13:05:19 taylor
* respect -glow and -spec
*
* Revision 2.3 2004/04/13 01:55:41 phreak
* put in the correct fields for the CVS comments to register
* fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships
*
*
* $NoKeywords: $
*/
#ifdef _WIN32
#include <windows.h>
#endif
#include "globalincs/pstypes.h"
#include "globalincs/def_files.h"
#include "graphics/2d.h"
#include "lighting/lighting.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/gropenglextension.h"
#include "graphics/gropengltexture.h"
#include "graphics/gropengllight.h"
#include "graphics/gropengltnl.h"
#include "graphics/gropengldraw.h"
#include "graphics/gropenglshader.h"
#include "graphics/gropenglstate.h"
#include "math/vecmat.h"
#include "render/3d.h"
#include "cmdline/cmdline.h"
#include <vector>
extern int GLOWMAP;
extern int CLOAKMAP;
extern int SPECMAP;
extern int NORMMAP;
extern int HEIGHTMAP;
extern vec3d G3_user_clip_normal;
extern vec3d G3_user_clip_point;
extern int Interp_multitex_cloakmap;
extern int Interp_cloakmap_alpha;
extern float Interp_light;
extern bool Basemap_override;
extern bool Envmap_override;
extern bool Specmap_override;
extern bool Normalmap_override;
extern bool Heightmap_override;
extern bool GLSL_override;
static int GL_modelview_matrix_depth = 1;
static int GL_htl_projection_matrix_set = 0;
static int GL_htl_view_matrix_set = 0;
static int GL_htl_2d_matrix_depth = 0;
static int GL_htl_2d_matrix_set = 0;
static GLfloat GL_env_texture_matrix[16] = { 0.0f };
static bool GL_env_texture_matrix_set = false;
int GL_vertex_data_in = 0;
GLint GL_max_elements_vertices = 4096;
GLint GL_max_elements_indices = 4096;
struct opengl_vertex_buffer {
uint stride; // the current stride
uint n_prim;
uint n_verts;
GLfloat *array_list; // interleaved array
GLuint vbo; // buffer for VBO
uint flags; // FVF
uint vbo_size;
opengl_vertex_buffer() { memset( this, 0, sizeof(opengl_vertex_buffer) ); }
};
static std::vector<opengl_vertex_buffer> GL_vertex_buffers;
static opengl_vertex_buffer *g_vbp = NULL;
static int GL_vertex_buffers_in_use = 0;
GLuint opengl_create_vbo(uint size, GLfloat *data)
{
if (data == NULL) {
return 0;
}
if (size == 0) {
return 0;
}
GLuint buffer_name = 0;
// clear any existing errors
glGetError();
vglGenBuffersARB(1, &buffer_name);
// make sure we have one
if (buffer_name) {
vglBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer_name);
vglBufferDataARB(GL_ARRAY_BUFFER_ARB, size, data, GL_STATIC_DRAW_ARB);
// just in case
if ( opengl_check_for_errors() ) {
vglDeleteBuffersARB(1, &buffer_name);
return 0;
}
vglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
}
return buffer_name;
}
int gr_opengl_make_buffer(poly_list *list, uint flags)
{
if (Cmdline_nohtl) {
return -1;
}
int i;
uint arsize = 0, list_size = 0;
opengl_vertex_buffer vbuffer;
// clear out any old errors before we continue with this
opengl_check_for_errors();
if ( !(flags & VERTEX_FLAG_POSITION) ) {
Int3();
return -1;
}
vbuffer.stride = 0;
// setup using flags...
// verts
Verify( list->vert != NULL );
vbuffer.stride += (3 * sizeof(GLfloat));
// normals
if (flags & VERTEX_FLAG_NORMAL) {
Verify( list->norm != NULL );
vbuffer.stride += (3 * sizeof(GLfloat));
}
// uv coords
if (flags & VERTEX_FLAG_UV1) {
vbuffer.stride += (2 * sizeof(GLfloat));
}
// tangent space data for normal maps (shaders only)
if (flags & VERTEX_FLAG_TANGENT) {
Verify( list->tsb != NULL );
Assert( Cmdline_normal );
vbuffer.stride += (4 * sizeof(GLfloat));
}
// total size of data
list_size = vbuffer.stride * list->n_verts;
// allocate the storage list
vbuffer.array_list = (GLfloat*)vm_malloc_q(list_size);
// return invalid if we don't have the memory
if (vbuffer.array_list == NULL) {
return -1;
}
memset( vbuffer.array_list, 0, list_size );
// generate the array
for (i = 0; i < list->n_verts; i++) {
vertex *vl = &list->vert[i];
// don't try to generate more data than what's available
Assert( ((arsize * sizeof(GLfloat)) + vbuffer.stride) <= list_size );
// NOTE: UV->NORM->TSB->VERT, This array order *must* be preserved!!
