Files
fs2open.github.com/code/graphics/2d.cpp
T
2012-01-22 21:43:05 +00:00

1502 lines
36 KiB
C++

/*
* 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.
*
*/
#ifdef _WIN32
#include <windows.h>
#include <windowsx.h>
#endif
#include <limits.h>
#include "globalincs/pstypes.h"
#include "osapi/osapi.h"
#include "graphics/2d.h"
#include "graphics/grstub.h"
#include "render/3d.h"
#include "bmpman/bmpman.h"
#include "palman/palman.h"
#include "graphics/font.h"
#include "graphics/grinternal.h"
#include "globalincs/systemvars.h"
#include "cmdline/cmdline.h"
#include "graphics/grbatch.h"
#include "parse/scripting.h"
#include "gamesequence/gamesequence.h" //WMC - for scripting hooks in gr_flip()
#include "io/keycontrol.h" // m!m
#if defined(SCP_UNIX) && !defined(__APPLE__)
#if ( SDL_VERSION_ATLEAST(1, 2, 7) )
#include "SDL_cpuinfo.h"
#endif
#endif // SCP_UNIX && !__APPLE__
// Includes for different rendering systems
#include "graphics/gropengl.h"
screen gr_screen;
color_gun Gr_red, Gr_green, Gr_blue, Gr_alpha;
color_gun Gr_t_red, Gr_t_green, Gr_t_blue, Gr_t_alpha;
color_gun Gr_ta_red, Gr_ta_green, Gr_ta_blue, Gr_ta_alpha;
color_gun *Gr_current_red, *Gr_current_green, *Gr_current_blue, *Gr_current_alpha;
ubyte Gr_original_palette[768]; // The palette
ubyte Gr_current_palette[768];
char Gr_current_palette_name[128] = NOX("none");
// cursor stuff
int Gr_cursor = -1;
int Web_cursor_bitmap = -1;
int Gr_cursor_size = 32; // default w/h
int Gr_inited = 0;
uint Gr_signature = 0;
float Gr_gamma = 1.8f;
int Gr_gamma_int = 180;
// z-buffer stuff
int gr_zbuffering = 0;
int gr_zbuffering_mode = 0;
int gr_global_zbuffering = 0;
// Default clipping distances
const float Default_min_draw_distance = 1.0f;
const float Default_max_draw_distance = 1e10;
float Min_draw_distance = Default_min_draw_distance;
float Max_draw_distance = Default_max_draw_distance;
static int GL_cursor_nframes = 0;
// Pre-computed screen resize vars
static float Gr_resize_X = 1.0f, Gr_resize_Y = 1.0f;
static float Gr_unsize_X = 1.0f, Gr_unsize_Y = 1.0f;
float Gr_save_resize_X = 1.0f, Gr_save_resize_Y = 1.0f;
float Gr_save_unsize_X = 1.0f, Gr_save_unsize_Y = 1.0f;
void gr_set_screen_scale(int w, int h)
{
Gr_resize_X = (float)gr_screen.max_w / (float)w;
Gr_resize_Y = (float)gr_screen.max_h / (float)h;
Gr_unsize_X = (float)w / (float)gr_screen.max_w;
Gr_unsize_Y = (float)h / (float)gr_screen.max_h;
}
void gr_set_screen_scale(int w, int h, int max_w, int max_h)
{
Gr_resize_X = (float)max_w / (float)w;
Gr_resize_Y = (float)max_h / (float)h;
Gr_unsize_X = (float)w / (float)max_w;
Gr_unsize_Y = (float)h / (float)max_h;
}
void gr_reset_screen_scale()
{
Gr_resize_X = Gr_save_resize_X;
Gr_resize_Y = Gr_save_resize_Y;
Gr_unsize_X = Gr_save_unsize_X;
Gr_unsize_Y = Gr_save_unsize_Y;
}
/**
* This function is to be called if you wish to scale GR_1024 or GR_640 x and y positions or
* lengths in order to keep the correctly scaled to nonstandard resolutions
*
* @param x X value (width to be scaled), can be NULL
* @param y Y value (height to be scaled), can be NULL
* @return always true unless error
*/
bool gr_resize_screen_pos(int *x, int *y)
{
if ( !gr_screen.custom_size && (gr_screen.rendering_to_texture == -1) ) {
return false;
}
float xy_tmp = 0.0f;
if ( x && (*x != 0) ) {
xy_tmp = (*x) * Gr_resize_X;
(*x) = fl2i(xy_tmp);
}
if ( y && (*y != 0) ) {
xy_tmp = (*y) * Gr_resize_Y;
(*y) = fl2i(xy_tmp);
}
return true;
}
/**
*
* @param x X value (width to be unscaled), can be NULL
* @param y Y value (height to be unscaled), can be NULL
* @return always true unless error
*/
bool gr_unsize_screen_pos(int *x, int *y)
{
if ( !gr_screen.custom_size && (gr_screen.rendering_to_texture == -1) ) {
return false;
}
float xy_tmp = 0.0f;
if ( x && (*x != 0) ) {
xy_tmp = (*x) * Gr_unsize_X;
(*x) = fl2i(xy_tmp);
}
