Files
fs2open.github.com/code/graphics/gropengl.cpp
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4485 lines
124 KiB
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/*
* $Logfile: /Freespace2/code/Graphics/GrOpenGL.cpp $
* $Revision: 2.159 $
* $Date: 2006-01-21 02:22:04 $
* $Author: wmcoolmon $
*
* Code that uses the OpenGL graphics library
*
* $Log: not supported by cvs2svn $
* Revision 2.158 2006/01/21 00:14:25 taylor
* don't forcefully disable multisample still (part of an old ATI fix that didn't actually fix anything)
*
* Revision 2.157 2006/01/20 17:15:16 taylor
* gr_*_bitmap_ex() stuff, D3D side is 100% untested to even compile
* several other very minor changes as well
*
* Revision 2.156 2006/01/19 16:00:04 wmcoolmon
* Lua debugging stuff; gr_bitmap_ex stuff for taylor
*
* Revision 2.155 2006/01/02 07:25:11 taylor
* don't specify a read buffer, something with this is screwing up ATI cards, a debug string should satisfy a hunch
* ifdef out the bumpmap stuff, it's very wrong anyway :)
*
* Revision 2.154 2005/12/29 20:12:51 taylor
* we are using gouraud lighting here so be sure to set the proper tmap flag (fixes D3D, corrects OGL)
*
* Revision 2.153 2005/12/29 08:08:33 wmcoolmon
* Codebase commit, most notably including objecttypes.tbl
*
* Revision 2.152 2005/12/29 04:33:15 taylor
* put texture filter debug message back (was commented out for some reason in phreak's commit)
*
* Revision 2.151 2005/12/29 00:52:57 phreak
* changed around aabitmap calls to accept a "mirror" parameter. defaults to false, and is only true for mirrored briefing icons.
* If the mirror param is true, then the picture is mirrored about the y-axis so left becomes right and vice versa.
*
* Revision 2.150 2005/12/28 22:24:48 taylor
* save screenshots into <gamedir>/screenshots/
* another attempt at fixing popups with single colors (saves memory too, hope it doesn't blow up)
* add a debug msg about mipmap filter in use
*
* Revision 2.149 2005/12/22 19:15:20 taylor
* one more attempt to fix screenshots on Radeons.
*
* Revision 2.148 2005/12/16 16:34:35 taylor
* ehh, didn't ever fix that to my satisfaction, bastardize it until more work can be done (so people don't start filing bug reports)
*
* Revision 2.147 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 2.146 2005/12/15 16:26:35 taylor
* didn't mean for that to hit CVS, it makes neb missions work a little strange
*
* Revision 2.145 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 2.144 2005/12/07 05:39:50 taylor
* bah, X sucks. I need to beef up error handling there in order to make all of the platforms happy.
*
* Revision 2.143 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 2.142 2005/11/18 13:13:47 taylor
* get rid of the while() loop, OGL doesn't stack errors (this killed FRED2 for some reason even though no error was present)
*
* Revision 2.141 2005/11/14 08:39:00 taylor
* didn't mean for that to hit CVS, stops FRED2 from crashing on exit
*
* Revision 2.140 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 2.139 2005/10/26 20:54:18 taylor
* D3D missed the non-standard resolution updates for aabitmaps, should fix briefing icon positioning
*
* Revision 2.138 2005/10/23 20:34:29 taylor
* some cleanup, fix some general memory leaks, safety stuff and whatever else Valgrind complained about
*
* Revision 2.137 2005/10/23 19:07:18 taylor
* make AABITMAP use GL_ALPHA rather than GL_LUMINANCE_ALPHA (now 8-bit instead of 16-bit, fixes several minor rendering issues)
*
* Revision 2.136 2005/10/23 14:12:35 taylor
* minor cleanup to screenshot code
* force front buffer reads for relevant glReadPixels() calls
*
* Revision 2.135 2005/09/20 02:46:52 taylor
* slight speedup for font rendering
* fix a couple of things that Valgrind complained about
*
* Revision 2.134 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 2.133 2005/08/29 02:20:56 phreak
* Record state changes in gr_opengl_set_state()
*
* Revision 2.132 2005/08/25 22:40:03 taylor
* basic cleaning, removing old/useless code, sanity stuff, etc:
* - very minor performance boost from not doing stupid things :)
* - minor change to 3d shockwave sizing to better approximate 2d effect movements
* - for shields, Gobal_tris was only holding half as many as the game can/will use, buffer is now set to full size to avoid possible rendering issues
* - removed extra tcache_set on OGL spec map code, not sure how that slipped in
*
* Revision 2.131 2005/08/20 20:34:51 taylor
* some bmpman and render_target function name changes so that they make sense
* always use bm_set_render_target() rather than the gr_ version so that the graphics state is set properly
* save the original gamma ramp on OGL init so that it can be restored on exit
*
* Revision 2.130 2005/07/26 08:46:48 taylor
* Add ability to use specific refresh rate, needs a soon to be updated Launcher to have set via GUI
* but this can go in already. Defaults to, and falls back on, previous behavior and adds some
* error checking that wasn't there previously.
*
* Revision 2.129 2005/07/20 02:35:51 taylor
* better UV offsets when using non-standard resolutions (for text mostly), copied from D3D code
*
* Revision 2.128 2005/07/18 03:44:01 taylor
* cleanup hudtargetbox rendering from that total hack job that had been done on it (fixes wireframe view as well)
* more non-standard res fixing
* - I think everything should default to resize now (much easier than having to figure that crap out)
* - new mouse_get_pos_unscaled() function to return 1024x768/640x480 relative values so we don't have to do it later
* - lots of little cleanups which fix several strange offset/size problems
* - fix gr_resize/unsize_screen_pos() so that it won't wrap on int (took too long to track this down)
*
* Revision 2.127 2005/07/13 03:15:51 Goober5000
* remove PreProcDefine #includes in FS2
* --Goober5000
*
* Revision 2.126 2005/07/07 16:36:57 taylor
* various compiler warning fixes (some of these from dizzy)
*
* Revision 2.125 2005/07/02 19:40:48 taylor
* ton of non-standard resolution fixes
* make gr_cross_fade() work properly in OGL
*
* Revision 2.124 2005/06/29 18:51:05 taylor
* revert OGL init changes since ATI drivers suck and don't like it
*
* Revision 2.123 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 2.122 2005/06/03 06:51:50 taylor
* the problem this tried to fix should be properly fixed now but I keep forgetting to remove this block
*
* Revision 2.121 2005/05/12 17:49:12 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
*
* Revision 2.120 2005/04/24 12:56:42 taylor
* really are too many changes here:
* - remove all bitmap section support and fix problems with previous attempt
* ( code/bmpman/bmpman.cpp, code/bmpman/bmpman.h, code/globalincs/pstypes.h,
* code/graphics/2d.cpp, code/graphics/2d.h code/graphics/grd3dbmpman.cpp,
* code/graphics/grd3dinternal.h, code/graphics/grd3drender.cpp, code/graphics/grd3dtexture.cpp,
* code/graphics/grinternal.h, code/graphics/gropengl.cpp, code/graphics/gropengl.h,
* code/graphics/gropengllight.cpp, code/graphics/gropengltexture.cpp, code/graphics/gropengltexture.h,
* code/graphics/tmapper.h, code/network/multi_pinfo.cpp, code/radar/radarorb.cpp
* code/render/3ddraw.cpp )
* - use CLAMP() define in gropengl.h for gropengllight instead of single clamp() function
* - remove some old/outdated code from gropengl.cpp and gropengltexture.cpp
*
* Revision 2.119 2005/04/24 02:38:31 wmcoolmon
* Moved gr_rect and gr_shade to be API-nonspecific as the OGL/D3D functions were virtually identical
*
* Revision 2.118 2005/04/15 11:41:27 taylor
* stupid <expletive-delete> terminal, I <expletive-deleted> <expletive-deleted>!!!
*
* Revision 2.117 2005/04/15 11:36:54 taylor
* new GCC = new warning messages, yippeeee!!
*
* Revision 2.116 2005/04/12 02:04:56 phreak
* gr_set_ambient_light() function for the ambient light sliders in FRED
*
* Revision 2.115 2005/04/05 11:50:57 taylor
* fix memory error from GL extension list that occurs in certain circumstances
*
* Revision 2.114 2005/04/05 05:53:17 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.113 2005/04/01 07:25:54 taylor
* go back to 24-bit depth, 32 didn't help any with ATI bugs
*
* Revision 2.112 2005/03/24 23:42:20 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 2.111 2005/03/22 00:36:48 taylor
* fix version check for drivers that support OpenGL 2.0+
*
* Revision 2.110 2005/03/20 18:05:04 phreak
* lol forgot to commit the function pointer stuff
*
* Revision 2.109 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 2.108 2005/03/19 21:03:54 wmcoolmon
* OpenGL display lists
*
* Revision 2.107 2005/03/19 18:02:33 bobboau
* added new graphic functions for state blocks
* also added a class formanageing a new effect
*
* Revision 2.106 2005/03/08 03:50:20 Goober5000
* edited for language ;)
* --Goober5000
*
* Revision 2.105 2005/03/07 13:10:21 bobboau
* commit of render target code, d3d should be totaly functional,
* OGL still needs implementation.
*
* Revision 2.104 2005/03/05 19:11:07 taylor
* make sure we don't scale the restore_screen bitmap, it's already the correct size
*
* Revision 2.103 2005/03/03 16:16:55 taylor
* support for TMAP_FLAG_TRILIST
* extra check to make sure OGL closes down right under Windows
* increased depth buffer, it was too small to compare when 32bpp was used
*
* Revision 2.102 2005/03/03 00:33:41 taylor
* use the back buffer for screen saves, this didn't work on Windows at one
* point but I'm out of things to try and it may be ok after other fixes
*
* Revision 2.101 2005/02/27 10:38:06 wmcoolmon
* Nonstandard res stuff
*
* Revision 2.100 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 2.99 2005/02/19 07:50:15 wmcoolmon
* OpenGL gradient fix for nonstandard resolutions
*
* Revision 2.98 2005/02/18 09:51:06 wmcoolmon
* Updates for better nonstandard res support, as well as a fix to the Perseus crash bug I've been experiencing. Bobb, you might want to take a look at my change to grd3d.cpp
*
* Revision 2.97 2005/02/10 04:01:43 wmcoolmon
* Low-level code for better hi-res support; better error reporting for vertex errors on model load.
*
* Revision 2.96 2005/02/05 00:30:49 taylor
* fix a few things post merge
*
* Revision 2.95 2005/02/04 23:29:31 taylor
* merge with Linux/OSX tree - p0204-3
*
* Revision 2.94 2005/01/29 08:04:15 wmcoolmon
* Ahh, the sweet smell of optimized code
*
* Revision 2.93 2005/01/21 08:25:14 taylor
* fill in gr_opengl_set_texture_addressing()
* add support for non-power-of-two textures for cards that have it
* temporary crash fix from multiple mipmap levels in uncompressed formats
*
* Revision 2.92 2005/01/14 05:28:58 wmcoolmon
* gr_curve
*
* Revision 2.91 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 2.90 2005/01/01 11:24:22 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 2.89 2004/12/22 23:05:48 phreak
* added a pragma message if DevIL isn't compiled into the build
*
* Revision 2.88 2004/12/02 11:18:15 taylor
* make OGL use same gamma reg setting as D3D since it's the same ramp
* have OGL respect the -no_set_gamma cmdline option
* reset gamma to default on OGL exit to make sure the desktop doesn't stay wrong
*
* Revision 2.87 2004/11/04 22:49:13 taylor
* don't set gamma ramp while running FRED
*
* Revision 2.86 2004/10/31 21:42:31 taylor
* Linux tree merge, use linear mag filter, small FRED fix, AA lines (disabled), use rgba colors for 3dunlit, proper gamma adjustment, bmpman merge
*
* Revision 2.85 2004/09/24 22:40:23 taylor
* proper OGL line drawing in HTL... hopefully
*
* Revision 2.84 2004/07/29 09:35:29 taylor
* fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup()
*
* Revision 2.83 2004/07/26 20:47:31 Kazan
* remove MCD complete
*
* Revision 2.82 2004/07/17 18:46:07 taylor
* various OGL and memory leak fixes
*
* Revision 2.81 2004/07/12 16:32:48 Kazan
* MCD - define _MCD_CHECK to use memory tracking
*
* Revision 2.80 2004/07/11 03:22:49 bobboau
* added the working decal code
*
* Revision 2.79 2004/07/01 01:12:31 bobboau
* implemented index buffered background bitmaps,
* OGL people you realy should get this implemented
*
* Revision 2.78 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 2.77 2004/05/25 00:37:26 wmcoolmon
* Updated function calls for VC7 use
*
* Revision 2.76 2004/05/11 16:48:19 phreak
* fixed the white boxes appearing on unlit bitmaps
*
* Revision 2.75 2004/05/02 16:01:38 taylor
* don't use HTL line fix with Fred
*
* Revision 2.74 2004/04/26 12:43:58 taylor
* minor fixes, HTL lines, 32-bit texture support
*
* Revision 2.73 2004/04/14 10:24:51 taylor
* fix for lines and shaders - shouldn't be textured
*
* Revision 2.72 2004/04/11 13:56:33 randomtiger
* Adding batching functions here and there and into gr_screen for use with OGL when its ready.
*
* Revision 2.71 2004/04/03 20:27:57 phreak
* OpenGL files spilt up to make developing and finding bugs much easier
*
* Revision 2.70 2004/03/29 02:24:20 phreak
* fixed a minor bug where the version checker
* would complain even if the correct version of OpenGL was present
*
* Revision 2.69 2004/03/20 14:47:13 randomtiger
* Added base for a general dynamic batching solution.
* Fixed NO_DSHOW_CODE code path bug.
*
* Revision 2.68 2004/03/17 04:07:29 bobboau
* new fighter beam code
* fixed old after burner trails
* had to bump a few limits, working on some dynamic solutions
* a few fixed to background POF rendering
* fixing asorted bugs
*
* Revision 2.67 2004/03/08 21:57:04 phreak
* made a minor logical fix to gr_opengl_tmapper_internal
*
* disabled pcx32 and jpgtga flags if they were defined by the user
*
* Revision 2.66 2004/03/05 04:33:09 phreak
* fixed the lack of ships in the hud targetbox
* prevented other functions calls to glColor3ub() from messing
* with the color of textures in gr_opengl_render_buffer(). this was causing some
* minor rendering bugs
*
* Revision 2.65 2004/02/20 21:45:41 randomtiger
* Removed some uneeded code between NO_DIRECT3D and added gr_zbias call, ogl is set to a stub func.