// tex coords
if (flags & VERTEX_FLAG_UV1) {
vbuffer.array_list[arsize++] = vl->u;
vbuffer.array_list[arsize++] = vl->v;
}
// normals
if (flags & VERTEX_FLAG_NORMAL) {
vec3d *nl = &list->norm[i];
vbuffer.array_list[arsize++] = nl->xyz.x;
vbuffer.array_list[arsize++] = nl->xyz.y;
vbuffer.array_list[arsize++] = nl->xyz.z;
}
// tangent space data
if (flags & VERTEX_FLAG_TANGENT) {
tsb_t *tsb = &list->tsb[i];
vbuffer.array_list[arsize++] = tsb->tangent.xyz.x;
vbuffer.array_list[arsize++] = tsb->tangent.xyz.y;
vbuffer.array_list[arsize++] = tsb->tangent.xyz.z;
vbuffer.array_list[arsize++] = tsb->scaler;
}
// verts
vbuffer.array_list[arsize++] = vl->x;
vbuffer.array_list[arsize++] = vl->y;
vbuffer.array_list[arsize++] = vl->z;
}
vbuffer.flags = flags;
vbuffer.n_prim = (list->n_verts / 3);
vbuffer.n_verts = list->n_verts;
// maybe load it into a vertex buffer object
if (Use_VBOs) {
vbuffer.vbo = opengl_create_vbo(list_size, vbuffer.array_list);
if (vbuffer.vbo) {
// figure up the size so we can know how much VBO data is in card memory
vbuffer.vbo_size = list_size;
GL_vertex_data_in += list_size;
vm_free(vbuffer.array_list);
vbuffer.array_list = NULL;
}
}
// allocate additional blocks if we need them to prevent memory fragmentation, 500 at a time
if ( GL_vertex_buffers.size() >= GL_vertex_buffers.capacity() ) {
GL_vertex_buffers.reserve( GL_vertex_buffers.size() + 500 );
}
GL_vertex_buffers.push_back( vbuffer );
GL_vertex_buffers_in_use++;
return (int)(GL_vertex_buffers.size() - 1);
}
void gr_opengl_set_buffer(int idx)
{
if (Cmdline_nohtl) {
return;
}
g_vbp = NULL;
if (idx < 0) {
return;
}
Assert( idx < (int)GL_vertex_buffers.size() );
g_vbp = &GL_vertex_buffers[idx];
}
void gr_opengl_destroy_buffer(int idx)
{
if (Cmdline_nohtl) {
return;
}
if (idx < 0) {
return;
}
Assert( idx < (int)GL_vertex_buffers.size() );
opengl_vertex_buffer *vbp = &GL_vertex_buffers[idx];
if (vbp->array_list) {
vm_free(vbp->array_list);
}
if (vbp->vbo) {
vglDeleteBuffersARB(1, &vbp->vbo);
GL_vertex_data_in -= vbp->vbo_size;
}
memset( vbp, 0, sizeof(opengl_vertex_buffer) );
// we try to take advantage of the fact that there shouldn't be a lot of buffer
// deletions/additions going on all of the time, so a model_unload_all() and/or
// game_level_close() should pretty much keep everything cleared out on a
// regular basis
if (--GL_vertex_buffers_in_use <= 0) {
GL_vertex_buffers.clear();
}
g_vbp = NULL;
}
void opengl_destroy_all_buffers()
{
for (uint i = 0; i < GL_vertex_buffers.size(); i++) {
gr_opengl_destroy_buffer(i);
}
GL_vertex_buffers.clear();
GL_vertex_buffers_in_use = 0;
}
void opengl_tnl_init()
{
GL_vertex_buffers.reserve(1000);
}
void opengl_tnl_shutdown()
{
opengl_destroy_all_buffers();
}
static void opengl_init_arrays(opengl_vertex_buffer *vbp)
{
GLint offset = 0;
GLubyte *ptr = NULL;
if (vbp->vbo) {
vglBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
} else {
ptr = (GLubyte*)vbp->array_list;
}
if (vbp->flags & VERTEX_FLAG_UV1) {
vglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, vbp->stride, ptr + offset);
offset += (2 * sizeof(GLfloat));
}
if (vbp->flags & VERTEX_FLAG_NORMAL) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, vbp->stride, ptr + offset);
offset += (3 * sizeof(GLfloat));
}
if (vbp->flags & VERTEX_FLAG_TANGENT) {
// we treat this as texture coords for ease of use
// NOTE: this is forced on tex unit 1!!!
vglClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, vbp->stride, ptr + offset);
offset += (4 * sizeof(GLfloat));
}
Assert( vbp->flags & VERTEX_FLAG_POSITION );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, vbp->stride, ptr + offset);
offset += (3 * sizeof(GLfloat));
}
#define DO_RENDER() { \
if (sbuffer) { \
vglDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, sbuffer + start); \
} else if (ibuffer) { \
vglDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, ibuffer + start); \
} else { \
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts); \
} \
}
int GL_last_shader_flags = -1;
int GL_last_shader_index = -1;
static void opengl_render_pipeline_fixed(int start, int n_prim, ushort *sbuffer, uint *ibuffer, int flags);
static void opengl_render_pipeline_program(int start, int n_prim, ushort *sbuffer, uint *ibuffer, int flags)
{
float u_scale, v_scale;
int render_pass = 0;
int shader_flags = 0;
int sdr_index = -1;
int r, g, b, a, tmap_type;
int end = ((n_prim * 3) - 1);
int count = (end - start + 1);
opengl_vertex_buffer *vbp = g_vbp;
Assert( vbp );
int textured = ((flags & TMAP_FLAG_TEXTURED) && (vbp->flags & VERTEX_FLAG_UV1));
// init lights
opengl_change_active_lights(0);
opengl_default_light_settings( !GL_center_alpha, (Interp_light > 0.25f) );
gr_opengl_set_center_alpha(GL_center_alpha);
opengl_setup_render_states(r, g, b, a, tmap_type, flags);
glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
// setup shader flags for the things that we want/need
if (lighting_is_enabled) {
shader_flags |= SDR_FLAG_LIGHT;
}
if ( GL_state.Fog() ) {
shader_flags |= SDR_FLAG_FOG;
}
if (textured) {
if ( !Basemap_override ) {
shader_flags |= SDR_FLAG_DIFFUSE_MAP;
}
if (GLOWMAP > 0) {
shader_flags |= SDR_FLAG_GLOW_MAP;
}
if (lighting_is_enabled) {
if ( (SPECMAP > 0) && !Specmap_override ) {
shader_flags |= SDR_FLAG_SPEC_MAP;
if ( (ENVMAP > 0) && !Envmap_override ) {
shader_flags |= SDR_FLAG_ENV_MAP;
}
}
if ( (NORMMAP > 0) && GL_state.Light(0) && !Normalmap_override ) {
shader_flags |= SDR_FLAG_NORMAL_MAP;
if ( (HEIGHTMAP > 0) && !Heightmap_override ) {
shader_flags |= SDR_FLAG_HEIGHT_MAP;
}
}
}
}
if (shader_flags == GL_last_shader_flags) {
sdr_index = GL_last_shader_index;
} else {
sdr_index = opengl_shader_get_index(shader_flags);
if (sdr_index < 0) {
opengl_render_pipeline_fixed(start, n_prim, sbuffer, ibuffer, flags);
return;
}
GL_last_shader_flags = shader_flags;
GL_last_shader_index = sdr_index;
}
Assert( sdr_index >= 0 );
opengl_shader_set_current( &GL_shader[sdr_index] );
render_pass = 0;
GL_state.Texture.SetShaderMode(GL_TRUE);
// basic setup of all data
opengl_init_arrays(vbp);
int n_lights = MIN(Num_active_gl_lights, GL_max_lights) - 1;
vglUniform1iARB( opengl_shader_get_uniform("n_lights"), n_lights );
// base texture
if (shader_flags & SDR_FLAG_DIFFUSE_MAP) {
vglUniform1iARB( opengl_shader_get_uniform("sBasemap"), render_pass );
gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, render_pass);
render_pass++; // bump!
}
if (shader_flags & SDR_FLAG_GLOW_MAP) {
vglUniform1iARB( opengl_shader_get_uniform("sGlowmap"), render_pass );
gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, render_pass);
render_pass++; // bump!