if ( y && (*y != 0) ) {
xy_tmp = (*y) * Gr_unsize_Y;
(*y) = fl2i(xy_tmp);
}
return true;
}
/**
* This function is to be called if you wish to scale GR_1024 or GR_640 x and y positions or
* lengths in order to keep the correctly scaled to nonstandard resolutions
*
* @param x X value (width to be scaled), can be NULL
* @param y Y value (height to be scaled), can be NULL
* @return always true unless error
*/
bool gr_resize_screen_posf(float *x, float *y)
{
if ( !gr_screen.custom_size && (gr_screen.rendering_to_texture == -1) ) {
return false;
}
if ( x && (*x != 0) )
(*x) *= Gr_resize_X;
if ( y && (*y != 0) )
(*y) *= Gr_resize_Y;
return true;
}
/**
*
* @param x X value (width to be unscaled), can be NULL
* @param y Y value (height to be unscaled), can be NULL
* @return always true unless error
*/
bool gr_unsize_screen_posf(float *x, float *y)
{
if ( !gr_screen.custom_size && (gr_screen.rendering_to_texture == -1) ) {
return false;
}
if ( x && (*x != 0) )
(*x) *= Gr_unsize_X;
if ( y && (*y != 0) )
(*y) *= Gr_unsize_Y;
return true;
}
void gr_close()
{
if ( !Gr_inited ) {
return;
}
palette_flush();
switch (gr_screen.mode) {
case GR_OPENGL:
gr_opengl_cleanup();
break;
case GR_STUB:
break;
default:
Int3(); // Invalid graphics mode
}
gr_font_close();
Gr_inited = 0;
}
//XSTR:OFF
DCF(gr,"Changes graphics mode")
{
int mode = gr_screen.mode;
if ( Dc_command ) {
dc_get_arg(ARG_STRING);
if ( !strcmp( Dc_arg, "o")) {
mode = GR_OPENGL;
} else {
// print usage, not stats
Dc_help = 1;
}
}
if ( Dc_help ) {
dc_printf( "Usage: gr mode\n" );
dc_printf( "The options can be:\n" );
dc_printf( "Macros: A=software win32 window (obsolete)\n" );
dc_printf( " B=software directdraw fullscreen (obsolete)\n" );
dc_printf( " G=Glide\n" );
dc_printf( " O=OpenGL\n" );
Dc_status = 0; // don't print status if help is printed. Too messy.
}
if ( Dc_status ) {
switch( gr_screen.mode ) {
case GR_OPENGL:
dc_printf( "OpenGl\n" );
break;
default:
Int3(); // Invalid graphics mode
}
}
}
//XSTR:ON
/**
* Set screen clear color
*/
DCF(clear_color, "set clear color r, g, b")
{
ubyte r, g, b;
dc_get_arg(ARG_UBYTE);
r = Dc_arg_ubyte;
dc_get_arg(ARG_UBYTE);
g = Dc_arg_ubyte;
dc_get_arg(ARG_UBYTE);
b = Dc_arg_ubyte;
// set the color
gr_set_clear_color(r, g, b);
}
void gr_set_palette_internal( char *name, ubyte * palette, int restrict_font_to_128 )
{
if ( palette == NULL ) {
// Create a default palette
int r,g,b,i;
i = 0;
for (r=0; r<6; r++ )
for (g=0; g<6; g++ )
for (b=0; b<6; b++ ) {
Gr_current_palette[i*3+0] = (unsigned char)(r*51);
Gr_current_palette[i*3+1] = (unsigned char)(g*51);
Gr_current_palette[i*3+2] = (unsigned char)(b*51);
i++;
}
for ( i=216;i<256; i++ ) {
Gr_current_palette[i*3+0] = (unsigned char)((i-216)*6);
Gr_current_palette[i*3+1] = (unsigned char)((i-216)*6);
Gr_current_palette[i*3+2] = (unsigned char)((i-216)*6);
}
memmove( Gr_original_palette, Gr_current_palette, 768 );
} else {
memmove( Gr_original_palette, palette, 768 );
memmove( Gr_current_palette, palette, 768 );
}
if ( Gr_inited ) {
if (gr_screen.gf_set_palette) {
(*gr_screen.gf_set_palette)(Gr_current_palette, restrict_font_to_128 );
// Since the palette set code might shuffle the palette,
// reload it into the source palette
if ( palette ) {
memmove( palette, Gr_current_palette, 768 );
}
}
// Update Palette Manager tables
memmove( gr_palette, Gr_current_palette, 768 );
palette_update(name, restrict_font_to_128);
}
}
void gr_set_palette( char *name, ubyte * palette, int restrict_font_to_128 )
{
char *p;
palette_flush();
strcpy_s( Gr_current_palette_name, name );
p = strchr( Gr_current_palette_name, '.' );
if ( p ) *p = 0;
gr_screen.signature = Gr_signature++;
gr_set_palette_internal( name, palette, restrict_font_to_128 );
}
void gr_screen_resize(int width, int height)
{
// this should only be called from FRED!!