* Changed -htl param to -nohtl. Fixed some badly named functions to match convention.
* Fixed setup of center_alpha in OGL which was causing crash.
*
* Revision 2.64 2004/02/15 06:02:31 bobboau
* fixed sevral asorted matrix errors,
* OGL people make sure I didn't break anything,
* most of what I did was replaceing falses with (if graphicts_mode == D3D)
*
* Revision 2.63 2004/02/15 03:04:25 bobboau
* fixed bug involving 3d shockwaves, note I wasn't able to compile the directshow file, so I ifdefed everything to an older version,
* you shouldn't see anything diferent, as the ifdef should be set to the way it should be, if it isn't you will get a warning mesage during compile telling you how to fix it
*
* Revision 2.62 2004/02/14 00:18:32 randomtiger
* Please note that from now on OGL will only run with a registry set by Launcher v4. See forum for details.
* OK, these changes effect a lot of file, I suggest everyone updates ASAP:
* Removal of many files from project.
* Removal of meanless Gr_bitmap_poly variable.
* Removal of glide, directdraw, software modules all links to them, and all code specific to those paths.
* Removal of redundant Fred paths that arent needed for Fred OGL.
* Have seriously tidied the graphics initialisation code and added generic non standard mode functionality.
* Fixed many D3D non standard mode bugs and brought OGL up to the same level.
* Removed texture section support for D3D8, voodoo 2 and 3 cards will no longer run under fs2_open in D3D, same goes for any card with a maximum texture size less than 1024.
*
* Revision 2.61 2004/02/13 04:17:12 randomtiger
* Turned off fog in OGL for Fred.
* Simulated speech doesnt say tags marked by $ now.
* The following are fixes to issues that came up testing TBP in fs2_open and fred2_open:
* Changed vm_vec_mag and parse_tmap to fail gracefully on bad data.
* Error now given on missing briefing icon and bad ship normal data.
* Solved more species divide by zero error.
* Fixed neb cube crash.
*
* Revision 2.60 2004/02/05 01:41:33 randomtiger
* Small changes, deleted old dshow stuff
*
* Revision 2.59 2004/02/03 18:29:30 randomtiger
* Fixed OGL fogging in HTL
* Changed htl laser function to work in D3D, commented out until function flat bug is fixed
*
* Revision 2.58 2004/01/24 12:47:48 randomtiger
* Font and other small changes for Fred
*
* Revision 2.57 2004/01/20 22:59:09 Goober5000
* got rid of some warnings... it actually looks like Gr_gamma_lookup can be changed
* from int to ubyte, because everything that accesses it converts to a ubyte O.o
* --Goober5000
*
* Revision 2.56 2004/01/19 00:56:09 randomtiger
* Some more small changes for Fred OGL
*
* Revision 2.55 2004/01/18 14:55:08 randomtiger
* Few more small changes for Fred OGL
*
* Revision 2.54 2004/01/18 13:17:55 randomtiger
* Changed the #ifndef FRED I added to #ifndef FRED_OGL so they only effect OGL FRED compile
*
* Revision 2.53 2004/01/17 21:59:53 randomtiger
* Some small changes to the main codebase that allow Fred_open OGL to compile.
*
* Revision 2.52 2003/12/17 23:25:10 phreak
* added a MAX_BUFFERS_PER_SUBMODEL define so it can be easily changed if we ever want to change the 16 texture limit
*
* Revision 2.51 2003/11/29 16:11:46 fryday
* Fixed normal loading in OpenGL HT&L.
* Fixed lighting in OpenGL HT&L, hopefully for the last time.
* Added a test if a normal is valid during model load, if not, replaced with face normal
*
* Revision 2.50 2003/11/25 15:04:45 fryday
* Got lasers to work in HT&L OpenGL
* Messed a bit with opengl_tmapper_internal3d, draw_laser functions, and added draw_laser_htl
*
* Revision 2.49 2003/11/22 10:36:32 fryday
* Changed default alpha value for lasers in OpenGL to be like in D3D
* Fixed Glowmaps being rendered with GL_NEAREST instead of GL_LINEAR.
* Dynamic Lighting almost there. It looks like some normals are fudged or something.
*
* Revision 2.48 2003/11/17 04:25:56 bobboau
* made the poly list dynamicly alocated,
* started work on fixing the node model not rendering,
* but most of that got commented out so I wouldn't have to deal with it
* while mucking about with the polylist
*
* Revision 2.47 2003/11/12 00:44:52 Kazan
* (Kazan) /me slaps forehead... make sure things compile before committing.. sorry guys
*
* Revision 2.46 2003/11/11 18:05:02 phreak
* support for GL_ARB_vertex_buffer_object. should run real fast now with _VERY_
* high poly ships
*
* Revision 2.45 2003/11/07 20:55:15 phreak
* reenabled timerbar
*
* Revision 2.44 2003/11/06 22:36:04 phreak
* bob's stack functions implemented in opengl
*
* Revision 2.43 2003/11/01 21:59:21 bobboau
* new matrix handeling code, and fixed some problems with 3D lit verts,
* several other small fixes
*
* Revision 2.42 2003/10/29 02:09:18 randomtiger
* Updated timerbar code to work properly, also added support for it in OGL.
* In D3D red is general processing (and generic graphics), green is 2D rendering, dark blue is 3D unlit, light blue is HT&L renders and yellow is the presentation of the frame to D3D. OGL is all red for now. Use compile flag TIMERBAR_ON with code lib to activate it.
* Also updated some more D3D device stuff that might get a bit more speed out of some cards.
*
* Revision 2.41 2003/10/25 03:26:39 phreak
* fixed some old bugs that reappeared after RT committed his texture code
*
* Revision 2.40 2003/10/24 17:35:05 randomtiger
* Implemented support for 32bit TGA and JPG for D3D
* Also 32 bit PCX, but it still has some bugs to be worked out
* Moved convert_24_to_16 out of the bitmap pfunction structures and into packunpack.cpp because thats the only place that uses it.
*
* Revision 2.39 2003/10/23 18:03:24 randomtiger
* Bobs changes (take 2)
*
* Revision 2.38 2003/10/20 22:32:37 phreak
* cleaned up a bunch of repeated code
*
* Revision 2.37 2003/10/19 01:10:05 phreak
* clipping planes now work
*
* Revision 2.36 2003/10/18 01:22:39 phreak
* hardware transformation is working. now lighting needs to be done
*
* Revision 2.35 2003/10/14 17:39:13 randomtiger
* Implemented hardware fog for the HT&L code path.
* It doesnt use the backgrounds anymore but its still an improvement.
* Currently it fogs to a brighter colour than it should because of Bob specular code.
* I will fix this after discussing it with Bob.
*
* Also tided up some D3D stuff, a cmdline variable name and changed a small bit of
* the htl code to use the existing D3D engine instead of work around it.
* And added extra information in version number on bottom left of frontend screen.
*
* Revision 2.34 2003/10/13 19:39:19 matt
* prelim reworking of lighting code, dynamic lights work properly now
* albeit at only 8 lights per object, although it looks just as good as
* the old software version --Sticks
*
* Revision 2.33 2003/10/13 05:57:48 Kazan
* Removed a bunch of Useless *_printf()s in the rendering pipeline that were just slowing stuff down
* Commented out the "warning null vector in vector normalize" crap
* Added "beam no whack" flag for beams - said beams NEVER whack
* Some reliability updates in FS2NetD
*
* Revision 2.32 2003/10/10 03:59:41 matt
* Added -nohtl command line param to disable HT&L, nothing is IFDEFd
* out now. -Sticks
*
* Revision 2.31 2003/10/05 23:40:54 phreak
* bug squashing.
* preliminary tnl work done
*
* Revision 2.30 2003/10/04 00:26:43 phreak
* shinemapping completed. it works!
* -phreak
*
* Revision 2.29 2003/09/26 14:37:14 bobboau
* commiting Hardware T&L code, everything is ifdefed out with the compile flag HTL
* still needs a lot of work, ubt the frame rates were getting with it are incredable
* the biggest problem it still has is a bad lightmanegment system, and the zbuffer
* doesn't work well with things still getting rendered useing the sofware pipeline, like thrusters,
* and weapons, I think these should be modifyed to be sent through hardware,
* it would be slightly faster and it would likely fix the problem
*
* also the thruster glow/particle stuff I did is now in.
*
* Revision 2.28 2003/08/21 15:07:45 phreak
* added specular highlights. still needs shine mapping
*
* Revision 2.27 2003/08/06 17:26:20 phreak
* changed default texture filtering to GL_LINEAR
*
* Revision 2.26 2003/08/03 23:35:36 phreak
* changed some z-buffer stuff so it doesn't clip as noticably
*
* Revision 2.25 2003/07/15 02:34:59 phreak
* fun work optimizing the cloak effect
*
* Revision 2.24 2003/07/04 02:27:48 phreak
* added support for cloaking.
* i will need to contact someone who knows d3d to get this to work
*
* Revision 2.23 2003/06/08 17:29:51 phreak
* fixed a compile error that was accidently committed
*
* Revision 2.22 2003/06/07 20:51:06 phreak
* fixed minor fogging bug
*
* Revision 2.21 2003/05/21 20:23:00 phreak
* improved glowmap rendering speed
*
* Revision 2.20 2003/05/07 00:52:36 phreak
* fixed old bug that created "mouse trails" during a popup screen
* a result of doing something a long time ago that i thought was right, but wasn't
*
* Revision 2.19 2003/05/04 23:52:40 phreak
* added additional error info incase gr_opengl_flip() fails for some unknown reason
*
* Revision 2.18 2003/05/04 20:49:18 phreak
* minor fix in gr_opengl_flip()
*
* should be end of the "unable to swap buffer" error
*
* Revision 2.17 2003/03/18 10:07:02 unknownplayer
* The big DX/main line merge. This has been uploaded to the main CVS since I can't manage to get it to upload to the DX branch. Apologies to all who may be affected adversely, but I'll work to debug it as fast as I can.
*
* Revision 2.16 2003/03/07 00:15:45 phreak
* added some hacks that shutdown and restore opengl because of cutscenes
*
* Revision 2.15 2003/02/16 18:43:13 phreak
* tweaked some more stuff
*
* Revision 2.14 2003/02/01 02:57:42 phreak
* started to finalize before 3.50 release.
* added support for GL_EXT_texture_filter_anisotropic
*
* Revision 2.13 2003/01/26 23:30:53 DTP
* temporary fix, added some // so that we can do debug builds. i expect Goober5000 will fix it soon.
*
* Revision 2.12 2003/01/19 22:45:34 Goober5000
* cleaned up build output a bit
* --Goober5000
*
* Revision 2.11 2003/01/19 01:07:41 bobboau
* redid the way glowmaps are handeled, you now must set the global int GLOWMAP (no longer an array) before you render a poly that uses a glow map then set GLOWMAP to -1 when you're done with, fixed a few other misc bugs it
*
* Revision 2.10 2003/01/18 19:49:45 phreak
* texture mapper now supports DXTC compressed textures
*
* Revision 2.9 2003/01/09 21:19:54 phreak
* glowmaps in OpenGL, yay!
*
* Revision 2.8 2002/12/23 19:25:39 phreak
* dumb typo
*
* Revision 2.7 2002/12/23 17:52:51 phreak
* added code that displays an error if user's OGL version is less than 1.2
*
* Revision 2.6 2002/12/16 23:28:52 phreak
* optimized fullscreen/minimized functions.. alot faster
*
* Revision 2.5 2002/12/15 18:59:57 DTP
* fixed a minor glitch, replaced <> with ", so that it takes project glXXX.h, and not compilers glXXX.h
*
* Revision 2.4 2002/12/14 16:14:52 phreak
* copied from grgpenglw32x.cpp.
*
* Revision 1.7 2002/12/05 00:49:25 phreak
* extension framework implemented(no extensions work YET) -phreak
*
* Revision 1.6 2002/11/22 20:54:16 phreak
* finished off all remaining problems with 32 bit mode, fullscreen mode
* and colors. Still needs some tweaking, but works near perfect
*
* Revision 1.5 2002/11/18 21:31:36 phreak
* complete overhaul, works in 16 bit mode -phreak
*
* Revision 1.4 2002/10/14 19:49:08 phreak
* screenshots, yay!
*
* Revision 1.3 2002/10/13 21:43:24 phreak
* further optimizations
*
* Revision 1.2 2002/10/12 17:48:11 phreak
* fixed text
*
* Revision 1.1 2002/10/11 21:31:17 phreak
* first run at opengl for w32, only useful in main hall, barracks and campaign room
*
* Revision 1.1.1.1 2002/06/06 06:25:26 drevil
* initial import of June 6th, 2002 sources
*
* Revision 1.46 2002/06/05 04:03:32 relnev
* finished cfilesystem.
*
* removed some old code.
*
* fixed mouse save off-by-one.
*
* sound cleanups.
*
* Revision 1.45 2002/06/03 09:25:37 relnev
* implement mouse cursor and screen save/restore
*
* Revision 1.44 2002/06/02 18:46:59 relnev
* updated
*
* Revision 1.43 2002/06/02 11:34:00 relnev
* adjust z coords
*
* Revision 1.42 2002/06/02 10:28:17 relnev
* fix texture handle leak
* Revision 2.3.2.2 2002/11/04 16:04:21 randomtiger
*
* Tided up some bumpman stuff and added a few function points to gr_screen. - RT
*
* Revision 2.3.2.1 2002/11/04 03:02:29 randomtiger
*
* I have made some fairly drastic changes to the bumpman system. Now functionality can be engine dependant.
* This is so D3D8 can call its own loading code that will allow good efficient loading and use of textures that it desparately needs without
* turning bumpman.cpp into a total hook infested nightmare. Note the new bumpman code is still relying on a few of the of the old functions and all of the old bumpman arrays.
*
* I have done this by adding to the gr_screen list of function pointers that are set up by the engines init functions.
* I have named the define calls the same name as the original 'bm_' functions so that I havent had to change names all through the code.
*
* Rolled back to an old version of bumpman and made a few changes.
* Added new files: grd3dbumpman.cpp and .h
* Moved the bitmap init function to after the 3D engine is initialised
* Added includes where needed
* Disabled (for now) the D3D8 TGA loading - RT
*
* Revision 2.3 2002/08/01 01:41:05 penguin
* The big include file move
*
* Revision 1.41 2002/06/01 09:00:34 relnev
* silly debug memmanager
*
* Revision 1.40 2002/06/01 07:12:33 relnev
* a few NDEBUG updates.