}
if (shader_flags & SDR_FLAG_SPEC_MAP) {
vglUniform1iARB( opengl_shader_get_uniform("sSpecmap"), render_pass );
gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, render_pass);
render_pass++;
if (shader_flags & SDR_FLAG_ENV_MAP) {
// 0 == env with non-alpha specmap, 1 == env with alpha specmap
int alpha_spec = bm_has_alpha_channel(SPECMAP);
vglUniform1iARB( opengl_shader_get_uniform("alpha_spec"), alpha_spec );
vglUniformMatrix4fvARB( opengl_shader_get_uniform("envMatrix"), 1, GL_FALSE, &GL_env_texture_matrix[0] );
vglUniform1iARB( opengl_shader_get_uniform("sEnvmap"), render_pass );
vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass);
gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, render_pass);
render_pass++;
}
}
if (shader_flags & SDR_FLAG_NORMAL_MAP) {
vglUniform1iARB( opengl_shader_get_uniform("sNormalmap"), render_pass );
gr_opengl_tcache_set(NORMMAP, tmap_type, &u_scale, &v_scale, render_pass);
render_pass++; // bump!
if (shader_flags & SDR_FLAG_HEIGHT_MAP) {
vglUniform1iARB( opengl_shader_get_uniform("sHeightmap"), render_pass );
gr_opengl_tcache_set(HEIGHTMAP, tmap_type, &u_scale, &v_scale, render_pass);
render_pass++;
}
}
// DRAW IT!!
DO_RENDER();
/*
if (Num_active_gl_lights > 4) {
opengl_change_active_lights(0, 4);
int n_lights = MIN(Num_active_gl_lights, GL_max_lights) - 5;
vglUniform1iARB( opengl_shader_get_uniform("n_lights"), n_lights );
opengl_default_light_settings(0, 0, 0);
opengl_shader_set_current( &GL_shader[2] );
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
GL_state.DepthMask(GL_FALSE);
GL_state.DepthFunc(GL_LEQUAL);
DO_RENDER();
}
*/
// make sure everthing gets turned back off
opengl_shader_set_current();
GL_state.Texture.SetShaderMode(GL_FALSE);
GL_state.Texture.DisableAll();
vglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
vglClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
static void opengl_render_pipeline_fixed(int start, int n_prim, ushort *sbuffer, uint *ibuffer, int flags)
{
float u_scale, v_scale;
int render_pass = 0;
int r, g, b, a, tmap_type;
bool rendered_env = false;
bool using_glow = false;
bool using_spec = false;
bool using_env = false;
int end = ((n_prim * 3) - 1);
int count = (end - start + 1);
opengl_vertex_buffer *vbp = g_vbp;
Assert( vbp );
int textured = ((flags & TMAP_FLAG_TEXTURED) && (vbp->flags & VERTEX_FLAG_UV1));
if (textured ) {
if ( Cmdline_glow && (GLOWMAP > 0) ) {
using_glow = true;
}
if (lighting_is_enabled) {
GL_state.Normalize(GL_TRUE);
if ( !GL_state.Fog() && (SPECMAP > 0) && !Specmap_override ) {
using_spec = true;
if ( (ENVMAP > 0) && !Envmap_override ) {
using_env = true;
}
}
}
}
render_pass = 0;
// init lights
opengl_change_active_lights(0);
opengl_default_light_settings( !GL_center_alpha, (Interp_light > 0.25f), (using_spec) ? 0 : 1 );
gr_opengl_set_center_alpha(GL_center_alpha);
opengl_setup_render_states(r, g, b, a, tmap_type, flags);
glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
// basic setup of all data
opengl_init_arrays(vbp);
// -------- Begin 1st PASS (base texture, glow) ---------------------------------- //
if (textured) {
render_pass = 0;
// base texture
if ( !Basemap_override ) {
vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, render_pass);
// increment texture count for this pass
render_pass++; // bump!
}
// glowmaps!
if (using_glow) {
vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
// set glowmap on relevant ARB
gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, render_pass);
opengl_set_additive_tex_env();
render_pass++; // bump!
}
}
// DRAW IT!!
DO_RENDER();
// -------- End 2nd PASS --------------------------------------------------------- //
// -------- Begin 2nd pass (additional lighting) --------------------------------- //
/* if ( (textured) && (lighting_is_enabled) && !(GL_state.Fog()) && (Num_active_gl_lights > GL_max_lights) ) {
// the lighting code needs to do this better, may need some adjustment later since I'm only trying
// to avoid rendering 7+ extra passes for lights which probably won't affect current object, but as
// a performance hack I guess this will have to do for now...