if ( !Fred_running ) {
Int3();
return;
}
gr_screen.save_max_w = gr_screen.max_w = gr_screen.max_w_unscaled = width;
gr_screen.save_max_h = gr_screen.max_h = gr_screen.max_h_unscaled = height;
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;
gr_screen.clip_aspect = i2fl(gr_screen.clip_width) / i2fl(gr_screen.clip_height);
if (gr_screen.custom_size) {
gr_unsize_screen_pos( &gr_screen.max_w_unscaled, &gr_screen.max_h_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 );
}
if (gr_screen.mode == GR_OPENGL) {
extern void opengl_setup_viewport();
opengl_setup_viewport();
}
}
static bool gr_init_sub(int mode, int width, int height, int depth)
{
int res = GR_1024;
bool rc = false;
memset( &gr_screen, 0, sizeof(screen) );
if ( ((width == 640) && (height == 480)) || ((width == 1024) && (height == 768)) ) {
gr_screen.custom_size = false;
} else {
gr_screen.custom_size = true;
}
if ( (width >= 1024) && (height >= 600) ) {
res = GR_1024;
} else {
res = GR_640;
}
if (Fred_running) {
gr_screen.custom_size = false;
res = GR_640;
mode = GR_OPENGL;
}
Gr_save_resize_X = Gr_resize_X = (float)width / ((res == GR_1024) ? 1024.0f : 640.0f);
Gr_save_resize_Y = Gr_resize_Y = (float)height / ((res == GR_1024) ? 768.0f : 480.0f);
Gr_save_unsize_X = Gr_unsize_X = ((res == GR_1024) ? 1024.0f : 640.0f) / (float)width;
Gr_save_unsize_Y = Gr_unsize_Y = ((res == GR_1024) ? 768.0f : 480.0f) / (float)height;
gr_screen.signature = Gr_signature++;
gr_screen.bits_per_pixel = depth;
gr_screen.bytes_per_pixel= depth / 8;
gr_screen.rendering_to_texture = -1;
gr_screen.recording_state_block = false;
gr_screen.envmap_render_target = -1;
gr_screen.mode = mode;
gr_screen.res = res;
gr_screen.aspect = 1.0f; // Normal PC screen
gr_screen.save_max_w = gr_screen.max_w = gr_screen.max_w_unscaled = width;
gr_screen.save_max_h = gr_screen.max_h = gr_screen.max_h_unscaled = height;
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;
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;
if (gr_screen.custom_size) {
gr_unsize_screen_pos( &gr_screen.max_w_unscaled, &gr_screen.max_h_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 );
}
#ifdef WIN32
// FRED doesn't need this
if ( !Fred_running && !Is_standalone ) {
// for Windows, we need to do this just before the *_init() calls
extern void win32_create_window(int width, int height);
win32_create_window( width, height );
}
#endif
switch (mode) {
case GR_OPENGL:
rc = gr_opengl_init();
break;
case GR_STUB:
rc = gr_stub_init();
break;
default:
Int3(); // Invalid graphics mode
}
if ( !rc ) {
return false;
}
return true;
}
bool gr_init(int d_mode, int d_width, int d_height, int d_depth)
{
int width = 1024, height = 768, depth = 16, mode = GR_OPENGL;
char *ptr = NULL;
char *Default_video_settings = "OGL -(1024x768)x16 bit";
if ( !Gr_inited ) {
atexit(gr_close);
}
// If already inited, shutdown the previous graphics
if (Gr_inited) {
switch (gr_screen.mode) {
case GR_OPENGL:
gr_opengl_cleanup();
break;
case GR_STUB:
break;
default:
Int3(); // Invalid graphics mode
}
}
// We cannot continue without this, quit, but try to help the user out first
ptr = os_config_read_string(NULL, NOX("VideocardFs2open"), NULL);
// if we don't have a config string then construct one, using OpenGL 1024x768 16-bit as the default
if (ptr == NULL) {
ptr = Default_video_settings;
}
Assert( ptr != NULL );
// NOTE: The "ptr+5" is to skip over the initial "????-" in the video string.
// If the format of that string changes you'll have to change this too!!!
if ( sscanf(ptr+5, "(%dx%d)x%d ", &width, &height, &depth) != 3 ) {
Error(LOCATION, "Can't understand 'VideocardFs2open' config entry!");
}
if (Cmdline_res != NULL) {
int tmp_width = 0;
int tmp_height = 0;
if ( sscanf(Cmdline_res, "%dx%d", &tmp_width, &tmp_height) == 2 ) {
width = tmp_width;
height = tmp_height;
}
}
if (d_mode == GR_DEFAULT) {
// OpenGL should be default
mode = GR_OPENGL;
} else {
mode = d_mode;
}
// see if we passed good values, and use those instead of the config settings
if ( (d_width != GR_DEFAULT) && (d_height != GR_DEFAULT) ) {
width = d_width;
height = d_height;
}
if (d_depth != GR_DEFAULT) {
depth = d_depth;
}
// check for hi-res interface files so that we can verify our width/height is correct
bool has_sparky_hi = (cf_exists_full("2_ChoosePilot-m.pcx", CF_TYPE_ANY) && cf_exists_full("2_TechShipData-m.pcx", CF_TYPE_ANY));
// if we don't have it then fall back to 640x480 mode instead
if ( !has_sparky_hi ) {
if ( (width == 1024) && (height == 768) ) {
width = 640;
height = 480;
} else {
width = 800;
height = 600;
}
}
// if we are in standalone mode then just use special defaults
if (Is_standalone) {
mode = GR_STUB;
width = 640;
height = 480;
depth = 16;
}
// These compiler macros will force windowed mode at the specified resolution if
// built in debug mode. This helps if you run with the debugger active as the
// game won't be switching from fullscreen to minimized every time you hit a breakpoint or
// warning message.