*
* removed a few warnings.
*
* Revision 1.39 2002/06/01 05:33:15 relnev
* copied more code over.
*
* added scissor clipping.
*
* Revision 1.38 2002/06/01 03:35:27 relnev
* fix typo
*
* Revision 1.37 2002/06/01 03:32:00 relnev
* fix texture loading mistake.
*
* enable some d3d stuff for opengl also
*
* Revision 1.36 2002/05/31 23:25:03 relnev
* line fixes
*
* Revision 1.34 2002/05/31 22:15:22 relnev
* BGRA
*
* Revision 1.33 2002/05/31 22:04:55 relnev
* use d3d rect_internal
*
* Revision 1.32 2002/05/31 06:28:23 relnev
* more stuff
*
* Revision 1.31 2002/05/31 06:04:39 relnev
* fog
*
* Revision 1.30 2002/05/31 03:56:11 theoddone33
* Change tmapper polygon winding and enable culling
*
* Revision 1.29 2002/05/31 03:34:02 theoddone33
* Fix Keyboard
* Add titlebar
*
* Revision 1.28 2002/05/31 00:06:59 relnev
* minor change
*
* Revision 1.27 2002/05/30 23:46:29 theoddone33
* some minor key changes (not necessarily fixes)
*
* Revision 1.26 2002/05/30 23:33:12 relnev
* implemented a few more functions.
*
* Revision 1.25 2002/05/30 23:01:16 relnev
* implement gr_opengl_set_state.
*
* Revision 1.24 2002/05/30 22:12:57 relnev
* finish default texture case
*
* Revision 1.23 2002/05/30 22:02:30 theoddone33
* More gl changes
*
* Revision 1.22 2002/05/30 21:44:48 relnev
* implemented some missing texture stuff.
*
* enable bitmap polys for opengl.
*
* work around greenness in bitmaps.
*
* Revision 1.21 2002/05/30 17:29:30 theoddone33
* Fix some more stubs, change at least one polygon winding since culling is now
* enabled.
*
* Revision 1.20 2002/05/30 16:50:24 theoddone33
* Keyboard partially fixed
*
* Revision 1.19 2002/05/30 08:13:14 relnev
* fonts are fixed
*
* Revision 1.18 2002/05/29 23:37:36 relnev
* fix bitmap bug
*
* Revision 1.17 2002/05/29 23:17:49 theoddone33
* Non working text code and fixed keys
*
* Revision 1.16 2002/05/29 19:45:13 theoddone33
* More changes on texture loading
*
* Revision 1.15 2002/05/29 19:06:48 theoddone33
* Enable string printing. Enable texture mapping
*
* Revision 1.14 2002/05/29 08:54:40 relnev
* "fixed" bitmap drawing.
*
* copied more d3d code over.
*
* Revision 1.13 2002/05/29 06:25:13 theoddone33
* Keyboard input, mouse tracking now work
*
* Revision 1.12 2002/05/29 04:52:45 relnev
* bitmap
*
* Revision 1.11 2002/05/29 04:29:56 relnev
* removed some unncessary stubbing, implemented opengl rect
*
* Revision 1.10 2002/05/29 04:13:27 theoddone33
* enable opengl_line
*
* Revision 1.9 2002/05/29 03:35:51 relnev
* added rest of init
*
* Revision 1.8 2002/05/29 03:30:05 relnev
* update opengl stubs
*
* Revision 1.7 2002/05/29 02:52:32 theoddone33
* Enable OpenGL renderer
*
* Revision 1.6 2002/05/28 04:56:51 theoddone33
* runs a little bit now
*
* Revision 1.5 2002/05/28 04:07:28 theoddone33
* New graphics stubbing arrangement
*
* Revision 1.4 2002/05/27 23:39:34 relnev
* 0
*
* Revision 1.3 2002/05/27 22:35:01 theoddone33
* more symbols
*
* Revision 1.2 2002/05/27 22:32:02 theoddone33
* throw all d3d stuff at opengl
*
* Revision 1.1.1.1 2002/05/03 03:28:09 root
* Initial import.
*
*
* 10 7/14/99 9:42a Dave
* Put in clear_color debug function. Put in base for 3dnow stuff / P3
* stuff
*
* 9 7/09/99 9:51a Dave
* Added thick polyline code.
*
* 8 6/29/99 10:35a Dave
* Interface polygon bitmaps! Whee!
*
* 7 2/03/99 11:44a Dave
* Fixed d3d transparent textures.
*
* 6 1/24/99 11:37p Dave
* First full rev of beam weapons. Very customizable. Removed some bogus
* Int3()'s in low level net code.
*
* 5 12/18/98 1:13a Dave
* Rough 1024x768 support for Direct3D. Proper detection and usage through
* the launcher.
*
* 4 12/06/98 2:36p Dave
* Drastically improved nebula fogging.
*
* 3 11/11/98 5:37p Dave
* Checkin for multiplayer testing.
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:49a Dave
*
* 14 5/20/98 9:46p John
* added code so the places in code that change half the palette don't
* have to clear the screen.
*
* 13 5/06/98 5:30p John
* Removed unused cfilearchiver. Removed/replaced some unused/little used
* graphics functions, namely gradient_h and _v and pixel_sp. Put in new
* DirectX header files and libs that fixed the Direct3D alpha blending
* problems.
*
* 12 4/14/98 12:15p John
* Made 16-bpp movies work.
*
* 11 3/12/98 5:36p John
* Took out any unused shaders. Made shader code take rgbc instead of
* matrix and vector since noone used it like a matrix and it would have
* been impossible to do in hardware. Made Glide implement a basic
* shader for online help.
*
* 10 3/10/98 4:18p John
* Cleaned up graphics lib. Took out most unused gr functions. Made D3D
* & Glide have popups and print screen. Took out all >8bpp software
* support. Made Fred zbuffer. Made zbuffer allocate dynamically to
* support Fred. Made zbuffering key off of functions rather than one
* global variable.
*
* 9 12/02/97 4:00p John
* Added first rev of thruster glow, along with variable levels of
* translucency, which retquired some restructing of palman.
*
* 8 10/03/97 9:10a John
* added better antialiased line drawer
*
* 7 9/23/97 10:45a John
* made so you can tell bitblt code to rle a bitmap by passing flag to
* gr_set_bitmap
*
* 6 9/09/97 11:01a Sandeep
* fixed warning level 4 bugs
*
* 5 7/10/97 2:06p John
* added code to specify alphablending type for bitmaps.
*
* 4 6/17/97 7:04p John
* added d3d support for gradients.
* fixed some color bugs by adding screen signatures instead of watching
* flags and palette changes.
*
* 3 6/12/97 2:50a Lawrance
* bm_unlock() now passed bitmap number, not pointer
*
* 2 6/11/97 1:12p John
* Started fixing all the text colors in the game.
*
* 1 5/12/97 12:14p John
*
* $NoKeywords: $
*/
#ifdef WIN32
#include <windows.h>
#include <windowsx.h>
#include <direct.h>
#endif
#include "globalincs/pstypes.h"
#include "osapi/osapi.h"
#include "graphics/2d.h"
#include "render/3d.h"
#include "bmpman/bmpman.h"
#include "math/floating.h"
#include "palman/palman.h"
#include "globalincs/systemvars.h"
#include "graphics/grinternal.h"
#include "graphics/gropengl.h"
#include "graphics/line.h"
#include "nebula/neb.h"
#include "io/mouse.h"
#include "osapi/osregistry.h"
#include "cfile/cfile.h"
#include "io/timer.h"
#include "ddsutils/ddsutils.h"
#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"
#if defined(_WIN32) && !defined(__GNUC__)
#pragma comment (lib, "opengl32")
#pragma comment (lib, "glu32")
#pragma comment (lib, "glaux")
#endif
#define REQUIRED_GL_MAJOR_VERSION 1
#ifdef __APPLE__ // the Apple GL version is more advanced than the version number lets on
#define REQUIRED_GL_MINOR_VERSION 1
#else
#define REQUIRED_GL_MINOR_VERSION 2
#endif
//0==no fog
//1==linear
//2==fog coord EXT
//3==NV Radial
static int OGL_fogmode=0;
#ifdef _WIN32
static HDC dev_context = NULL;
static HGLRC rend_context = NULL;
static PIXELFORMATDESCRIPTOR pfd;
static WORD original_gamma_ramp[3][256];
#endif
int VBO_ENABLED = 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;
volatile int GL_activate = 0;
volatile int GL_deactivate = 0;
static ubyte *GL_saved_screen = NULL;
static ubyte *GL_saved_mouse_data = NULL;
static int GL_mouse_saved_size = 32; // width and height, so they're equal
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;
static float GL_uv_resize_offset_u = 0.0f;
static float GL_uv_resize_offset_v = 0.0f;
static int ogl_maybe_pop_arb1 = 0;
void (*opengl_set_tex_src)(gr_texture_source ts);
gr_texture_source GL_current_tex_src = TEXTURE_SOURCE_NONE;
gr_alpha_blend GL_current_alpha_blend = ALPHA_BLEND_NONE;
gr_zbuffer_type GL_current_ztype = ZBUFFER_TYPE_NONE;
void opengl_save_mouse_area(int x, int y, int w, int h);
extern vec3d G3_user_clip_normal;
extern vec3d G3_user_clip_point;
// some globals
extern matrix View_matrix;
extern vec3d View_position;
extern matrix Eye_matrix;
extern vec3d Eye_position;
extern vec3d Object_position;
extern matrix Object_matrix;
extern float Canv_w2; // Canvas_width / 2
extern float Canv_h2; // Canvas_height / 2
extern float View_zoom;
extern vec3d *Interp_pos;
extern vec3d Interp_offset;
extern matrix *Interp_orient;
extern char *Osreg_title;
extern int Cmdline_nohtl;
extern int Cmdline_window;
extern int Interp_multitex_cloakmap;
extern int CLOAKMAP;
extern int SPECMAP;
extern int Interp_cloakmap_alpha;
extern GLfloat GL_anisotropy;
extern void opengl_default_light_settings(int amb = 1, int emi = 1, int spec = 1);
extern void opengl_tcache_frame();
extern void opengl_tcache_flush();
extern void opengl_tcache_cleanup();
void opengl_go_fullscreen()
{
if (Cmdline_window)
return;
#ifdef _WIN32
DEVMODE dm;
HWND wnd = (HWND)os_get_window();
Assert( wnd );
os_suspend();
SetWindowLong( wnd, GWL_EXSTYLE, 0 );
SetWindowLong( wnd, GWL_STYLE, WS_POPUP );
ShowWindow(wnd, SW_SHOWNORMAL );
SetWindowPos( wnd, HWND_TOPMOST, 0, 0, gr_screen.max_w, gr_screen.max_h, 0 );
SetActiveWindow(wnd);
SetForegroundWindow(wnd);
memset((void*)&dm, 0, sizeof(DEVMODE));
dm.dmSize = sizeof(DEVMODE);
dm.dmPelsHeight = gr_screen.max_h;
dm.dmPelsWidth = gr_screen.max_w;
dm.dmBitsPerPel = gr_screen.bits_per_pixel;
dm.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!" );
}
} else {
// REMOVEME: doesn't really need to be here but for debugging purposes it
// could be helpful during the immediate future.
mprintf(("USING REFRESH_RATE OF: %i\n", dm.dmDisplayFrequency));
}
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
}
void opengl_minimize()
{
#ifdef _WIN32
HWND wnd = (HWND)os_get_window();
// os_suspend();
ShowWindow(wnd, SW_MINIMIZE);
ChangeDisplaySettings(NULL, 0);
// os_resume();
#else
// lets not minimize if we are in windowed mode
if (!(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN))
return;
os_suspend();
SDL_WM_IconifyWindow();
os_resume();
#endif
}
void opengl_set_tex_state_combine_arb(gr_texture_source ts)
{
if (ts == GL_current_tex_src)
return;
switch (ts) {
case TEXTURE_SOURCE_NONE:
opengl_switch_arb(-1, 0);
gr_opengl_tcache_set(-1, -1, NULL, NULL );
break;
case TEXTURE_SOURCE_DECAL:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
break;
case TEXTURE_SOURCE_NO_FILTERING:
opengl_switch_arb(0, 1);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
break;
default:
return;
}
GL_current_tex_src = ts;
}
void opengl_set_tex_state_combine_ext(gr_texture_source ts)
{
if (ts == GL_current_tex_src)
return;
switch (ts) {
case TEXTURE_SOURCE_NONE:
opengl_switch_arb(-1, 0);
gr_opengl_tcache_set(-1, -1, NULL, NULL );
break;
case TEXTURE_SOURCE_DECAL:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f);
break;
case TEXTURE_SOURCE_NO_FILTERING:
opengl_switch_arb(0, 1);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f);
break;
default:
return;
}
GL_current_tex_src = ts;
}
void opengl_set_tex_state_no_combine(gr_texture_source ts)
{
if (ts == GL_current_tex_src)
return;
switch (ts) {
case TEXTURE_SOURCE_NONE:
opengl_switch_arb(-1, 0);
gr_opengl_tcache_set(-1, -1, NULL, NULL );
break;
case TEXTURE_SOURCE_DECAL:
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
case TEXTURE_SOURCE_NO_FILTERING:
opengl_switch_arb(0, 1);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
default:
return;
}
GL_current_tex_src = ts;
}
void opengl_set_state(gr_texture_source ts, gr_alpha_blend ab, gr_zbuffer_type zt)
{
opengl_set_tex_src(ts);
if (ab != GL_current_alpha_blend) {
switch (ab) {
case ALPHA_BLEND_NONE:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case ALPHA_BLEND_ADDITIVE:
glBlendFunc(GL_ONE, GL_ONE);
break;
case ALPHA_BLEND_ALPHA_ADDITIVE:
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case ALPHA_BLEND_ALPHA_BLEND_ALPHA:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case ALPHA_BLEND_ALPHA_BLEND_SRC_COLOR:
glBlendFunc(/*GL_SRC_COLOR*/GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
break;
default:
break;
}
GL_current_alpha_blend = ab;
}
if (zt != GL_current_ztype) {
switch (zt) {
case ZBUFFER_TYPE_NONE:
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
break;
case ZBUFFER_TYPE_READ:
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
break;
case ZBUFFER_TYPE_WRITE:
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_TRUE);
break;
case ZBUFFER_TYPE_FULL:
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
break;
default:
break;
}
GL_current_ztype = zt;
}
}
void gr_opengl_activate(int active)
{
if (active) {
GL_activate++;
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 {
GL_deactivate++;
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_pixel(int x, int y, bool resize)
{
gr_line(x,y,x,y,resize);
}
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 (!OGL_enabled)
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, GL_mouse_saved_size, GL_mouse_saved_size);
if ( Gr_cursor != -1 ) {
gr_set_bitmap(Gr_cursor);
gr_bitmap( mx, my, false);
}
}
TIMERBAR_END_FRAME();
TIMERBAR_START_FRAME();
#ifdef _WIN32
int swap_error=0;
if(!SwapBuffers(dev_context))
{
opengl_minimize();
swap_error=GetLastError();
Error(LOCATION,"Unable to swap buffers\nError code: %d",swap_error);
exit(2);
}
#else
SDL_GL_SwapBuffers();
#endif
opengl_tcache_frame();
if ( GL_activate ) {
GL_activate = 0;
opengl_tcache_flush();
// gr_opengl_clip_cursor(1); // mouse grab, see opengl_activate
}
if ( GL_deactivate ) {
GL_deactivate = 0;
// gr_opengl_clip_cursor(0); // mouse grab, see opengl_activate
}
#ifndef NDEBUG
int ic = opengl_check_for_errors();
if (ic) {
mprintf(("!!DEBUG!! OpenGL Errors this frame: %i\n", ic));
}
#endif
}
void gr_opengl_flip_window(uint _hdc, int x, int y, int w, int h )
{
// Not used.