// restrict the number of extra lighting passes based on LOD:
// - LOD0: only 2 extra passes (3 main passes total, rendering 24 light sources)
// - LOD1: only 1 extra pass (2 main passes total, rendering 16 light sources)
// - LOD2+: no extra passes (1 main pass total, rendering 8 light sources)
extern int Interp_detail_level;
int max_passes = (2 - Interp_detail_level);
if (max_passes > 0) {
int max_lights = (Num_active_gl_lights - 1) / GL_max_lights;
if (max_lights > 0) {
int i;
opengl_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ );
for (i = 1; i < render_pass; i++) {
opengl_switch_arb(i, 0);
}
for (i = 1; (i < max_lights) && (i < max_passes); i++) {
opengl_change_active_lights(i);
// DRAW IT!!
DO_RENDER();
}
// reset the active lights to the first set to render the spec related passes with
// for performance and quality reasons they don't get special lighting passes
opengl_change_active_lights(0);
}
}
}*/
// -------- End 2nd PASS --------------------------------------------------------- //
// -------- Begin 3rd PASS (environment map) ------------------------------------- //
if (using_env) {
// turn all previously used arbs off before the specular pass
// this fixes the glowmap multitexture rendering problem - taylor
GL_state.Texture.DisableAll();
render_pass = 0;
// set specmap, for us to modulate against
vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
// set specmap on relevant ARB
gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, render_pass);
GL_state.DepthMask(GL_TRUE);
GL_state.DepthFunc(GL_LEQUAL);
// as a crazy and sometimes useless hack, avoid using alpha when specmap has none
if ( bm_has_alpha_channel(SPECMAP) ) {
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_ALPHA );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
GL_state.Texture.SetRGBScale(1.0f);
GL_state.Texture.SetAlphaScale(1.0f);
} else {
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
glTexEnvf( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
glTexEnvf( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
GL_state.Texture.SetRGBScale(1.0f);
}
render_pass++; // bump!
// now move the to the envmap
vglClientActiveTextureARB(GL_TEXTURE0_ARB+render_pass);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
gr_opengl_tcache_set(ENVMAP, TCACHE_TYPE_CUBEMAP, &u_scale, &v_scale, render_pass);
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_state.Texture.SetRGBScale(2.0f);
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
GL_state.Texture.SetWrapS(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapT(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetWrapR(GL_CLAMP_TO_EDGE);
GL_state.Texture.SetTexgenModeS(GL_REFLECTION_MAP);
GL_state.Texture.SetTexgenModeT(GL_REFLECTION_MAP);
GL_state.Texture.SetTexgenModeR(GL_REFLECTION_MAP);
GL_state.Texture.TexgenS(GL_TRUE);
GL_state.Texture.TexgenT(GL_TRUE);
GL_state.Texture.TexgenR(GL_TRUE);
// set the matrix for the texture mode
if (GL_env_texture_matrix_set) {
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadMatrixf(GL_env_texture_matrix);
// switch back to the default modelview mode
glMatrixMode(GL_MODELVIEW);
}
render_pass++; // bump!
GLfloat ambient_save[4];
glGetMaterialfv( GL_FRONT, GL_AMBIENT, ambient_save );
GLfloat ambient[4] = { 0.47f, 0.47f, 0.47f, 1.0f };
glMaterialfv( GL_FRONT, GL_AMBIENT, ambient );
// DRAW IT!!
DO_RENDER();
// disable and reset everything we changed
GL_state.Texture.SetRGBScale(1.0f);
// reset original ambient light value
glMaterialfv( GL_FRONT, GL_AMBIENT, ambient_save );
// pop off the texture matrix we used for the envmap
if (GL_env_texture_matrix_set) {
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
GL_state.Texture.TexgenS(GL_FALSE);
GL_state.Texture.TexgenT(GL_FALSE);
GL_state.Texture.TexgenR(GL_FALSE);
opengl_set_texture_target();
GL_state.Texture.SetActiveUnit(0);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
rendered_env = true;
}
// -------- End 3rd PASS --------------------------------------------------------- //
// -------- Begin 4th PASS (specular/shine map) ---------------------------------- //
if (using_spec) {
// turn all previously used arbs off before the specular pass
// this fixes the glowmap multitexture rendering problem - taylor
GL_state.Texture.DisableAll();
vglClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
render_pass = 0;
vglClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vbp->vbo) {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
} else {
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
}
gr_opengl_tcache_set(SPECMAP, tmap_type, &u_scale, &v_scale, render_pass);
// render with spec lighting only
opengl_default_light_settings(0, 0, 1);
GL_state.Texture.SetEnvCombineMode(GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
GL_state.Texture.SetRGBScale( (rendered_env) ? 2.0f : 4.0f );
GL_state.SetAlphaBlendMode(ALPHA_BLEND_ADDITIVE);
GL_state.DepthMask(GL_TRUE);
GL_state.DepthFunc(GL_LEQUAL);
// DRAW IT!!