#ifdef _DEBUG
#ifdef _FORCE_DEBUG_WIDESCREEN
width = 1280;
height = 800;
depth = 32;
Cmdline_window = 1;
#elif defined(_FORCE_DEBUG_1024)
width = 1024;
height = 768;
depth = 32;
Cmdline_window = 1;
#elif defined(_FORCE_DEBUG_640)
width = 640;
height = 480;
depth = 32;
Cmdline_window = 1;
#endif
#endif
// now try to actually init everything...
if ( gr_init_sub(mode, width, height, depth) == false ) {
return false;
}
gr_set_palette_internal(Gr_current_palette_name, NULL, 0);
bm_init();
if (Gr_cursor < 0) {
int w, h;
Gr_cursor = bm_load( "cursor" );
if (Gr_cursor >= 0) {
// get cursor size, so that we can be sure to account for the full thing
// in later cursor hiding code
bm_get_info(Gr_cursor, &w, &h);
Gr_cursor_size = MAX(w, h);
if (Gr_cursor_size <= 0) {
Int3();
Gr_cursor_size = 32;
}
}
}
// load the web pointer cursor bitmap
if (Web_cursor_bitmap < 0) {
//if it still hasn't loaded then this usually means that the executable isn't in the same directory as the main fs2 install
if ( (Web_cursor_bitmap = bm_load_animation("cursorweb")) < 0 ) {
Error(LOCATION, "\nWeb cursor bitmap not found. This is most likely due to one of three reasons:\n"
"\t1) You're running FreeSpace Open from somewhere other than your FreeSpace 2 folder;\n"
"\t2) You've somehow corrupted your FreeSpace 2 installation, e.g. by modifying or removing the retail VP files;\n"
"\t3) You haven't installed FreeSpace 2 at all. (Note that installing FreeSpace Open does NOT remove the need for a FreeSpace 2 installation.)\n"
"Number 1 can be fixed by simply moving the FreeSpace Open executable file to the FreeSpace 2 folder. Numbers 2 and 3 can be fixed by installing or reinstalling FreeSpace 2.\n");
}
}
mprintf(("GRAPHICS: Initializing default colors...\n"));
gr_set_color(0,0,0);
gr_set_clear_color(0, 0, 0);
gr_set_shader(NULL);
os_set_title(Osreg_title);
Gr_inited = 1;
return true;
}
void gr_force_windowed()
{
if ( !Gr_inited ) {
return;
}
switch( gr_screen.mode ) {
case GR_OPENGL:
break;
case GR_STUB:
break;
default:
Int3(); // Invalid graphics mode
}
if ( Os_debugger_running ) {
Sleep(1000);
}
}
int gr_activated = 0;
void gr_activate(int active)
{
if (gr_activated == active) {
return;
}
gr_activated = active;
if ( !Gr_inited ) {
return;
}
switch( gr_screen.mode ) {
case GR_OPENGL:
extern void gr_opengl_activate(int active);
gr_opengl_activate(active);
break;
case GR_STUB:
break;
default:
Int3(); // Invalid graphics mode
}
}
// color stuff
void gr_get_color( int *r, int *g, int *b )
{
if (r) *r = gr_screen.current_color.red;
if (g) *g = gr_screen.current_color.green;
if (b) *b = gr_screen.current_color.blue;
}
void gr_init_color(color *c, int r, int g, int b)
{
CAP(r, 0, 255);
CAP(g, 0, 255);
CAP(b, 0, 255);
c->screen_sig = gr_screen.signature;
c->red = (ubyte)r;
c->green = (ubyte)g;
c->blue = (ubyte)b;
c->alpha = 255;
c->ac_type = AC_TYPE_NONE;
c->alphacolor = -1;
c->is_alphacolor = 0;
c->magic = 0xAC01;
}
void gr_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
{
CAP(r, 0, 255);
CAP(g, 0, 255);
CAP(b, 0, 255);
CAP(alpha, 0, 255);
gr_init_color( clr, r, g, b );
clr->alpha = (ubyte)alpha;
clr->ac_type = (ubyte)type;
clr->alphacolor = -1;
clr->is_alphacolor = 1;
}
void gr_set_color( int r, int g, int b )
{
Assert((r >= 0) && (r < 256));
Assert((g >= 0) && (g < 256));
Assert((b >= 0) && (b < 256));
gr_init_color( &gr_screen.current_color, r, g, b );
}
void gr_set_color_fast(color *dst)
{
if ( dst->screen_sig != gr_screen.signature ) {
if (dst->is_alphacolor) {
gr_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
} else {
gr_init_color( dst, dst->red, dst->green, dst->blue );
}
}
gr_screen.current_color = *dst;
}
// shader functions
void gr_create_shader(shader *shade, ubyte r, ubyte g, ubyte b, ubyte c )
{
shade->screen_sig = gr_screen.signature;
shade->r = r;
shade->g = g;
shade->b = b;
shade->c = c;
}
void gr_set_shader(shader *shade)
{
if (shade) {
if (shade->screen_sig != gr_screen.signature) {
gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
}
gr_screen.current_shader = *shade;
} else {
gr_create_shader( &gr_screen.current_shader, 0, 0, 0, 0 );
}
}
/**
* Set the bitmap for the mouse pointer. This is called by the animating mouse
* pointer code.
*
* The lock parameter just locks basically disables the next call of this function that doesn't
* have an unlock feature. If adding in more cursor-changing situations, be aware of
* unexpected results. You have been warned.