}
void gr_opengl_set_clip(int x,int y,int w,int h, bool resize)
{
// check for sanity of parameters
if (x < 0)
x = 0;
if (y < 0)
y = 0;
int to_resize = (resize || 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;
glEnable(GL_SCISSOR_TEST);
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 >= 0) {
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 );
}
glDisable(GL_SCISSOR_TEST);
}
void gr_opengl_set_bitmap( int bitmap_num, int alphablend_mode, int bitblt_mode, float alpha, int sx, int sy )
{
gr_screen.current_alpha = alpha;
gr_screen.current_alphablend_mode = alphablend_mode;
gr_screen.current_bitblt_mode = bitblt_mode;
gr_screen.current_bitmap = bitmap_num;
gr_screen.current_bitmap_sx = sx;
gr_screen.current_bitmap_sy = sy;
}
void gr_opengl_create_shader(shader * shade, float r, float g, float b, float c )
{
shade->screen_sig = gr_screen.signature;
shade->r = r;
shade->g = g;
shade->b = b;
shade->c = c;
}
void gr_opengl_set_shader( shader * shade )
{
if ( shade ) {
if (shade->screen_sig != gr_screen.signature) {
gr_create_shader( shade, shade->r, shade->g, shade->b, shade->c );
}
gr_screen.current_shader = *shade;
} else {
gr_create_shader( &gr_screen.current_shader, 0.0f, 0.0f, 0.0f, 0.0f );
}
}
//WMC - removed for gr_rect in 2d.cpp
/*
void gr_opengl_rect_internal(int x, int y, int w, int h, int r, int g, int b, int a)
{
int saved_zbuf;
vertex v[4];
vertex *verts[4] = {&v[0], &v[1], &v[2], &v[3]};
memset(v,0,sizeof(vertex)*4);
saved_zbuf = gr_zbuffer_get();
// start the frame, no zbuffering, no culling
if (!Fred_running)
g3_start_frame(1);
gr_zbuffer_set(GR_ZBUFF_NONE);
gr_set_cull(0);
// stuff coords
v[0].sx = i2fl(x);
v[0].sy = i2fl(y);
v[0].sw = 0.0f;
v[0].u = 0.0f;
v[0].v = 0.0f;
v[0].flags = PF_PROJECTED;
v[0].codes = 0;
v[0].r = (ubyte)r;
v[0].g = (ubyte)g;
v[0].b = (ubyte)b;
v[0].a = (ubyte)a;
v[1].sx = i2fl(x + w);
v[1].sy = i2fl(y);
v[1].sw = 0.0f;
v[1].u = 0.0f;
v[1].v = 0.0f;
v[1].flags = PF_PROJECTED;
v[1].codes = 0;
v[1].r = (ubyte)r;
v[1].g = (ubyte)g;
v[1].b = (ubyte)b;
v[1].a = (ubyte)a;
v[2].sx = i2fl(x + w);
v[2].sy = i2fl(y + h);
v[2].sw = 0.0f;
v[2].u = 0.0f;
v[2].v = 0.0f;
v[2].flags = PF_PROJECTED;
v[2].codes = 0;
v[2].r = (ubyte)r;
v[2].g = (ubyte)g;
v[2].b = (ubyte)b;
v[2].a = (ubyte)a;
v[3].sx = i2fl(x);
v[3].sy = i2fl(y + h);
v[3].sw = 0.0f;
v[3].u = 0.0f;
v[3].v = 0.0f;
v[3].flags = PF_PROJECTED;
v[3].codes = 0;
v[3].r = (ubyte)r;
v[3].g = (ubyte)g;
v[3].b = (ubyte)b;
v[3].a = (ubyte)a;
// draw the polys
g3_draw_poly_constant_sw(4, verts, TMAP_FLAG_GOURAUD | TMAP_FLAG_RGB | TMAP_FLAG_ALPHA, 0.1f);
if (!Fred_running)
g3_end_frame();
// restore zbuffer and culling
gr_zbuffer_set(saved_zbuf);
gr_set_cull(1);
}
void gr_opengl_rect(int x,int y,int w,int h,bool resize)
{
gr_opengl_rect_internal(x, y, w, h, gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
}
*/
/*
void gr_opengl_shade(int x,int y,int w,int h)
{
int r,g,b,a;
r = fl2i(gr_screen.current_shader.r);
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
g = fl2i(gr_screen.current_shader.g);
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
b = fl2i(gr_screen.current_shader.b);
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
a = fl2i(gr_screen.current_shader.c);
if ( a < 0 ) a = 0; else if ( a > 255 ) a = 255;
g3_draw_2d_rect(x,y,w,h,r,g,b,a);
}
*/
void opengl_aabitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror)
{
// mprintf(("gr_opengl_aabitmap_ex_internal: at (%3d,%3d) size (%3d,%3d) name %s\n",
// x, y, w, h,
// bm_get_filename(gr_screen.current_bitmap)));
if ( w < 1 ) return;
if ( h < 1 ) return;
if ( !gr_screen.current_color.is_alphacolor ) return;
float u_scale, v_scale;
if ( !gr_opengl_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_AABITMAP, &u_scale, &v_scale ) ) {
// Couldn't set texture
mprintf(( "WARNING: Error setting aabitmap texture!\n" ));
return;
}
opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
float u0, u1, v0, v1;
float x1, x2, y1, y2;
int bw, bh, do_resize;
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
bm_get_info( gr_screen.current_bitmap, &bw, &bh );
u0 = u_scale*i2fl(sx)/i2fl(bw);
v0 = v_scale*i2fl(sy)/i2fl(bh);
u1 = u_scale*i2fl(sx+w)/i2fl(bw);
v1 = v_scale*i2fl(sy+h)/i2fl(bh);
x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
x2 = i2fl(x + w + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y2 = i2fl(y + h + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
if ( do_resize ) {
gr_resize_screen_posf( &x1, &y1 );
gr_resize_screen_posf( &x2, &y2 );
u1 -= GL_uv_resize_offset_u;
v1 -= GL_uv_resize_offset_v;
}
if ( gr_screen.current_color.is_alphacolor ) {
glColor4ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
} else {
glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
}
ubyte s_color[3] = { gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue };
glSecondaryColor3ubvEXT(s_color);
if (mirror)
{
float temp = u0;
u0 = u1;
u1 = temp;
}
glBegin (GL_QUADS);
glTexCoord2f (u0, v1);
glVertex3f (x1, y2, -0.99f);
glTexCoord2f (u1, v1);
glVertex3f (x2, y2, -0.99f);
glTexCoord2f (u1, v0);
glVertex3f (x2, y1, -0.99f);
glTexCoord2f (u0, v0);
glVertex3f (x1, y1, -0.99f);
glEnd ();
// reset the secondary color to 0
glSecondaryColor3ubvEXT(GL_zero_3ub);
}
void gr_opengl_aabitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize, bool mirror)
{
int reclip;
#ifndef NDEBUG
int count = 0;
#endif
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int bw, bh, do_resize;
bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
do {
reclip = 0;
#ifndef NDEBUG
if ( count > 1 ) Int3();
count++;
#endif
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx += clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy += clip_top-dy1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = clip_bottom; }
if ( sx < 0 ) {
dx1 -= sx;
sx = 0;
reclip = 1;
}
if ( sy < 0 ) {
dy1 -= sy;
sy = 0;
reclip = 1;
}
w = dx2-dx1+1;
h = dy2-dy1+1;
if ( sx + w > bw ) {
w = bw - sx;
dx2 = dx1 + w - 1;
}
if ( sy + h > bh ) {
h = bh - sy;
dy2 = dy1 + h - 1;
}
if ( w < 1 ) return; // clipped away!
if ( h < 1 ) return; // clipped away!
} while (reclip);
// Make sure clipping algorithm works
#ifndef NDEBUG
Assert( w > 0 );
Assert( h > 0 );
Assert( w == (dx2-dx1+1) );
Assert( h == (dy2-dy1+1) );
Assert( sx >= 0 );
Assert( sy >= 0 );
Assert( sx+w <= bw );
Assert( sy+h <= bh );
Assert( dx2 >= dx1 );
Assert( dy2 >= dy1 );
Assert( (dx1 >= clip_left ) && (dx1 <= clip_right) );
Assert( (dx2 >= clip_left ) && (dx2 <= clip_right) );
Assert( (dy1 >= clip_top ) && (dy1 <= clip_bottom) );
Assert( (dy2 >= clip_top ) && (dy2 <= clip_bottom) );
#endif
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
opengl_aabitmap_ex_internal(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize, mirror);
}
void gr_opengl_aabitmap(int x, int y, bool resize, bool mirror)
{
int w, h, do_resize;
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int sx=0, sy=0;
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx = clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy = clip_top-dy1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = clip_bottom; }
if ( sx < 0 ) return;
if ( sy < 0 ) return;
if ( sx >= w ) return;
if ( sy >= h ) return;
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
gr_opengl_aabitmap_ex(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize, mirror);
}
void gr_opengl_string( int sx, int sy, char *s, bool resize = true )
{
TIMERBAR_PUSH(4);
int width, spacing, letter;
int x, y, do_resize;
if ( !Current_font || (*s == 0) ) {
return;
}
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
gr_set_bitmap(Current_font->bitmap_id);
x = sx;
y = sy;
if (sx==0x8000) { //centered
x = get_centered_x(s);
} else {
x = sx;
}
spacing = 0;
while (*s) {
x += spacing;
while (*s== '\n' ) {
s++;
y += Current_font->h;
if (sx==0x8000) { //centered
x = get_centered_x(s);
} else {
x = sx;
}
}
if (*s == 0 ) break;
letter = get_char_width(s[0],s[1],&width,&spacing);
s++;
//not in font, draw as space
if (letter<0) {
continue;
}
int xd, yd, xc, yc;
int wc, hc;
// Check if this character is totally clipped
if ( x + width < clip_left ) continue;
if ( y + Current_font->h < clip_top ) continue;
if ( x > clip_right ) continue;
if ( y > clip_bottom ) continue;
xd = yd = 0;
if ( x < clip_left ) xd = clip_left - x;
if ( y < clip_top ) yd = clip_top - y;
xc = x+xd;
yc = y+yd;
wc = width - xd; hc = Current_font->h - yd;
if ( xc + wc > clip_right ) wc = clip_right - xc;
if ( yc + hc > clip_bottom ) hc = clip_bottom - yc;
if ( wc < 1 ) continue;
if ( hc < 1 ) continue;
int u = Current_font->bm_u[letter];
int v = Current_font->bm_v[letter];
opengl_aabitmap_ex_internal( xc, yc, wc, hc, u+xd, v+yd, resize, false);
}
TIMERBAR_POP();
}
void gr_opengl_line(int x1,int y1,int x2,int y2, bool resize)
{
if (resize || gr_screen.rendering_to_texture != -1) {
gr_resize_screen_pos(&x1, &y1);
gr_resize_screen_pos(&x2, &y2);
}
int clipped = 0, swapped=0;
opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
float sx1, sy1;
float sx2, sy2;
sx1 = i2fl(x1 + gr_screen.offset_x);
sy1 = i2fl(y1 + gr_screen.offset_y);
sx2 = i2fl(x2 + gr_screen.offset_x);
sy2 = i2fl(y2 + gr_screen.offset_y);
if ( x1 == x2 && y1 == y2 ) {
gr_opengl_set_2d_matrix();
glBegin (GL_POINTS);
glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
glSecondaryColor3ubvEXT(GL_zero_3ub);
glVertex3f (sx1, sy1, -0.99f);
glEnd ();
gr_opengl_end_2d_matrix();
return;
}
if ( x1 == x2 ) {
if ( sy1 < sy2 ) {
sy2 += 0.5f;
} else {
sy1 += 0.5f;
}
} else if ( y1 == y2 ) {
if ( sx1 < sx2 ) {
sx2 += 0.5f;
} else {
sx1 += 0.5f;
}
}
gr_opengl_set_2d_matrix();
glBegin (GL_LINES);
glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
glSecondaryColor3ubvEXT(GL_zero_3ub);
glVertex3f (sx2, sy2, -0.99f);
glVertex3f (sx1, sy1, -0.99f);
glEnd ();
gr_opengl_end_2d_matrix();
}
void gr_opengl_aaline(vertex *v1, vertex *v2)
{
#ifdef FRED_OGL_COMMENT_OUT_FOR_NOW
if(Fred_running && !Cmdline_nohtl)
{
glBegin (GL_LINES);
glColor4ub (gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue, gr_screen.current_color.alpha);
glSecondaryColor3ubvEXT(GL_zero_3ub);
glVertex3f (v1->x, v1->y, v1->z);
glVertex3f (v2->x, v2->y, v2->z);
glEnd ();
return;
}
#endif
// -- AA OpenGL lines. Looks good but they are kinda slow so this is disabled until an option is implemented - taylor