DO_RENDER();
opengl_default_light_settings();
GL_state.Texture.SetRGBScale(1.0f);
}
// -------- End 4th PASS --------------------------------------------------------- //
// make sure everthing gets turned back off
GL_state.Texture.DisableAll();
GL_state.Normalize(GL_FALSE);
vglClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
vglClientActiveTextureARB(GL_TEXTURE0_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
// start is the first part of the buffer to render, n_prim is the number of primitives, index_list is an index buffer, if index_list == NULL render non-indexed
void gr_opengl_render_buffer(int start, int n_prim, ushort *sbuffer, uint *ibuffer, int flags)
{
Assert( GL_htl_projection_matrix_set );
Assert( GL_htl_view_matrix_set );
GL_CHECK_FOR_ERRORS("start of render_buffer()");
if ( GL_state.CullFace() ) {
GL_state.FrontFaceValue(GL_CW);
}
if ( Use_GLSL && !GLSL_override ) {
opengl_render_pipeline_program(start, n_prim, sbuffer, ibuffer, flags);
} else {
opengl_render_pipeline_fixed(start, n_prim, sbuffer, ibuffer, flags);
}
GL_CHECK_FOR_ERRORS("end of render_buffer()");
}
void gr_opengl_start_instance_matrix(vec3d *offset, matrix *rotation)
{
if (Cmdline_nohtl) {
return;
}
Assert( GL_htl_projection_matrix_set );
Assert( GL_htl_view_matrix_set );
if (offset == NULL) {
offset = &vmd_zero_vector;
}
if (rotation == NULL) {
rotation = &vmd_identity_matrix;
}
GL_CHECK_FOR_ERRORS("start of start_instance_matrix()");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
vec3d axis;
float ang;
vm_matrix_to_rot_axis_and_angle(rotation, &ang, &axis);
glTranslatef( offset->xyz.x, offset->xyz.y, offset->xyz.z );
glRotatef( fl_degrees(ang), axis.xyz.x, axis.xyz.y, axis.xyz.z );
GL_CHECK_FOR_ERRORS("end of start_instance_matrix()");
GL_modelview_matrix_depth++;
}
void gr_opengl_start_instance_angles(vec3d *pos, angles *rotation)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
matrix m;
vm_angles_2_matrix(&m, rotation);
gr_opengl_start_instance_matrix(pos, &m);
}
void gr_opengl_end_instance_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
GL_modelview_matrix_depth--;
}
// the projection matrix; fov, aspect ratio, near, far
void gr_opengl_set_projection_matrix(float fov, float aspect, float z_near, float z_far)
{
if (Cmdline_nohtl) {
return;
}
GL_CHECK_FOR_ERRORS("start of set_projection_matrix()()");
glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLdouble clip_width, clip_height;
clip_height = tan( (double)fov * 0.5 ) * z_near;
clip_width = clip_height * (GLdouble)aspect;
glFrustum( -clip_width, clip_width, -clip_height, clip_height, z_near, z_far );
glMatrixMode(GL_MODELVIEW);
GL_CHECK_FOR_ERRORS("end of set_projection_matrix()()");
GL_htl_projection_matrix_set = 1;
}
void gr_opengl_end_projection_matrix()
{
if (Cmdline_nohtl) {
return;
}
GL_CHECK_FOR_ERRORS("start of end_projection_matrix()");
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);
GL_CHECK_FOR_ERRORS("end of end_projection_matrix()");
GL_htl_projection_matrix_set = 0;
}
static GLdouble eyex, eyey, eyez;
static GLdouble vmatrix[16];
static vec3d last_view_pos;
static matrix last_view_orient;
static bool use_last_view = false;
void gr_opengl_set_view_matrix(vec3d *pos, matrix *orient)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_modelview_matrix_depth == 1);
GL_CHECK_FOR_ERRORS("start of set_view_matrix()");
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
// right now it depends on your settings as to whether this has any effect in-mission