*
* @todo investigate memory leak of original Gr_cursor bitmap when this is called
*/
void gr_set_cursor_bitmap(int n, int lock)
{
int w, h;
static int locked = 0;
if ( !locked || (lock == GR_CURSOR_UNLOCK) ) {
// if we are changing the cursor to something different
// then unload the previous cursor's data - taylor
if ( (Gr_cursor >= 0) && (Gr_cursor != n) ) {
// be sure to avoid changing a cursor which is simply another frame
if ( (GL_cursor_nframes < 2) || ((n - Gr_cursor) >= GL_cursor_nframes) ) {
gr_unset_cursor_bitmap(Gr_cursor);
}
}
if (n != Gr_cursor) {
// get cursor size, so that we can be sure to account for the full thing
// in later cursor hiding code
bm_get_info(n, &w, &h, NULL, &GL_cursor_nframes);
Assert( GL_cursor_nframes > 0 );
Gr_cursor_size = MAX(w, h);
if (Gr_cursor_size <= 0) {
Int3();
Gr_cursor_size = 32;
}
}
Gr_cursor = n;
} else {
locked = 0;
}
if (lock == GR_CURSOR_LOCK) {
locked = 1;
}
}
void gr_unset_cursor_bitmap(int n)
{
if (n < 0) {
return;
}
if (Gr_cursor == n) {
bm_unload(Gr_cursor);
Gr_cursor = -1;
}
}
/**
* Retrieves the current bitmap
* Used in UI_GADGET to save/restore current cursor state
*/
int gr_get_cursor_bitmap()
{
return Gr_cursor;
}
// new bitmap functions
void gr_bitmap(int _x, int _y, bool allow_scaling)
{
int _w, _h;
float x, y, w, h;
vertex verts[4];
if (gr_screen.mode == GR_STUB) {
return;
}
bm_get_info(gr_screen.current_bitmap, &_w, &_h, NULL, NULL, NULL);
x = i2fl(_x);
y = i2fl(_y);
w = i2fl(_w);
h = i2fl(_h);
// I will tidy this up later - RT
if ( allow_scaling && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
gr_resize_screen_posf(&x, &y);
gr_resize_screen_posf(&w, &h);
}
memset(verts, 0, sizeof(verts));
verts[0].screen.xyw.x = x;
verts[0].screen.xyw.y = y;
verts[0].texture_position.u = 0.0f;
verts[0].texture_position.v = 0.0f;
verts[1].screen.xyw.x = x + w;
verts[1].screen.xyw.y = y;
verts[1].texture_position.u = 1.0f;
verts[1].texture_position.v = 0.0f;
verts[2].screen.xyw.x = x + w;
verts[2].screen.xyw.y = y + h;
verts[2].texture_position.u = 1.0f;
verts[2].texture_position.v = 1.0f;
verts[3].screen.xyw.x = x;
verts[3].screen.xyw.y = y + h;
verts[3].texture_position.u = 0.0f;
verts[3].texture_position.v = 1.0f;
// turn off zbuffering
int saved_zbuffer_mode = gr_zbuffer_get();
gr_zbuffer_set(GR_ZBUFF_NONE);
gr_render(4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_INTERFACE);
gr_zbuffer_set(saved_zbuffer_mode);
}
void gr_bitmap_uv(int _x, int _y, int _w, int _h, float _u0, float _v0, float _u1, float _v1, bool allow_scaling)
{
float x, y, w, h;
vertex verts[4];
if (gr_screen.mode == GR_STUB) {
return;
}
x = i2fl(_x);
y = i2fl(_y);
w = i2fl(_w);
h = i2fl(_h);
// I will tidy this up later - RT
if ( allow_scaling && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
gr_resize_screen_posf(&x, &y);
gr_resize_screen_posf(&w, &h);
}
memset(verts, 0, sizeof(verts));
verts[0].screen.xyw.x = x;
verts[0].screen.xyw.y = y;
verts[0].texture_position.u = _u0;
verts[0].texture_position.v = _v0;
verts[1].screen.xyw.x = x + w;
verts[1].screen.xyw.y = y;
verts[1].texture_position.u = _u1;
verts[1].texture_position.v = _v0;
verts[2].screen.xyw.x = x + w;
verts[2].screen.xyw.y = y + h;
verts[2].texture_position.u = _u1;
verts[2].texture_position.v = _v1;
verts[3].screen.xyw.x = x;
verts[3].screen.xyw.y = y + h;
verts[3].texture_position.u = _u0;
verts[3].texture_position.v = _v1;
// turn off zbuffering
int saved_zbuffer_mode = gr_zbuffer_get();
gr_zbuffer_set(GR_ZBUFF_NONE);
gr_render(4, verts, TMAP_FLAG_TEXTURED | TMAP_FLAG_INTERFACE);
gr_zbuffer_set(saved_zbuffer_mode);
}
// NEW new bitmap functions -Bobboau
void gr_bitmap_list(bitmap_2d_list* list, int n_bm, bool allow_scaling)
{
for (int i = 0; i < n_bm; i++) {
bitmap_2d_list *l = &list[i];
bm_get_info(gr_screen.current_bitmap, &l->w, &l->h, NULL, NULL, NULL);
if ( allow_scaling && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
gr_resize_screen_pos(&l->x, &l->y);
gr_resize_screen_pos(&l->w, &l->h);
}
}
g3_draw_2d_poly_bitmap_list(list, n_bm, TMAP_FLAG_INTERFACE);