// gr_opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
// glEnable( GL_LINE_SMOOTH );
// glHint( GL_LINE_SMOOTH_HINT, GL_FASTEST );
// glLineWidth( 1.0 );
gr_opengl_line( fl2i(v1->sx), fl2i(v1->sy), fl2i(v2->sx), fl2i(v2->sy), false );
// glDisable( GL_LINE_SMOOTH );
}
void gr_opengl_gradient(int x1, int y1, int x2, int y2, bool resize)
{
int clipped = 0, swapped=0;
if ( !gr_screen.current_color.is_alphacolor ) {
gr_line( x1, y1, x2, y2, resize );
return;
}
if (resize || gr_screen.rendering_to_texture != -1) {
gr_resize_screen_pos( &x1, &y1 );
gr_resize_screen_pos( &x2, &y2 );
}
INT_CLIPLINE(x1,y1,x2,y2,gr_screen.clip_left,gr_screen.clip_top,gr_screen.clip_right,gr_screen.clip_bottom,return,clipped=1,swapped=1);
opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
int aa = swapped ? 0 : gr_screen.current_color.alpha;
int ba = swapped ? gr_screen.current_color.alpha : 0;
float sx1, sy1;
float sx2, sy2;
sx1 = i2fl(x1 + gr_screen.offset_x);
sy1 = i2fl(y1 + gr_screen.offset_y);
sx2 = i2fl(x2 + gr_screen.offset_x);
sy2 = i2fl(y2 + gr_screen.offset_y);
if ( x1 == x2 ) {
if ( sy1 < sy2 ) {
sy2 += 0.5f;
} else {
sy1 += 0.5f;
}
} else if ( y1 == y2 ) {
if ( sx1 < sx2 ) {
sx2 += 0.5f;
} else {
sx1 += 0.5f;
}
}
glSecondaryColor3ubvEXT(GL_zero_3ub);
glBegin (GL_LINES);
glColor4ub ((ubyte)gr_screen.current_color.red, (ubyte)gr_screen.current_color.green, (ubyte)gr_screen.current_color.blue, (ubyte)ba);
glVertex3f (sx2, sy2, -0.99f);
glColor4ub ((ubyte)gr_screen.current_color.red, (ubyte)gr_screen.current_color.green, (ubyte)gr_screen.current_color.blue, (ubyte)aa);
glVertex3f (sx1, sy1, -0.99f);
glEnd ();
}
void gr_opengl_circle( int xc, int yc, int d, bool resize )
{
int p,x, y, r;
if (resize || gr_screen.rendering_to_texture != -1)
gr_resize_screen_pos(&xc, &yc);
r = d/2;
p=3-d;
x=0;
y=r;
// Big clip
if ( (xc+r) < gr_screen.clip_left ) return;
if ( (xc-r) > gr_screen.clip_right ) return;
if ( (yc+r) < gr_screen.clip_top ) return;
if ( (yc-r) > gr_screen.clip_bottom ) return;
while(x<y) {
// Draw the first octant
gr_opengl_line( xc-y, yc-x, xc+y, yc-x, false );
gr_opengl_line( xc-y, yc+x, xc+y, yc+x, false );
if (p<0)
p=p+(x<<2)+6;
else {
// Draw the second octant
gr_opengl_line( xc-x, yc-y, xc+x, yc-y, false );
gr_opengl_line( xc-x, yc+y, xc+x, yc+y, false );
p=p+((x-y)<<2)+10;
y--;
}
x++;
}
if(x==y) {
gr_opengl_line( xc-x, yc-y, xc+x, yc-y, false );
gr_opengl_line( xc-x, yc+y, xc+x, yc+y, false );
}
return;
}
void gr_opengl_curve( int xc, int yc, int r, int direction)
{
int a,b,p;
gr_resize_screen_pos(&xc, &yc);
p=3-(2*r);
a=0;
b=r;
// Big clip
if ( (xc+r) < gr_screen.clip_left ) return;
if ( (yc+r) < gr_screen.clip_top ) return;
switch(direction)
{
case 0:
yc += r;
xc += r;
while(a<b)
{
// Draw the first octant
gr_opengl_line(xc - b + 1, yc-a, xc - b, yc-a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_opengl_line(xc-a+1,yc-b,xc-a,yc-b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
case 1:
yc += r;
while(a<b)
{
// Draw the first octant
gr_opengl_line(xc + b - 1, yc-a, xc + b, yc-a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_opengl_line(xc+a-1,yc-b,xc+a,yc-b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
case 2:
xc += r;
while(a<b)
{
// Draw the first octant
gr_opengl_line(xc - b + 1, yc+a, xc - b, yc+a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_opengl_line(xc-a+1,yc+b,xc-a,yc+b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
case 3:
while(a<b)
{
// Draw the first octant
gr_opengl_line(xc + b - 1, yc+a, xc + b, yc+a, false);
if (p<0)
p=p+(a<<2)+6;
else {
// Draw the second octant
gr_opengl_line(xc+a-1,yc+b,xc+a,yc+b, false);
p=p+((a-b)<<2)+10;
b--;
}
a++;
}
break;
}
}
void gr_opengl_stuff_fog_coord(vertex *v)
{
float d;
vec3d pos; // position of the vertex in question
vec3d final;
vm_vec_add(&pos, Interp_pos, &Interp_offset);
vm_vec_add2(&pos, &v->real_pos);
vm_vec_rotate(&final, &pos, Interp_orient);
d = vm_vec_dist_squared(&pos, &Eye_position);
glFogCoordfEXT(d);
}
void gr_opengl_stuff_secondary_color(vertex *v, ubyte fr, ubyte fg, ubyte fb)
{
float color[]={ (float)fr/255.0f,
(float)fg/255.0f,
(float)fb/255.0f};
if ((fr==0) && (fg==0) && (fb==0))
{
//easy out
glSecondaryColor3fvEXT(color);
return;
}
float d;
float d_over_far;
vec3d pos; //position of the vertex in question
vm_vec_add(&pos, Interp_pos,&Interp_offset);
vm_vec_add2(&pos, &v->real_pos);
d=vm_vec_dist_squared(&pos,&Eye_position);
d_over_far = d/(gr_screen.fog_far*gr_screen.fog_far);
if (d_over_far <= (gr_screen.fog_near * gr_screen.fog_near))
{
memset(color,0,sizeof(float)*3);
glSecondaryColor3fvEXT(color);
return;
}
if (d_over_far >= 1.0f)
{
//another easy out
glSecondaryColor3fvEXT(color);
return;
}
color[0]*=d_over_far;
color[1]*=d_over_far;
color[2]*=d_over_far;
glSecondaryColor3fvEXT(color);
return;
}
void opengl_draw_primitive(int nv, vertex ** verts, uint flags, float u_scale, float v_scale, int r, int g, int b, int alpha, int override_primary=0)
{
if (flags & TMAP_FLAG_TRISTRIP)
glBegin(GL_TRIANGLE_STRIP);
else if (flags & TMAP_FLAG_TRILIST)
glBegin(GL_TRIANGLES);
else
glBegin(GL_TRIANGLE_FAN);
for (int i = nv-1; i >= 0; i--) {
vertex * va = verts[i];
float sx, sy, sz;
float tu, tv;
float rhw;
int a;
if ( gr_zbuffering || (flags & TMAP_FLAG_NEBULA) ) {
sz = float(1.0 - 1.0 / (1.0 + va->z / 32768.0 ));
//if ( sz > 0.98f ) {
// sz = 0.98f;
// }
} else {
sz = 0.99f;
}
if ( flags & TMAP_FLAG_CORRECT ) {
rhw = va->sw;
} else {
rhw = 1.0f;
}
if (flags & TMAP_FLAG_ALPHA) {
a = verts[i]->a;
} else {
a = alpha;
}
if (flags & TMAP_FLAG_NEBULA ) {
int pal = (verts[i]->b*(NEBULA_COLORS-1))/255;
r = gr_palette[pal*3+0];
g = gr_palette[pal*3+1];
b = gr_palette[pal*3+2];
} else if ( (flags & TMAP_FLAG_RAMP) && (flags & TMAP_FLAG_GOURAUD) ) {
r = Gr_gamma_lookup[verts[i]->b];
g = Gr_gamma_lookup[verts[i]->b];
b = Gr_gamma_lookup[verts[i]->b];
} else if ( (flags & TMAP_FLAG_RGB) && (flags & TMAP_FLAG_GOURAUD) ) {
// Make 0.75 be 256.0f
r = Gr_gamma_lookup[verts[i]->r];
g = Gr_gamma_lookup[verts[i]->g];
b = Gr_gamma_lookup[verts[i]->b];
} else {
// use constant RGB values...
}
if (gr_screen.current_bitmap==CLOAKMAP)
{
r=g=b=Interp_cloakmap_alpha;
a=255;
}
ubyte sc[3] = { va->spec_r, va->spec_g, va->spec_b };
if (!override_primary)
{
glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
glSecondaryColor3ubvEXT( sc );
}
else
{
glColor3ubv(sc);
glSecondaryColor3ubvEXT(sc);
}
if((gr_screen.current_fog_mode != GR_FOGMODE_NONE) && (OGL_fogmode == 2)){
// this is for GL_EXT_FOG_COORD
gr_opengl_stuff_fog_coord(va);
}
int x, y;
x = fl2i(va->sx*16.0f);
y = fl2i(va->sy*16.0f);
x += gr_screen.offset_x*16;
y += gr_screen.offset_y*16;
sx = i2fl(x) / 16.0f;
sy = i2fl(y) / 16.0f;
if ( flags & TMAP_FLAG_TEXTURED ) {
tu = va->u*u_scale;
tv = va->v*v_scale;
//use opengl hardware multitexturing
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,tu,tv);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,tu,tv);
if (GL_supported_texture_units>2) glMultiTexCoord2fARB(GL_TEXTURE2_ARB,tu,tv);
}
glVertex4f(sx/rhw, sy/rhw, -sz/rhw, 1.0f/rhw);
}
glEnd();
}
void opengl_set_spec_mapping(int tmap_type, float *u_scale, float *v_scale, int stage )
{
if ( !gr_opengl_tcache_set(SPECMAP, tmap_type, u_scale, v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, stage )) {
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
// render with spec lighting only
opengl_default_light_settings(0, 0, 1);
opengl_set_modulate_tex_env();
opengl_set_state( GL_current_tex_src, ALPHA_BLEND_ADDITIVE, GL_current_ztype);
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
void opengl_reset_spec_mapping()
{
// reset lights to default values
opengl_default_light_settings();
opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE );
}
void opengl_setup_render_states(int &r,int &g,int &b,int &alpha, int &tmap_type, int flags, int is_scaler)
{
gr_texture_source texture_source = (gr_texture_source)-1;
gr_alpha_blend alpha_blend = (gr_alpha_blend)-1;
gr_zbuffer_type zbuffer_type = (gr_zbuffer_type)-1;
if ( gr_zbuffering ) {
if ( is_scaler || (gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER) ) {
zbuffer_type = ZBUFFER_TYPE_READ;
} else {
zbuffer_type = ZBUFFER_TYPE_FULL;
}
} else {
zbuffer_type = ZBUFFER_TYPE_NONE;
}
tmap_type = TCACHE_TYPE_NORMAL;
if ( flags & TMAP_FLAG_TEXTURED ) {
r = g = b = 255;
} else {
r = gr_screen.current_color.red;
g = gr_screen.current_color.green;
b = gr_screen.current_color.blue;
}
if ( gr_screen.current_alphablend_mode == GR_ALPHABLEND_FILTER ) {
if (1) {
tmap_type = TCACHE_TYPE_NORMAL;
alpha_blend = ALPHA_BLEND_ADDITIVE; // ALPHA_BLEND_ALPHA_ADDITIVE;
// Blend with screen pixel using src*alpha+dst
float factor = gr_screen.current_alpha;
alpha = 255;
if ( factor <= 1.0f ) {
int tmp_alpha = fl2i(gr_screen.current_alpha*255.0f);
r = (r*tmp_alpha)/255;
g = (g*tmp_alpha)/255;
b = (b*tmp_alpha)/255;
}
} else {
tmap_type = TCACHE_TYPE_XPARENT;
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
// Blend with screen pixel using src*alpha+dst
float factor = gr_screen.current_alpha;
if ( factor > 1.0f ) {
alpha = 255;
} else {
alpha = fl2i(gr_screen.current_alpha*255.0f);
}
}
} else {
if(Bm_pixel_format == BM_PIXEL_FORMAT_ARGB) {
alpha_blend = ALPHA_BLEND_ALPHA_BLEND_ALPHA;
} else {
alpha_blend = ALPHA_BLEND_NONE;
}
alpha = 255;
}
if (flags & TMAP_FLAG_INTERFACE) {
tmap_type = TCACHE_TYPE_INTERFACE;
}
texture_source = TEXTURE_SOURCE_NONE;
if ( flags & TMAP_FLAG_TEXTURED ) {
// use nonfiltered textures for interface graphics
if (flags & TMAP_FLAG_INTERFACE) {
texture_source = TEXTURE_SOURCE_NO_FILTERING;
} else {
texture_source = TEXTURE_SOURCE_DECAL;
}
}
opengl_set_state( texture_source, alpha_blend, zbuffer_type );
}
void opengl_tmapper_internal( int nv, vertex **verts, uint flags, int is_scaler = 0 )
{
int i, stage = 0;
float u_scale = 1.0f, v_scale = 1.0f;
bool use_spec = false;
// Make nebula use the texture mapper... this blends the colors better.
if ( flags & TMAP_FLAG_NEBULA ){
Int3 ();
}
int alpha,tmap_type, r, g, b;
gr_opengl_set_2d_matrix();
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags, is_scaler);
if ( flags & TMAP_FLAG_TEXTURED ) {
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, stage )) {
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
stage++; // bump!