// not much good now, but should be a bit more useful later on
if ( !memcmp(pos, &last_view_pos, sizeof(vec3d)) && !memcmp(orient, &last_view_orient, sizeof(matrix)) ) {
use_last_view = true;
} else {
memcpy(&last_view_pos, pos, sizeof(vec3d));
memcpy(&last_view_orient, orient, sizeof(matrix));
use_last_view = false;
}
if ( !use_last_view ) {
// should already be normalized
eyex = (GLdouble)pos->xyz.x;
eyey = (GLdouble)pos->xyz.y;
eyez = -(GLdouble)pos->xyz.z;
// should already be normalized
GLdouble fwdx = (GLdouble)orient->vec.fvec.xyz.x;
GLdouble fwdy = (GLdouble)orient->vec.fvec.xyz.y;
GLdouble fwdz = -(GLdouble)orient->vec.fvec.xyz.z;
// should already be normalized
GLdouble upx = (GLdouble)orient->vec.uvec.xyz.x;
GLdouble upy = (GLdouble)orient->vec.uvec.xyz.y;
GLdouble upz = -(GLdouble)orient->vec.uvec.xyz.z;
GLdouble mag;
// setup Side vector (crossprod of forward and up vectors)
GLdouble Sx = (fwdy * upz) - (fwdz * upy);
GLdouble Sy = (fwdz * upx) - (fwdx * upz);
GLdouble Sz = (fwdx * upy) - (fwdy * upx);
// normalize Side
mag = 1.0 / sqrt( (Sx*Sx) + (Sy*Sy) + (Sz*Sz) );
Sx *= mag;
Sy *= mag;
Sz *= mag;
// setup Up vector (crossprod of Side and forward vectors)
GLdouble Ux = (Sy * fwdz) - (Sz * fwdy);
GLdouble Uy = (Sz * fwdx) - (Sx * fwdz);
GLdouble Uz = (Sx * fwdy) - (Sy * fwdx);
// normalize Up
mag = 1.0 / sqrt( (Ux*Ux) + (Uy*Uy) + (Uz*Uz) );
Ux *= mag;
Uy *= mag;
Uz *= mag;
// store the result in our matrix
memset( vmatrix, 0, sizeof(vmatrix) );
vmatrix[0] = Sx; vmatrix[1] = Ux; vmatrix[2] = -fwdx;
vmatrix[4] = Sy; vmatrix[5] = Uy; vmatrix[6] = -fwdy;
vmatrix[8] = Sz; vmatrix[9] = Uz; vmatrix[10] = -fwdz;
vmatrix[15] = 1.0;
}
glLoadMatrixd(vmatrix);
glTranslated(-eyex, -eyey, -eyez);
glScalef(1.0f, 1.0f, -1.0f);
if (Cmdline_env) {
GL_env_texture_matrix_set = true;
// if our view setup is the same as previous call then we can skip this
if ( !use_last_view ) {
// setup the texture matrix which will make the the envmap keep lined
// up properly with the environment
GLfloat mview[16];
glGetFloatv(GL_MODELVIEW_MATRIX, mview);
// r.xyz <-- r.x, u.x, f.x
GL_env_texture_matrix[0] = mview[0];
GL_env_texture_matrix[1] = -mview[4];
GL_env_texture_matrix[2] = mview[8];
// u.xyz <-- r.y, u.y, f.y
GL_env_texture_matrix[4] = mview[1];
GL_env_texture_matrix[5] = -mview[5];
GL_env_texture_matrix[6] = mview[9];
// f.xyz <-- r.z, u.z, f.z
GL_env_texture_matrix[8] = mview[2];
GL_env_texture_matrix[9] = -mview[6];
GL_env_texture_matrix[10] = mview[10];
GL_env_texture_matrix[15] = 1.0f;
}
}
GL_CHECK_FOR_ERRORS("end of set_view_matrix()");
GL_modelview_matrix_depth = 2;
GL_htl_view_matrix_set = 1;
}
void gr_opengl_end_view_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_modelview_matrix_depth == 2);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glLoadIdentity();
GL_modelview_matrix_depth = 1;
GL_htl_view_matrix_set = 0;
GL_env_texture_matrix_set = false;
}
// set a view and projection matrix for a 2D element
// TODO: this probably needs to accept values
void gr_opengl_set_2d_matrix(/*int x, int y, int w, int h*/)
{
if (Cmdline_nohtl) {
return;
}
// don't bother with this if we aren't even going to need it
if ( !GL_htl_projection_matrix_set ) {
return;
}
Assert( GL_htl_2d_matrix_set == 0 );
Assert( GL_htl_2d_matrix_depth == 0 );
glPushAttrib(GL_TRANSFORM_BIT);
// the viewport needs to be the full screen size since glOrtho() is relative to it
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
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, 1 );