}
// _->NEW<-_ NEW new bitmap functions -Bobboau
//takes a list of rectangles that have assosiated rectangles in a texture
void gr_bitmap_list(bitmap_rect_list* list, int n_bm, bool allow_scaling)
{
for(int i = 0; i < n_bm; i++) {
bitmap_2d_list *l = &list[i].screen_rect;
// if no valid hight or width values were given get some from the bitmap
if ( (l->w <= 0) || (l->h <= 0) ) {
bm_get_info(gr_screen.current_bitmap, &l->w, &l->h, NULL, NULL, NULL);
}
if ( allow_scaling && (gr_screen.custom_size || (gr_screen.rendering_to_texture != -1)) ) {
gr_resize_screen_pos(&l->x, &l->y);
gr_resize_screen_pos(&l->w, &l->h);
}
}
g3_draw_2d_poly_bitmap_rect_list(list, n_bm, TMAP_FLAG_INTERFACE);
}
/**
* Given endpoints, and thickness, calculate coords of the endpoint
*/
void gr_pline_helper(vec3d *out, vec3d *in1, vec3d *in2, int thickness)
{
vec3d slope;
// slope of the line
if(vm_vec_same(in1, in2)) {
slope = vmd_zero_vector;
} else {
vm_vec_sub(&slope, in2, in1);
float temp = -slope.xyz.x;
slope.xyz.x = slope.xyz.y;
slope.xyz.y = temp;
vm_vec_normalize(&slope);
}
// get the points
vm_vec_scale_add(out, in1, &slope, (float)thickness);
}
/**
* Special function for drawing polylines.
*
* This function is specifically intended for polylines where each section
* is no more than 90 degrees away from a previous section.
* Moreover, it is _really_ intended for use with 45 degree angles.
*/
void gr_pline_special(vec3d **pts, int num_pts, int thickness,bool resize)
{
vec3d s1, s2, e1, e2, dir;
vec3d last_e1, last_e2;
vertex v[4];
vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
int saved_zbuffer_mode, idx;
int started_frame = 0;
// if we have less than 2 pts, bail
if(num_pts < 2) {
return;
}
extern int G3_count;
if(G3_count == 0) {
g3_start_frame(1);
started_frame = 1;
}
// turn off zbuffering
saved_zbuffer_mode = gr_zbuffer_get();
gr_zbuffer_set(GR_ZBUFF_NONE);
// turn off culling
int cull = gr_set_cull(0);
// draw each section
last_e1 = vmd_zero_vector;
last_e2 = vmd_zero_vector;
int j;
for(idx=0; idx<num_pts-1; idx++) {
// get the start and endpoints
s1 = *pts[idx]; // start 1 (on the line)
gr_pline_helper(&s2, pts[idx], pts[idx+1], thickness); // start 2
e1 = *pts[idx+1]; // end 1 (on the line)
vm_vec_sub(&dir, pts[idx+1], pts[idx]);
vm_vec_add(&e2, &s2, &dir); // end 2
// stuff coords
v[0].screen.xyw.x = (float)ceil(s1.xyz.x);
v[0].screen.xyw.y = (float)ceil(s1.xyz.y);
v[0].screen.xyw.w = 0.0f;
v[0].texture_position.u = 0.5f;
v[0].texture_position.v = 0.5f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = gr_screen.current_color.red;
v[0].g = gr_screen.current_color.green;
v[0].b = gr_screen.current_color.blue;
v[1].screen.xyw.x = (float)ceil(s2.xyz.x);
v[1].screen.xyw.y = (float)ceil(s2.xyz.y);
v[1].screen.xyw.w = 0.0f;
v[1].texture_position.u = 0.5f;
v[1].texture_position.v = 0.5f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = gr_screen.current_color.red;
v[1].g = gr_screen.current_color.green;
v[1].b = gr_screen.current_color.blue;
v[2].screen.xyw.x = (float)ceil(e2.xyz.x);
v[2].screen.xyw.y = (float)ceil(e2.xyz.y);
v[2].screen.xyw.w = 0.0f;
v[2].texture_position.u = 0.5f;
v[2].texture_position.v = 0.5f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = gr_screen.current_color.red;
v[2].g = gr_screen.current_color.green;
v[2].b = gr_screen.current_color.blue;
v[3].screen.xyw.x = (float)ceil(e1.xyz.x);
v[3].screen.xyw.y = (float)ceil(e1.xyz.y);
v[3].screen.xyw.w = 0.0f;
v[3].texture_position.u = 0.5f;
v[3].texture_position.v = 0.5f;
v[3].flags = PF_PROJECTED;
v[3].codes = 0;
v[3].r = gr_screen.current_color.red;
v[3].g = gr_screen.current_color.green;
v[3].b = gr_screen.current_color.blue;
//We could really do this better...but oh well. _WMC
if(resize) {
for(j=0;j<4;j++) {
gr_resize_screen_posf(&v[j].screen.xyw.x,&v[j].screen.xyw.y);
}
}
// draw the polys
g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB, 0.1f);
// if we're past the first section, draw a "patch" triangle to fill any gaps
if(idx > 0) {
// stuff coords
v[0].screen.xyw.x = (float)ceil(s1.xyz.x);