// cloakmap
if ( Interp_multitex_cloakmap > 0 ) {
SPECMAP = -1; // don't add a spec map if we are cloaked
GLOWMAP = -1; // don't use a glowmap either, shouldn't see them
if ( !gr_opengl_tcache_set(Interp_multitex_cloakmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, stage )) {
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
opengl_set_additive_tex_env();
stage++; // bump
}
// glowmap
if ( (GLOWMAP > -1) && !Cmdline_noglow ) {
if ( !gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, stage )) {
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
opengl_set_additive_tex_env();
stage++; // bump
}
if ( (lighting_is_enabled) && (SPECMAP > -1) && !Cmdline_nospec ) {
use_spec = true;
opengl_default_light_settings(1, 1, 0); // don't render with spec lighting here
} else {
// reset to defaults
opengl_default_light_settings();
}
}
if (flags & TMAP_FLAG_PIXEL_FOG) {
int r, g, b;
int ra, ga, ba;
ra = ga = ba = 0;
for (i=nv-1;i>=0 ;i--)
{
vertex *va = verts[i];
float sx, sy;
int x, y;
x = fl2i(va->sx*16.0f);
y = fl2i(va->sy*16.0f);
x += gr_screen.offset_x*16;
y += gr_screen.offset_y*16;
sx = i2fl(x) / 16.0f;
sy = i2fl(y) / 16.0f;
neb2_get_pixel((int)sx, (int)sy, &r, &g, &b);
ra += r;
ga += g;
ba += b;
}
ra /= nv;
ga /= nv;
ba /= nv;
gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
}
if (CLOAKMAP==gr_screen.current_bitmap)
glBlendFunc(GL_ONE, GL_ONE);
opengl_draw_primitive(nv, verts, flags, u_scale, v_scale, r, g, b, alpha);
if (ogl_maybe_pop_arb1)
{
gr_pop_texture_matrix(1);
ogl_maybe_pop_arb1=0;
}
if ( use_spec ) {
opengl_set_spec_mapping(tmap_type, &u_scale, &v_scale);
opengl_draw_primitive(nv, verts, flags, u_scale, v_scale, r, g, b, alpha, 1);
opengl_reset_spec_mapping();
}
gr_opengl_end_2d_matrix();
}
//ok we're making some assumptions for now. mainly it must not be multitextured, lit or fogged.
void opengl_tmapper_internal3d( int nv, vertex **verts, uint flags )
{
int i;
float u_scale = 1.0f, v_scale = 1.0f;
// Make nebula use the texture mapper... this blends the colors better.
if ( flags & TMAP_FLAG_NEBULA ){
Int3 ();
}
glDisable(GL_CULL_FACE);
int alpha,tmap_type, r, g, b;
opengl_setup_render_states(r, g, b, alpha, tmap_type, flags);
if ( flags & TMAP_FLAG_TEXTURED ) {
if ( !gr_opengl_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy ))
{
//mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
}
// use what opengl_setup_render_states() gives us since this works much better for nebula and transparency
glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)alpha );
glSecondaryColor3ubvEXT(GL_zero_3ub);
vertex *va;
if (flags & TMAP_FLAG_TRISTRIP)
glBegin(GL_TRIANGLE_STRIP);
else if (flags & TMAP_FLAG_TRILIST)
glBegin(GL_TRIANGLES);
else
glBegin(GL_TRIANGLE_FAN);
for (i=0; i < nv; i++) {
va=verts[i];
if ( flags & (TMAP_FLAG_RGB | TMAP_FLAG_GOURAUD) )
glColor3ub(va->r, va->g, va->b);
glTexCoord2f(va->u, va->v);
glVertex3f(va->x,va->y,va->z);
}
glEnd();
}
void gr_opengl_tmapper_batch_3d_unlit( int nverts, vertex *verts, uint flags)
{
// Batching code goes here
// See D3D code to see what should be happening
// This function should only ever be called by batch_render()
}
void gr_opengl_tmapper( int nverts, vertex **verts, uint flags )
{
if ((!Cmdline_nohtl) && (flags & TMAP_HTL_3D_UNLIT))
opengl_tmapper_internal3d( nverts, verts, flags );
else
opengl_tmapper_internal( nverts, verts, flags );
}
#define FIND_SCALED_NUM(x,x0,x1,y0,y1) (((((x)-(x0))*((y1)-(y0)))/((x1)-(x0)))+(y0))
void gr_opengl_scaler(vertex *va, vertex *vb )
{
float x0, y0, x1, y1;
float u0, v0, u1, v1;
float clipped_x0, clipped_y0, clipped_x1, clipped_y1;
float clipped_u0, clipped_v0, clipped_u1, clipped_v1;
float xmin, xmax, ymin, ymax;
int dx0, dy0, dx1, dy1;
//============= CLIP IT =====================
x0 = va->sx; y0 = va->sy;
x1 = vb->sx; y1 = vb->sy;
xmin = i2fl(gr_screen.clip_left); ymin = i2fl(gr_screen.clip_top);
xmax = i2fl(gr_screen.clip_right); ymax = i2fl(gr_screen.clip_bottom);
u0 = va->u; v0 = va->v;
u1 = vb->u; v1 = vb->v;
// Check for obviously offscreen bitmaps...
if ( (y1<=y0) || (x1<=x0) ) return;
if ( (x1<xmin ) || (x0>xmax) ) return;
if ( (y1<ymin ) || (y0>ymax) ) return;
clipped_u0 = u0; clipped_v0 = v0;
clipped_u1 = u1; clipped_v1 = v1;
clipped_x0 = x0; clipped_y0 = y0;
clipped_x1 = x1; clipped_y1 = y1;
// Clip the left, moving u0 right as necessary
if ( x0 < xmin ) {
clipped_u0 = FIND_SCALED_NUM(xmin,x0,x1,u0,u1);
clipped_x0 = xmin;
}
// Clip the right, moving u1 left as necessary
if ( x1 > xmax ) {
clipped_u1 = FIND_SCALED_NUM(xmax,x0,x1,u0,u1);
clipped_x1 = xmax;
}
// Clip the top, moving v0 down as necessary
if ( y0 < ymin ) {
clipped_v0 = FIND_SCALED_NUM(ymin,y0,y1,v0,v1);
clipped_y0 = ymin;
}
// Clip the bottom, moving v1 up as necessary
if ( y1 > ymax ) {
clipped_v1 = FIND_SCALED_NUM(ymax,y0,y1,v0,v1);
clipped_y1 = ymax;
}
dx0 = fl2i(clipped_x0); dx1 = fl2i(clipped_x1);
dy0 = fl2i(clipped_y0); dy1 = fl2i(clipped_y1);
if (dx1<=dx0) return;
if (dy1<=dy0) return;
//============= DRAW IT =====================
vertex v[4];
vertex *vl[4];
vl[0] = &v[0];
v->sx = clipped_x0;
v->sy = clipped_y0;
v->sw = va->sw;
v->z = va->z;
v->u = clipped_u0;
v->v = clipped_v0;
v->spec_r=0;
v->spec_g=0;
v->spec_b=0;
vl[1] = &v[1];
v[1].sx = clipped_x1;
v[1].sy = clipped_y0;
v[1].sw = va->sw;
v[1].z = va->z;
v[1].u = clipped_u1;
v[1].v = clipped_v0;
v[1].spec_r=0;
v[1].spec_g=0;
v[1].spec_b=0;
vl[2] = &v[2];
v[2].sx = clipped_x1;
v[2].sy = clipped_y1;
v[2].sw = va->sw;
v[2].z = va->z;
v[2].u = clipped_u1;
v[2].v = clipped_v1;
v[2].spec_r=0;
v[2].spec_g=0;
v[2].spec_b=0;
vl[3] = &v[3];
v[3].sx = clipped_x0;
v[3].sy = clipped_y1;
v[3].sw = va->sw;
v[3].z = va->z;
v[3].u = clipped_u0;
v[3].v = clipped_v1;
v[3].spec_r=0;
v[3].spec_g=0;
v[3].spec_b=0;
opengl_tmapper_internal( 4, vl, TMAP_FLAG_TEXTURED, 1 );
}
void gr_opengl_set_palette(ubyte *new_palette, int is_alphacolor)
{
}
void gr_opengl_get_color( int * r, int * g, int * b )
{
if (r) *r = gr_screen.current_color.red;
if (g) *g = gr_screen.current_color.green;
if (b) *b = gr_screen.current_color.blue;
}
void gr_opengl_init_color(color *c, int r, int g, int b)
{
c->screen_sig = gr_screen.signature;
c->red = (unsigned char)r;
c->green = (unsigned char)g;
c->blue = (unsigned char)b;
c->alpha = 255;
c->ac_type = AC_TYPE_NONE;
c->alphacolor = -1;
c->is_alphacolor = 0;
c->magic = 0xAC01;
}
void gr_opengl_init_alphacolor( color *clr, int r, int g, int b, int alpha, int type )
{
if ( r < 0 ) r = 0; else if ( r > 255 ) r = 255;
if ( g < 0 ) g = 0; else if ( g > 255 ) g = 255;
if ( b < 0 ) b = 0; else if ( b > 255 ) b = 255;
if ( alpha < 0 ) alpha = 0; else if ( alpha > 255 ) alpha = 255;
gr_opengl_init_color( clr, r, g, b );
clr->alpha = (ubyte)alpha;
clr->ac_type = (ubyte)type;
clr->alphacolor = -1;
clr->is_alphacolor = 1;
}
void gr_opengl_set_color( int r, int g, int b )
{
Assert((r >= 0) && (r < 256));
Assert((g >= 0) && (g < 256));
Assert((b >= 0) && (b < 256));
gr_opengl_init_color( &gr_screen.current_color, r, g, b );
}
void gr_opengl_set_color_fast(color *dst)
{
if ( dst->screen_sig != gr_screen.signature ) {
if ( dst->is_alphacolor ) {
gr_opengl_init_alphacolor( dst, dst->red, dst->green, dst->blue, dst->alpha, dst->ac_type );
} else {
gr_opengl_init_color( dst, dst->red, dst->green, dst->blue );
}
}
gr_screen.current_color = *dst;
}
void gr_opengl_print_screen(char *filename)
{
char tmp[MAX_PATH_LEN];
ubyte *buf = NULL, bgr_tmp, tga_hdr[18];
int i;
ushort width, height;
// 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( tmp, "\\screenshots\\" );
_mkdir( tmp );
strcat( tmp, filename );
strcat( tmp, ".tga" );
#endif
FILE *fout = fopen(tmp, "wb");
buf = (ubyte*) vm_malloc_q(gr_screen.max_w * gr_screen.max_h * 3);
if ( (fout == NULL) || (buf == NULL) ) {
if (fout != NULL)
fclose(fout);
if (buf != NULL)
vm_free(buf);
return;
}
memset(buf, 0, gr_screen.max_w * gr_screen.max_h * 3);
// glReadBuffer(GL_FRONT);
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGB, GL_UNSIGNED_BYTE, buf);
// convert from RGB to BGR
for (i = 0; i < (gr_screen.max_w * gr_screen.max_h * 3); i += 3) {
bgr_tmp = buf[i];
buf[i] = buf[i+2];
buf[i+2] = bgr_tmp;
}
// 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 );
// write out the image data
fwrite( buf, (gr_screen.max_w * gr_screen.max_h * 3), 1, fout );
// done!
fclose(fout);
vm_free(buf);
}
int gr_opengl_supports_res_ingame(int res)
{
STUB_FUNCTION;
return 1;
}
int gr_opengl_supports_res_interface(int res)
{
STUB_FUNCTION;
return 1;
}
void gr_opengl_cleanup(int minimize)
{
if ( !OGL_enabled )
return;
if (!Fred_running) {
gr_reset_clip();
gr_clear();
gr_flip();
}
OGL_enabled = 0;
opengl_tcache_flush();
#ifdef _WIN32
HWND wnd=(HWND)os_get_window();
DBUGFILE_OUTPUT_0("");
if (rend_context)
{
if (!wglMakeCurrent(NULL, NULL))
{
DBUGFILE_OUTPUT_0("");
MessageBox(wnd, "SHUTDOWN ERROR", "error", MB_OK);
}
if (!wglDeleteContext(rend_context))
{
DBUGFILE_OUTPUT_0("");
MessageBox(wnd, "Unable to delete rendering context", "error", MB_OK);
}
rend_context=NULL;
}
#endif
DBUGFILE_OUTPUT_0("opengl_minimize");
opengl_minimize();
if (minimize)
{
#ifdef _WIN32
if (!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 (gr_screen.current_fog_mode != fog_mode) {
glDisable(GL_FOG);
}
gr_screen.current_fog_mode = fog_mode;
return;
}
if (gr_screen.current_fog_mode != fog_mode) {
if (OGL_fogmode==3) {
glFogf(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
}
// Um.. this is not the correct way to fog in software, probably doesnt matter though
else if (OGL_fogmode==2 && Cmdline_nohtl)
{
glFogf(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
fog_near*=fog_near; //its faster this way
fog_far*=fog_far;
}
glEnable(GL_FOG);
glFogf(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, fog_near);
glFogf(GL_FOG_END, fog_far);
gr_screen.current_fog_mode = fog_mode;
}
if ( (gr_screen.current_fog_color.red != r) ||
(gr_screen.current_fog_color.green != g) ||
(gr_screen.current_fog_color.blue != b) ) {
GLfloat fc[4];
gr_opengl_init_color( &gr_screen.current_fog_color, r, g, b );
fc[0] = (float)r/255.0f;
fc[1] = (float)g/255.0f;
fc[2] = (float)b/255.0f;
fc[3] = 1.0f;
glFogfv(GL_FOG_COLOR, fc);
}
}
void gr_opengl_get_pixel(int x, int y, int *r, int *g, int *b)
{
// Not used.