} else {
glOrtho( 0, gr_screen.max_w, gr_screen.max_h, 0, -1, 1 );
}
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
#ifndef NDEBUG
// safety check to make sure we don't use more than 2 projection matrices
GLint num_proj_stacks = 0;
glGetIntegerv( GL_PROJECTION_STACK_DEPTH, &num_proj_stacks );
Assert( num_proj_stacks <= 2 );
#endif
GL_htl_2d_matrix_set++;
GL_htl_2d_matrix_depth++;
}
// ends a previously set 2d view and projection matrix
void gr_opengl_end_2d_matrix()
{
if (Cmdline_nohtl)
return;
if (!GL_htl_2d_matrix_set)
return;
Assert( GL_htl_2d_matrix_depth == 1 );
// reset viewport to what it was originally set to by the proj matrix
glViewport(gr_screen.offset_x, (gr_screen.max_h - gr_screen.offset_y - gr_screen.clip_height), gr_screen.clip_width, gr_screen.clip_height);
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glPopMatrix();
glPopAttrib();
GL_htl_2d_matrix_set = 0;
GL_htl_2d_matrix_depth = 0;
}
void gr_opengl_push_scale_matrix(vec3d *scale_factor)
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
GL_modelview_matrix_depth++;
glScalef(scale_factor->xyz.x, scale_factor->xyz.y, scale_factor->xyz.z);
}
void gr_opengl_pop_scale_matrix()
{
if (Cmdline_nohtl)
return;
Assert(GL_htl_projection_matrix_set);
Assert(GL_htl_view_matrix_set);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
GL_modelview_matrix_depth--;
}
void gr_opengl_end_clip_plane()
{
if (Cmdline_nohtl) {
return;
}
GL_state.ClipPlane(0, GL_FALSE);
}
void gr_opengl_start_clip_plane()
{
if (Cmdline_nohtl) {
return;
}
GLdouble clip_equation[4];
clip_equation[0] = (GLdouble)G3_user_clip_normal.xyz.x;
clip_equation[1] = (GLdouble)G3_user_clip_normal.xyz.y;
clip_equation[2] = (GLdouble)G3_user_clip_normal.xyz.z;
clip_equation[3] = (GLdouble)(G3_user_clip_normal.xyz.x * G3_user_clip_point.xyz.x)
+ (GLdouble)(G3_user_clip_normal.xyz.y * G3_user_clip_point.xyz.y)
+ (GLdouble)(G3_user_clip_normal.xyz.z * G3_user_clip_point.xyz.z);
clip_equation[3] *= -1.0;
glClipPlane(GL_CLIP_PLANE0, clip_equation);
GL_state.ClipPlane(0, GL_TRUE);
}
//************************************State blocks************************************
//this is an array of reference counts for state block IDs
//static GLuint *state_blocks = NULL;
//static uint n_state_blocks = 0;
//static GLuint current_state_block;
//this is used for places in the array that a state block ID no longer exists
//#define EMPTY_STATE_BOX_REF_COUNT 0xffffffff
int opengl_get_new_state_block_internal()
{
/* uint i;
if (state_blocks == NULL) {
state_blocks = (GLuint*)vm_malloc(sizeof(GLuint));
memset(&state_blocks[n_state_blocks], 'f', sizeof(GLuint));
n_state_blocks++;
}
for (i = 0; i < n_state_blocks; i++) {
if (state_blocks[i] == EMPTY_STATE_BOX_REF_COUNT) {
return i;
}
}
// "i" should be n_state_blocks since we got here.
state_blocks = (GLuint*)vm_realloc(state_blocks, sizeof(GLuint) * i);
memset(&state_blocks[i], 'f', sizeof(GLuint));
n_state_blocks++;
return n_state_blocks-1;*/
return -1;
}
void gr_opengl_start_state_block()
{
/* gr_screen.recording_state_block = true;
current_state_block = opengl_get_new_state_block_internal();
glNewList(current_state_block, GL_COMPILE);*/
}
int gr_opengl_end_state_block()
{
/* //sanity check
if(!gr_screen.recording_state_block)
return -1;
//End the display list
gr_screen.recording_state_block = false;
glEndList();
//now return
return current_state_block;*/
return -1;
}
void gr_opengl_set_state_block(int handle)
{
/* if(handle < 0) return;
glCallList(handle);*/
}