v[0].screen.xyw.y = (float)ceil(s1.xyz.y);
v[0].screen.xyw.w = 0.0f;
v[0].texture_position.u = 0.5f;
v[0].texture_position.v = 0.5f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = gr_screen.current_color.red;
v[0].g = gr_screen.current_color.green;
v[0].b = gr_screen.current_color.blue;
v[1].screen.xyw.x = (float)ceil(s2.xyz.x);
v[1].screen.xyw.y = (float)ceil(s2.xyz.y);
v[1].screen.xyw.w = 0.0f;
v[1].texture_position.u = 0.5f;
v[1].texture_position.v = 0.5f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = gr_screen.current_color.red;
v[1].g = gr_screen.current_color.green;
v[1].b = gr_screen.current_color.blue;
v[2].screen.xyw.x = (float)ceil(last_e2.xyz.x);
v[2].screen.xyw.y = (float)ceil(last_e2.xyz.y);
v[2].screen.xyw.w = 0.0f;
v[2].texture_position.u = 0.5f;
v[2].texture_position.v = 0.5f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = gr_screen.current_color.red;
v[2].g = gr_screen.current_color.green;
v[2].b = gr_screen.current_color.blue;
//Inefficiency or flexibility? you be the judge -WMC
if(resize) {
for(j=0;j<3;j++) {
gr_resize_screen_posf(&v[j].screen.xyw.x,&v[j].screen.xyw.y);
}
}
g3_draw_poly_constant_sw(3, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB, 0.1f);
}
// store our endpoints
last_e1 = e1;
last_e2 = e2;
}
if(started_frame) {
g3_end_frame();
}
// restore zbuffer mode
gr_zbuffer_set(saved_zbuffer_mode);
// restore culling
gr_set_cull(cull);
}
int poly_list::find_first_vertex(int idx)
{
vec3d *o_norm = &norm[idx];
vertex *o_vert = &vert[idx];
vec3d *p_norm = &norm[0];
vertex *p_vert = &vert[0];
// we should always equal ourselves, so just use that as the stopping point
for (int i = 0; i < idx; i++) {
if ( (*p_norm == *o_norm)
&& (p_vert->world == o_vert->world)
&& (p_vert->texture_position == o_vert->texture_position) )
{
return i;
}
++p_norm;
++p_vert;
}
return idx;
}
/**
* Given a list (plist) find the index within the indexed list that the vert at position idx within list is at
*/
int poly_list::find_index(poly_list *plist, int idx)
{
vec3d *o_norm = &plist->norm[idx];
vertex *o_vert = &plist->vert[idx];
vec3d *p_norm = &norm[0];
vertex *p_vert = &vert[0];
for (int i = 0; i < n_verts; i++) {
if ( (*p_norm == *o_norm)
&& (p_vert->world == o_vert->world)
&& (p_vert->texture_position == o_vert->texture_position))
{
return i;
}
++p_vert;
++p_norm;
}
return -1;
}
void poly_list::allocate(int _verts)
{
if (_verts <= currently_allocated)
return;
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (norm != NULL) {
vm_free(norm);
norm = NULL;
}
if (tsb != NULL) {
vm_free(tsb);
tsb = NULL;
}
if (_verts) {
vert = (vertex*)vm_malloc(sizeof(vertex) * _verts);
norm = (vec3d*)vm_malloc(sizeof(vec3d) * _verts);
if (Cmdline_normal) {
tsb = (tsb_t*)vm_malloc(sizeof(tsb_t) * _verts);
}
}
n_verts = 0;
currently_allocated = _verts;
}
poly_list::~poly_list()
{
if (vert != NULL) {
vm_free(vert);
vert = NULL;
}
if (norm != NULL) {
vm_free(norm);
norm = NULL;
}
if (tsb != NULL) {
vm_free(tsb);
tsb = NULL;
}
}
void poly_list::calculate_tangent()
{
vertex *v0, *v1, *v2;
vec3d *t0, *t1, *t2;
vec3d side0, side1;
vec3d vt0, vt1;
float deltaU0, deltaV0, deltaU1, deltaV1;
vec3d tangent, binormal, cross;
float magg, scale;
if ( !Cmdline_normal ) {
return;
}
Assert( !(n_verts % 3) );
for (int i = 0; i < n_verts; i += 3) {
// vertex (reading)
v0 = &vert[i];
v1 = &vert[i+1];
v2 = &vert[i+2];
// tangents (writing)
t0 = &tsb[i].tangent;
t1 = &tsb[i+1].tangent;
t2 = &tsb[i+2].tangent;
deltaU0 = v1->texture_position.u - v0->texture_position.u;
deltaV0 = v1->texture_position.v - v0->texture_position.v;
deltaU1 = v2->texture_position.u - v0->texture_position.u;
deltaV1 = v2->texture_position.v - v0->texture_position.v;
// quick short circuit for NULL case
float n = (deltaU0 * deltaV1) - (deltaU1 * deltaV0);
if (n == 0.0f) {
// hit NULL, so just set identity
tangent = vmd_x_vector;
binormal = vmd_y_vector;
} else {
float blah = 1.0f / n;
vm_vec_sub(&side0, &v1->world, &v0->world);
vm_vec_sub(&side1, &v2->world, &v0->world);
// tangent