}
void gr_opengl_set_cull(int cull)
{
if (cull) {
glEnable (GL_CULL_FACE);
glFrontFace (GL_CCW);
} else {
glDisable (GL_CULL_FACE);
}
}
void gr_opengl_filter_set(int filter)
{
}
// cross fade
void gr_opengl_cross_fade(int bmap1, int bmap2, int x1, int y1, int x2, int y2, float pct)
{
gr_set_bitmap(bmap1, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 1.0f - pct );
gr_bitmap(x1, y1);
gr_set_bitmap(bmap2, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, pct );
gr_bitmap(x2, y2);
}
void gr_opengl_set_clear_color(int r, int g, int b)
{
gr_init_color (&gr_screen.current_clear_color, r, g, b);
}
void gr_opengl_flash(int r, int g, int b)
{
CAP(r,0,255);
CAP(g,0,255);
CAP(b,0,255);
if ( r || g || b ) {
opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_NONE );
float x1, x2, y1, y2;
x1 = i2fl(gr_screen.clip_left+gr_screen.offset_x);
y1 = i2fl(gr_screen.clip_top+gr_screen.offset_y);
x2 = i2fl(gr_screen.clip_right+gr_screen.offset_x);
y2 = i2fl(gr_screen.clip_bottom+gr_screen.offset_y);
glColor4ub((ubyte)r, (ubyte)g, (ubyte)b, 255);
glBegin (GL_QUADS);
glVertex3f (x1, y2, -0.99f);
glVertex3f (x2, y2, -0.99f);
glVertex3f (x2, y1, -0.99f);
glVertex3f (x1, y1, -0.99f);
glEnd ();
}
}
int gr_opengl_zbuffer_get()
{
if ( !gr_global_zbuffering ) {
return GR_ZBUFF_NONE;
}
return gr_zbuffering_mode;
}
int gr_opengl_zbuffer_set(int mode)
{
int tmp = gr_zbuffering_mode;
gr_zbuffering_mode = mode;
if (gr_zbuffering_mode == GR_ZBUFF_NONE ) {
gr_zbuffering = 0;
} else {
gr_zbuffering = 1;
}
return tmp;
}
void gr_opengl_zbuffer_clear(int mode)
{
if (mode) {
gr_zbuffering = 1;
gr_zbuffering_mode = GR_ZBUFF_FULL;
gr_global_zbuffering = 1;
opengl_set_state( TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL );
glClear ( GL_DEPTH_BUFFER_BIT );
} else {
gr_zbuffering = 0;
gr_zbuffering_mode = GR_ZBUFF_NONE;
gr_global_zbuffering = 0;
}
}
// copied out of grd3d.cpp
inline ushort ogl_ramp_val(uint i, float recip_gamma, int scale = 65535)
{
return (ushort)(scale * pow(i/255.0f, 1.0f/recip_gamma));
}
void gr_opengl_set_gamma(float gamma)
{
int i;
ushort g, gamma_ramp[3][256];
Gr_gamma = gamma;
Gr_gamma_int = int (Gr_gamma*10);
// old way - not sure if this is still needed but keep it for now
// Create the Gamma lookup table
for (i=0;i<256; i++) {
int v = fl2i(pow(i2fl(i)/255.0f, 1.0f/Gr_gamma)*255.0f);
if ( v > 255 ) {
v = 255;
} else if ( v < 0 ) {
v = 0;
}
Gr_gamma_lookup[i] = v;
}
// set the alpha gamma settings (for fonts)
for (i=0; i<16; i++) {
GL_xlat[i] = (ubyte)Gr_gamma_lookup[(i*255)/15];
}
GL_xlat[15] = GL_xlat[1];
for ( ; i<256; i++ ) {
GL_xlat[i] = GL_xlat[0];
}
// new way - but not while running FRED
if (!Fred_running && !Cmdline_no_set_gamma) {
// Create the Gamma lookup table
for (i = 0; i < 256; i++) {
g = ogl_ramp_val(i, gamma);
gamma_ramp[0][i] = gamma_ramp[1][i] = gamma_ramp[2][i] = g;
}
#ifdef _WIN32
SetDeviceGammaRamp( dev_context, gamma_ramp );
#else
SDL_SetGammaRamp( gamma_ramp[0], gamma_ramp[1], gamma_ramp[2] );
#endif
}
// Flush any existing textures
opengl_tcache_flush();
}
void gr_opengl_fade_in(int instantaneous)
{
// Empty - DDOI
}
void gr_opengl_fade_out(int instantaneous)
{
// Empty - DDOI
}
void gr_opengl_get_region(int front, int w, int h, ubyte *data)
{
// if (front) {
// glReadBuffer(GL_FRONT);
// } else {
glReadBuffer(GL_BACK);
// }
opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
if (gr_screen.bits_per_pixel == 16) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV, data);
} else if (gr_screen.bits_per_pixel == 32) {
glReadPixels(0, gr_screen.max_h-h, w, h, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
}
}
#define MAX_MOUSE_SAVE_SIZE (32*32)
void opengl_save_mouse_area(int x, int y, int w, int h)
{
GLenum fmt;
int cursor_size;
/* if (gr_screen.bits_per_pixel == 32) {
fmt = GL_UNSIGNED_INT_8_8_8_8_REV;
} else {
fmt = GL_UNSIGNED_SHORT_1_5_5_5_REV;
}*/
fmt = GL_UNSIGNED_BYTE;
// lazy - taylor
cursor_size = (GL_mouse_saved_size * GL_mouse_saved_size);
// no reason to be bigger than the cursor, should never be smaller
if (w != GL_mouse_saved_size)
w = GL_mouse_saved_size;
if (h != GL_mouse_saved_size)
h = GL_mouse_saved_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 );
Assert( (w * h) <= MAX_MOUSE_SAVE_SIZE );
opengl_set_state(TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
// 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 * 3);
if (GL_saved_mouse_data == NULL)
return;
glReadBuffer(GL_BACK);
glReadPixels(x, gr_screen.max_h-y-1-h, w, h, GL_RGB, fmt, GL_saved_mouse_data);
GL_mouse_saved = 1;
}
void opengl_free_mouse_area()
{
if (GL_saved_mouse_data != NULL) {
vm_free(GL_saved_mouse_data);
GL_saved_mouse_data = NULL;
}
}
int gr_opengl_save_screen()
{
GLenum fmt = 0;
int i, rc = -1;
ubyte *sptr, *dptr, bgr_tmp;
ubyte *opengl_screen_tmp = NULL;
int width_times_pixel, mouse_times_pixel;
gr_reset_clip();
/* if (gr_screen.bits_per_pixel == 32) {
fmt = GL_UNSIGNED_INT_8_8_8_8_REV;
// fmt = GL_UNSIGNED_INT_8_8_8_8;
} else {
fmt = GL_UNSIGNED_SHORT_1_5_5_5_REV;
// fmt = GL_UNSIGNED_SHORT_5_5_5_1;
}*/
fmt = GL_UNSIGNED_BYTE;
if (!GL_saved_screen)
GL_saved_screen = (ubyte*)vm_malloc_q( gr_screen.max_w * gr_screen.max_h * 3 );
if (!GL_saved_screen) {
mprintf(( "Couldn't get memory for saved screen!\n" ));
return -1;
}
opengl_screen_tmp = (ubyte*)vm_malloc_q( gr_screen.max_w * gr_screen.max_h * 3 );
if (!opengl_screen_tmp) {
mprintf(( "Couldn't get memory for temporary saved screen!\n" ));
return -1;
}
// REMOVEME ----
GLint blahblah;
glGetIntegerv(GL_READ_BUFFER, &blahblah);
mprintf(("OGL-READBUFFER: 0x%x\n", blahblah));
/*#ifdef _WIN32
glReadBuffer(GL_FRONT);
#else
glReadBuffer(GL_BACK);
#endif*/
glReadPixels(0, 0, gr_screen.max_w, gr_screen.max_h, GL_RGB, fmt, opengl_screen_tmp);
sptr = (ubyte *)&opengl_screen_tmp[gr_screen.max_w * gr_screen.max_h * 3];
dptr = (ubyte *)GL_saved_screen;
width_times_pixel = (gr_screen.max_w * 3);
mouse_times_pixel = (GL_mouse_saved_size * 3);
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) * 3];
for (i = 0; i < GL_mouse_saved_size; i++) {
memcpy(dptr, sptr, mouse_times_pixel);
sptr += mouse_times_pixel;
dptr -= width_times_pixel;
}
}
// convert from RGB to BGR
for (i = 0; i < (gr_screen.max_w * gr_screen.max_h * 3); i += 3) {
bgr_tmp = GL_saved_screen[i];
GL_saved_screen[i] = GL_saved_screen[i+2];
GL_saved_screen[i+2] = bgr_tmp;
}
rc = bm_create(24, gr_screen.max_w, gr_screen.max_h, GL_saved_screen, 0);
return rc;
}
void gr_opengl_restore_screen(int bmp_id)
{
gr_reset_clip();
if ( !GL_saved_screen ) {
gr_clear();
return;
}
gr_set_bitmap(bmp_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;
bm_release(bmp_id);
}
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();
}
}
uint gr_opengl_lock()
{
return 1;
}
void gr_opengl_unlock()
{
}
// RT Not sure if we should use opengl_zbias, untested so use stub for now
void gr_opengl_zbias_stub(int bias)
{
}
//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 opengl_zbias(int bias)
{
if (bias) {
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0.0, -i2fl(bias));
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
void opengl_bitmap_ex_internal(int x, int y, int w, int h, int sx, int sy, bool resize)
{
if ( (w < 1) || (h < 1) )
return;
float u_scale, v_scale;
float u0, u1, v0, v1;
float x1, x2, y1, y2;
int bw, bh, do_resize;
if ( !gr_opengl_tcache_set( gr_screen.current_bitmap, TCACHE_TYPE_INTERFACE, &u_scale, &v_scale ) ) {
// Couldn't set texture
return;
}
opengl_set_state( TEXTURE_SOURCE_NO_FILTERING, ALPHA_BLEND_ALPHA_BLEND_ALPHA, ZBUFFER_TYPE_NONE );
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
bm_get_info( gr_screen.current_bitmap, &bw, &bh );
u0 = u_scale*i2fl(sx)/i2fl(bw);
v0 = v_scale*i2fl(sy)/i2fl(bh);
u1 = u_scale*i2fl(sx+w)/i2fl(bw);
v1 = v_scale*i2fl(sy+h)/i2fl(bh);
x1 = i2fl(x + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y1 = i2fl(y + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
x2 = i2fl(x + w + ((do_resize) ? gr_screen.offset_x_unscaled : gr_screen.offset_x));
y2 = i2fl(y + h + ((do_resize) ? gr_screen.offset_y_unscaled : gr_screen.offset_y));
if ( do_resize ) {
gr_resize_screen_posf( &x1, &y1 );
gr_resize_screen_posf( &x2, &y2 );
u1 -= GL_uv_resize_offset_u;
v1 -= GL_uv_resize_offset_v;
}
glColor4ub( 255, 255, 255, GLubyte(gr_screen.current_alpha * 255.0f) );
glSecondaryColor3ubvEXT(GL_zero_3ub);
glBegin (GL_QUADS);
glTexCoord2f (u0, v1);
glVertex3f (x1, y2, -0.99f);
glTexCoord2f (u1, v1);
glVertex3f (x2, y2, -0.99f);
glTexCoord2f (u1, v0);
glVertex3f (x2, y1, -0.99f);
glTexCoord2f (u0, v0);
glVertex3f (x1, y1, -0.99f);
glEnd ();
}
//these are penguins bitmap functions
void gr_opengl_bitmap_ex(int x, int y, int w, int h, int sx, int sy, bool resize)
{
int reclip;
#ifndef NDEBUG
int count = 0;
#endif
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int bw, bh, do_resize;
bm_get_info( gr_screen.current_bitmap, &bw, &bh, NULL );
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
do {
reclip = 0;
#ifndef NDEBUG
if ( count > 1 ) Int3();
count++;
#endif
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx += clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy += clip_top-dx1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = clip_bottom; }
if ( sx < 0 ) {
dx1 -= sx;
sx = 0;
reclip = 1;
}
if ( sy < 0 ) {
dy1 -= sy;
sy = 0;
reclip = 1;
}
w = dx2-dx1+1;
h = dy2-dy1+1;
if ( sx + w > bw ) {
w = bw - sx;
dx2 = dx1 + w - 1;
}
if ( sy + h > bh ) {
h = bh - sy;
dy2 = dy1 + h - 1;
}
if ( w < 1 ) return; // clipped away!
if ( h < 1 ) return; // clipped away!
} while (reclip);
// Make sure clipping algorithm works
#ifndef NDEBUG
Assert( w > 0 );
Assert( h > 0 );
Assert( w == (dx2-dx1+1) );
Assert( h == (dy2-dy1+1) );
Assert( sx >= 0 );
Assert( sy >= 0 );
Assert( sx+w <= bw );
Assert( sy+h <= bh );
Assert( dx2 >= dx1 );
Assert( dy2 >= dy1 );
Assert( (dx1 >= clip_left ) && (dx1 <= clip_right) );
Assert( (dx2 >= clip_left ) && (dx2 <= clip_right) );
Assert( (dy1 >= clip_top ) && (dy1 <= clip_bottom) );
Assert( (dy2 >= clip_top ) && (dy2 <= clip_bottom) );
#endif
// We now have dx1,dy1 and dx2,dy2 and sx, sy all set validly within clip regions.
opengl_bitmap_ex_internal(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize);
}
/*void gr_opengl_bitmap(int x, int y, bool resize)
{
int w, h, do_resize;
bm_get_info( gr_screen.current_bitmap, &w, &h, NULL );
if ( (gr_screen.custom_size != -1) && (resize || gr_screen.rendering_to_texture != -1) ) {
do_resize = 1;
} else {
do_resize = 0;
}
int dx1=x, dx2=x+w-1;
int dy1=y, dy2=y+h-1;
int sx=0, sy=0;
int clip_left = ((do_resize) ? gr_screen.clip_left_unscaled : gr_screen.clip_left);
int clip_right = ((do_resize) ? gr_screen.clip_right_unscaled : gr_screen.clip_right);
int clip_top = ((do_resize) ? gr_screen.clip_top_unscaled : gr_screen.clip_top);
int clip_bottom = ((do_resize) ? gr_screen.clip_bottom_unscaled : gr_screen.clip_bottom);
if ( (dx1 > clip_right) || (dx2 < clip_left) ) return;
if ( (dy1 > clip_bottom) || (dy2 < clip_top) ) return;
if ( dx1 < clip_left ) { sx = clip_left-dx1; dx1 = clip_left; }
if ( dy1 < clip_top ) { sy = clip_top-dy1; dy1 = clip_top; }
if ( dx2 > clip_right ) { dx2 = clip_right; }
if ( dy2 > clip_bottom ) { dy2 = clip_bottom; }
if ( sx < 0 ) return;
if ( sy < 0 ) return;
if ( sx >= w ) return;
if ( sy >= h ) return;
// Draw bitmap bm[sx,sy] into (dx1,dy1)-(dx2,dy2)
gr_opengl_bitmap_ex(dx1, dy1, dx2-dx1+1, dy2-dy1+1, sx, sy, resize);
}*/
void gr_opengl_push_texture_matrix(int unit)
{
if (unit > GL_supported_texture_units) return;
GLint current_matrix;
glGetIntegerv(GL_MATRIX_MODE, &current_matrix);
glActiveTextureARB(GL_TEXTURE0_ARB+unit);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glMatrixMode(current_matrix);
}
void gr_opengl_pop_texture_matrix(int unit)
{
if (unit > GL_supported_texture_units) return;
GLint current_matrix;
glGetIntegerv(GL_MATRIX_MODE, &current_matrix);
glActiveTextureARB(GL_TEXTURE0_ARB+unit);
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(current_matrix);
}
void gr_opengl_translate_texture_matrix(int unit, vec3d *shift)
{
if (unit > GL_supported_texture_units){ /*tex_shift=*shift;*/ return;}
GLint current_matrix;
glGetIntegerv(GL_MATRIX_MODE, &current_matrix);
glActiveTextureARB(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 opengl_render_timer_bar(int colour, float x, float y, float w, float h)
{
static float pre_set_colours[MAX_NUM_TIMERBARS][3] =
{
{ 1.0f, 0.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 1.0f },
{ 0.2f, 1.0f, 0.8f },
{ 1.0f, 0.0f, 8.0f },
{ 1.0f, 0.0f, 1.0f },
{ 1.0f, 0.2f, 0.2f },
{ 1.0f, 1.0f, 1.0f }
};
static float max_fw = (float) gr_screen.max_w;
static float max_fh = (float) gr_screen.max_h;
x *= max_fw;
y *= max_fh;
w *= max_fw;
h *= max_fh;
y += 5;
opengl_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_NONE);
glColor3fv(pre_set_colours[colour]);
glBegin(GL_QUADS);
glVertex2f(x,y);
glVertex2f(x,y+h);
glVertex2f(x+w,y+h);
glVertex2f(x+w,y);
glEnd();
}
void gr_opengl_setup_background_fog(bool set)
{
if (Cmdline_nohtl)
return;
}
void gr_opengl_draw_line_list(colored_vector *lines, int num)
{
if (Cmdline_nohtl)
return;
}
int opengl_check_for_errors()
{
GLenum error = GL_NO_ERROR;
error = glGetError();
if (error != GL_NO_ERROR) {
nprintf(("OpenGL", "OpenGL ERROR: %s (%i)\n", gluErrorString(error), error));
return 1;
}
return 0;
}
void gr_opengl_close()
{
if (currently_enabled_lights != NULL) {
vm_free(currently_enabled_lights);
currently_enabled_lights = NULL;
}
opengl_free_mouse_area();
opengl_tcache_cleanup();
#ifdef _WIN32
wglMakeCurrent(NULL, NULL);
if (rend_context) {
wglDeleteContext(rend_context);
rend_context=NULL;
}
// restore original gamma settings
SetDeviceGammaRamp( dev_context, original_gamma_ramp );
#endif
}
int opengl_init_display_device()
{
int bpp = gr_screen.bits_per_pixel;
Assert( (bpp == 16) || (bpp == 32) );
if ( (bpp != 16) && (bpp != 32) )
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;
// now init the display device
#ifdef _WIN32
int PixelFormat;
HWND wnd = 0;
mprintf((" Initializing OpenGL W32...\n"));
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.cColorBits = (ubyte)bpp;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.cDepthBits = 24;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cRedBits = (ubyte)Gr_red.bits;
pfd.cRedShift = (ubyte)Gr_red.shift;
pfd.cBlueBits = (ubyte)Gr_blue.bits;
pfd.cBlueShift = (ubyte)Gr_blue.shift;
pfd.cGreenBits = (ubyte)Gr_green.bits;
pfd.cGreenShift = (ubyte)Gr_green.shift;
// pfd.cAlphaBits = (ubyte)Gr_alpha.bits;
// pfd.cAlphaShift = (ubyte)Gr_alpha.shift;
wnd = (HWND)os_get_window();
Assert( wnd != NULL );
dev_context = GetDC(wnd);
if (!dev_context)
{
MessageBox(wnd, "Unable to get Device context for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
PixelFormat = ChoosePixelFormat(dev_context, &pfd);
if (!PixelFormat)
{
MessageBox(wnd, "Unable to choose pixel format for OpenGL W32!","error", MB_ICONERROR | MB_OK);
return 1;
}
if (!SetPixelFormat(dev_context, PixelFormat, &pfd))
{
MessageBox(wnd, "Unable to set pixel format for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
rend_context = wglCreateContext(dev_context);
if (!rend_context)
{
MessageBox(wnd, "Unable to create rendering context for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
if (!wglMakeCurrent(dev_context, rend_context))
{
MessageBox(wnd, "Unable to make current thread for OpenGL W32!", "error", MB_ICONERROR | MB_OK);
return 1;
}
// get the default gamma ramp so that we can restore it on close
GetDeviceGammaRamp( dev_context, &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_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);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, db);
mprintf((" Requested SDL Video values = R: %d, G: %d, B: %d, depth: %d, double-buffer: %d\n", Gr_red.bits, Gr_green.bits, Gr_blue.bits, bpp, db));
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);
mprintf((" Actual SDL Video values = R: %d, G: %d, B: %d, depth: %d, double-buffer: %d\n", r, g, b, depth, db));
SDL_ShowCursor(0);
/* might as well put this here */
SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
#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_flip_window = gr_opengl_flip_window;
gr_screen.gf_set_clip = gr_opengl_set_clip;
gr_screen.gf_reset_clip = gr_opengl_reset_clip;
gr_screen.gf_set_font = grx_set_font;
gr_screen.gf_set_color = gr_opengl_set_color;
gr_screen.gf_set_bitmap = gr_opengl_set_bitmap;
gr_screen.gf_create_shader = gr_opengl_create_shader;
gr_screen.gf_set_shader = gr_opengl_set_shader;
gr_screen.gf_clear = gr_opengl_clear;
// gr_screen.gf_bitmap = gr_opengl_bitmap;
gr_screen.gf_bitmap_ex = gr_opengl_bitmap_ex;
gr_screen.gf_aabitmap = gr_opengl_aabitmap;
gr_screen.gf_aabitmap_ex = gr_opengl_aabitmap_ex;
// gr_screen.gf_rect = gr_opengl_rect;
// gr_screen.gf_shade = gr_opengl_shade;
gr_screen.gf_string = gr_opengl_string;
gr_screen.gf_circle = gr_opengl_circle;
gr_screen.gf_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_tmapper_batch_3d_unlit = gr_opengl_tmapper_batch_3d_unlit;
gr_screen.gf_gradient = gr_opengl_gradient;
gr_screen.gf_set_palette = gr_opengl_set_palette;
gr_screen.gf_get_color = gr_opengl_get_color;
gr_screen.gf_init_color = gr_opengl_init_color;
gr_screen.gf_init_alphacolor = gr_opengl_init_alphacolor;
gr_screen.gf_set_color_fast = gr_opengl_set_color_fast;
gr_screen.gf_print_screen = gr_opengl_print_screen;
gr_screen.gf_fade_in = gr_opengl_fade_in;
gr_screen.gf_fade_out = gr_opengl_fade_out;
gr_screen.gf_flash = gr_opengl_flash;
gr_screen.gf_zbuffer_get = gr_opengl_zbuffer_get;
gr_screen.gf_zbuffer_set = gr_opengl_zbuffer_set;
gr_screen.gf_zbuffer_clear = gr_opengl_zbuffer_clear;
gr_screen.gf_save_screen = gr_opengl_save_screen;
gr_screen.gf_restore_screen = gr_opengl_restore_screen;
gr_screen.gf_free_screen = gr_opengl_free_screen;
gr_screen.gf_dump_frame_start = gr_opengl_dump_frame_start;
gr_screen.gf_dump_frame_stop = gr_opengl_dump_frame_stop;
gr_screen.gf_dump_frame = gr_opengl_dump_frame;
gr_screen.gf_set_gamma = gr_opengl_set_gamma;
gr_screen.gf_lock = gr_opengl_lock;
gr_screen.gf_unlock = gr_opengl_unlock;
gr_screen.gf_fog_set = gr_opengl_fog_set;
// UnknownPlayer : Don't recognize this - MAY NEED DEBUGGING
gr_screen.gf_get_region = gr_opengl_get_region;
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_get_pixel = gr_opengl_get_pixel;
gr_screen.gf_set_cull = gr_opengl_set_cull;
gr_screen.gf_cross_fade = gr_opengl_cross_fade;
gr_screen.gf_filter_set = gr_opengl_filter_set;
gr_screen.gf_tcache_set = gr_opengl_tcache_set;
gr_screen.gf_set_clear_color = gr_opengl_set_clear_color;
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_stub;
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_make_buffer = gr_opengl_make_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_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_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_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_draw_htl_line = gr_opengl_draw_htl_line;
gr_screen.gf_draw_htl_sphere = gr_opengl_draw_htl_sphere;
// 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.
// *****************************************************************************
}
extern GLuint normalisationCubeMap;
//Taken from http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
//modified by WMC
bool GenerateNormalisationCubeMap()
{
//some useful variables
int size=32;
float offset=0.5f;
float halfSize=16.0f;
vec3d tempVector;
unsigned char * bytePtr;
unsigned char * data=new unsigned char[32*32*3];
if(!data)
{
//Error("Unable to allocate memory for texture data for cube map\n");
return false;
}
//positive x
bytePtr=data;
//packvec
vec3d packVec = {0.5f, 0.5f, 0.5f};
for(int j=0; j<size; j++)
{
for(int i=0; i<size; i++)
{
tempVector.xyz.x = halfSize;
tempVector.xyz.y = -(j+offset-halfSize);
tempVector.xyz.z = -(i+offset-halfSize);
vm_vec_normalize(&tempVector);
//Packto1
vm_vec_normalize(&tempVector);
vm_vec_scale(&tempVector, 0.5f);
vm_vec_add2(&tempVector, &packVec);
bytePtr[0]=(unsigned char)(tempVector.xyz.x*255);
bytePtr[1]=(unsigned char)(tempVector.xyz.y*255);
bytePtr[2]=(unsigned char)(tempVector.xyz.z*255);
bytePtr+=3;
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
delete [] data;
return true;
}
void gr_opengl_init(int reinit)
{
char *ver;
int major = 0, minor = 0;
//shut these command line parameters down if they are in use
Cmdline_batch_3dunlit = 0;
if ( OGL_enabled ) {
gr_opengl_cleanup();
OGL_enabled = 0;
}
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);
if ( (major < REQUIRED_GL_MAJOR_VERSION) || ((major <= REQUIRED_GL_MAJOR_VERSION) && (minor < REQUIRED_GL_MINOR_VERSION)) ) {
Error(LOCATION, "Current GL Version of %i.%i is less than the required version of %i.%i.\nSwitch video modes or update your drivers.", major, minor, REQUIRED_GL_MAJOR_VERSION, REQUIRED_GL_MINOR_VERSION);
}
OGL_enabled = 1;
// this MUST be done before any other gr_opengl_* or opengl_* funcion calls!!
opengl_setup_function_pointers();
if (!reinit) {
mprintf(( " OpenGL Vendor : %s\n", glGetString( GL_VENDOR ) ));
mprintf(( " OpenGL Renderer : %s\n", glGetString( GL_RENDERER ) ));
mprintf(( " OpenGL Version : %s\n", ver ));
mprintf(( "\n" ));
// initialize the extensions and make sure we aren't missing something that we need
opengl_get_extensions();
// ready the texture system
opengl_tcache_init(0);
opengl_init_vertex_buffers();
opengl_go_fullscreen();
}
opengl_switch_arb(-1, 0);
opengl_switch_arb(0, 1);
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, gr_screen.max_w, gr_screen.max_h,0, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glEnable(GL_DITHER);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_FOG_HINT, GL_NICEST);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
// glDisable(GL_MULTISAMPLE_ARB);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDepthRange(0.0, 1.0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glFlush();
Bm_pixel_format = BM_PIXEL_FORMAT_ARGB;
gr_opengl_clear();
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();
Mouse_hidden--;
// if S3TC compression is found, then "GL_ARB_texture_compression" must be an extension
Use_compressed_textures = opengl_extension_is_enabled(GL_TEX_COMP_S3TC);
Texture_compression_available = opengl_extension_is_enabled(GL_COMP_TEX);
//allow VBOs to be used
if ( !Cmdline_nohtl && !Cmdline_novbo && opengl_extension_is_enabled(GL_ARB_VBO_BIND_BUFFER) )
VBO_ENABLED = 1;
// setup the best fog function found
// start with NV Radial Fog (GeForces only) -- needs t&l, will have to wait
/*if ( opengl_extension_is_enabled(GL_NV_RADIAL_FOG) && !Fred_running ) {
OGL_fogmode = 3;
} else*/ if ( opengl_extension_is_enabled(GL_FOG_COORDF) && !Fred_running ) {
OGL_fogmode = 2;
} else if ( !Fred_running ) {
OGL_fogmode = 1;
}
if ( opengl_extension_is_enabled(GL_SECONDARY_COLOR_3UBV) )
glEnable(GL_COLOR_SUM_EXT);
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &GL_supported_texture_units);
glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &GL_max_elements_vertices);
glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &GL_max_elements_indices);
if ( opengl_extension_is_enabled(GL_ARB_ENV_COMBINE) ) {
opengl_set_tex_src = opengl_set_tex_state_combine_arb;
} else if ( opengl_extension_is_enabled(GL_EXT_ENV_COMBINE) ) {
opengl_set_tex_src = opengl_set_tex_state_combine_ext;
} else {
opengl_set_tex_src = opengl_set_tex_state_no_combine;
}
// setup the lighting stuff that will get used later
opengl_init_light();
// only used in HTL mode but HTL is not required for this function to work
opengl_init_vertex_buffers();
glDisable(GL_LIGHTING); // just making sure of it
mprintf(( " Max texture units: %i\n", GL_supported_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 ));
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(( " Using %s texture filter.\n", (GL_mipmap_filter) ? NOX("trilinear") : NOX("bilinear") ));
// This stops fred crashing if no textures are set
gr_screen.current_bitmap = -1;
if (gr_screen.custom_size != -1) {
// taken from D3D version
GL_uv_resize_offset_u = GL_uv_resize_offset_v = 0.0044f;
gr_unsize_screen_posf( &GL_uv_resize_offset_u, &GL_uv_resize_offset_v );
}
TIMERBAR_SET_DRAW_FUNC(opengl_render_timer_bar);
atexit( gr_opengl_close );
#ifdef BUMPMAPING
//WMC - Generate normalization bump map
glGenTextures(1, &normalisationCubeMap);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
GenerateNormalisationCubeMap();
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
#endif
mprintf(("... OpenGL init is complete!\n"));
}
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 && !opengl_extension_is_enabled(GL_TEX_FILTER_ANISO) ) {
dc_printf("Error: Anisotropic filter is not settable!\n");
return;
}
if ( Dc_command ) {
dc_get_arg(ARG_FLOAT | ARG_NONE);
if ( Dc_arg_type & ARG_NONE ) {
GL_anisotropy = 0.0f;
opengl_set_anisotropy();
dc_printf("Anisotropic filter value reset to default level.\n");
}
if ( Dc_arg_type & ARG_FLOAT ) {
opengl_set_anisotropy(Dc_arg_float);
}
}
if ( Dc_status ) {
dc_printf("Current anisotropic filter value is %f\n", GL_anisotropy);
}
if (Dc_help) {
dc_printf("Sets OpenGL anisotropic filtering level.\n");
dc_printf("Valid values are 1.0 to %f.\n", (float)opengl_get_max_anisotropy());
}
}