vm_vec_copy_scale(&vt0, &side0, deltaV1);
vm_vec_copy_scale(&vt1, &side1, deltaV0);
vm_vec_sub(&tangent, &vt0, &vt1);
vm_vec_scale(&tangent, blah);
// binormal
vm_vec_copy_scale(&vt0, &side0, deltaU1);
vm_vec_copy_scale(&vt1, &side1, deltaU0);
vm_vec_sub(&binormal, &vt0, &vt1);
vm_vec_scale(&binormal, blah);
}
// orthogonalize tangent (for all 3 verts)
magg = vm_vec_dot(&norm[i], &tangent);
vm_vec_scale_sub(t0, &tangent, &norm[i], magg);
vm_vec_normalize_safe(t0);
magg = vm_vec_dot(&norm[i+1], &tangent);
vm_vec_scale_sub(t1, &tangent, &norm[i+1], magg);
vm_vec_normalize_safe(t1);
magg = vm_vec_dot(&norm[i+2], &tangent);
vm_vec_scale_sub(t2, &tangent, &norm[i+2], magg);
vm_vec_normalize_safe(t2);
// compute handedness (for all 3 verts)
vm_vec_crossprod(&cross, &norm[i], &tangent);
scale = vm_vec_dot(&cross, &binormal);
tsb[i].scaler = (scale < 0.0f) ? -1.0f : 1.0f;
vm_vec_crossprod(&cross, &norm[i+1], &tangent);
scale = vm_vec_dot(&cross, &binormal);
tsb[i+1].scaler = (scale < 0.0f) ? -1.0f : 1.0f;
vm_vec_crossprod(&cross, &norm[i+2], &tangent);
scale = vm_vec_dot(&cross, &binormal);
tsb[i+2].scaler = (scale < 0.0f) ? -1.0f : 1.0f;
}
}
static poly_list buffer_list_internal;
void poly_list::make_index_buffer(SCP_vector<int> &vertex_list)
{
int nverts = 0;
int j, z = 0;
ubyte *nverts_good = NULL;
// calculate tangent space data (must be done early)
calculate_tangent();
// using vm_malloc() here rather than 'new' so we get the extra out-of-memory check
nverts_good = (ubyte *) vm_malloc(n_verts);
Assert( nverts_good != NULL );
memset( nverts_good, 0, n_verts );
vertex_list.reserve(n_verts);
for (j = 0; j < n_verts; j++) {
if (find_first_vertex(j) == j) {
nverts++;
nverts_good[j] = 1;
vertex_list.push_back(j);
}
}
// if there is nothig to change then bail
if (n_verts == nverts) {
if (nverts_good != NULL) {
vm_free(nverts_good);
}
return;
}
buffer_list_internal.n_verts = 0;
buffer_list_internal.allocate(nverts);
for (j = 0; j < n_verts; j++) {
if ( !nverts_good[j] ) {
continue;
}
buffer_list_internal.vert[z] = vert[j];
buffer_list_internal.norm[z] = norm[j];
if (Cmdline_normal) {
buffer_list_internal.tsb[z] = tsb[j];
}
buffer_list_internal.n_verts++;
z++;
}
Assert(nverts == buffer_list_internal.n_verts);
if (nverts_good != NULL) {
vm_free(nverts_good);
}
(*this) = buffer_list_internal;
}
poly_list& poly_list::operator = (poly_list &other_list)
{
allocate(other_list.n_verts);
memcpy(norm, other_list.norm, sizeof(vec3d) * other_list.n_verts);
memcpy(vert, other_list.vert, sizeof(vertex) * other_list.n_verts);
if (Cmdline_normal) {
memcpy(tsb, other_list.tsb, sizeof(tsb_t) * other_list.n_verts);
}
n_verts = other_list.n_verts;
return *this;
}
void gr_rect(int x, int y, int w, int h, bool resize)
{
if (gr_screen.mode == GR_STUB) {
return;
}
if (resize) {
gr_resize_screen_pos(&x, &y);
gr_resize_screen_pos(&w, &h);
}
g3_draw_2d_rect(x, y, w, h,
gr_screen.current_color.red,
gr_screen.current_color.green,
gr_screen.current_color.blue,
gr_screen.current_color.alpha);
}
void gr_shade(int x, int y, int w, int h, bool resize)
{
int r, g, b, a;
if (gr_screen.mode == GR_STUB) {
return;
}
if (resize) {
gr_resize_screen_pos(&x, &y);
gr_resize_screen_pos(&w, &h);
}
r = (int)gr_screen.current_shader.r;
g = (int)gr_screen.current_shader.g;
b = (int)gr_screen.current_shader.b;
a = (int)gr_screen.current_shader.c;
g3_draw_2d_rect(x, y, w, h, r, g, b, a);
}
void gr_set_bitmap(int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha)
{
gr_screen.current_alpha = alpha;
gr_screen.current_alphablend_mode = alphablend_mode;
gr_screen.current_bitblt_mode = bitblt_mode;
gr_screen.current_bitmap = bitmap_num;
}
void gr_flip()
{
// m!m avoid running CHA_ONFRAME when the "Quit mission" popup is shown. See mantis 2446 for reference
if (!quit_mission_popup_shown)
{
//WMC - Evaluate global hook if not override.
Script_system.RunBytecode(Script_globalhook);
//WMC - Do conditional hooks. Yippee!
Script_system.RunCondition(CHA_ONFRAME);
//WMC - Do scripting reset stuff
Script_system.EndFrame();
}
gr_screen.gf_flip();
}