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let gr_render_buffer() render untextured polys (OGL only until some D3D people fix it on their side) add MR_SHOW_OUTLINE_HTL flag so we easily render using HTL mode for wireframe views make Interp_verts/Interp_norms/etc. dynamic and get rid of the extra htl_* versions
1207 lines
34 KiB
C++
1207 lines
34 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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/*
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* $Logfile: /Freespace2/code/Graphics/GrOpenGLTNL.cpp $
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* $Revision: 1.36 $
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* $Date: 2006-01-18 16:14:04 $
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* $Author: taylor $
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*
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* source for doing the fun TNL stuff
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*
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* $Log: not supported by cvs2svn $
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* Revision 1.35 2005/12/29 08:08:33 wmcoolmon
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* Codebase commit, most notably including objecttypes.tbl
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*
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* Revision 1.34 2005/12/16 06:48:28 taylor
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* "House Keeping!!"
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* - minor cleanup of things that have bothered me at one time or another
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* - slight speedup from state switching
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* - slightly better specmap handling, fixes a couple of (not frequent) strange and sorta random issues
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* - make sure to only disable HTL arb stuff when in HTL mode
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* - handle any extra lighting pass before spec pass so the light can be applied properly
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*
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* Revision 1.33 2005/12/08 15:07:57 taylor
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* remove GL_NO_HTL define since it's basically useless at this point and can produced non-functioning builds
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* minor cleanup and readability changes
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* get Apple GL version change in CVS finally, the capabilities of an Apple GL version don't neccessarily correspond to it's features
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*
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* Revision 1.32 2005/12/07 05:42:50 taylor
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* partial spec fix, can't mass kill the pointers when they are still needed for the second pass (still something else wrong though)
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* forgot that the extra rangeelement optimization check isn't needed anymore, just look at indices since that's all we're using
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*
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* Revision 1.31 2005/12/06 02:50:41 taylor
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* clean up some init stuff and fix a minor SDL annoyance
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* make debug messages a bit more readable
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* clean up the debug console commands for minimize and anisotropic filter setting
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* make anisotropic filter actually work correctly and have it settable with a reg option
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* give opengl_set_arb() the ability to disable all features on all arbs at once so I don't have to everywhere
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*
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* Revision 1.30 2005/11/30 03:07:54 phreak
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* texturing shouldn't be on when drawing lines.
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*
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* Revision 1.29 2005/11/13 06:44:18 taylor
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* small bit of EFF cleanup
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* add -img2dds support
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* cleanup some D3D stuff (missing a lot since the old code is so unstable I couldn't get it working like I wanted)
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* some minor OGL cleanup and small performance changes
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* converge the various pcx_read_bitmap* functions into one
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* cleanup/rename/remove some cmdline options
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*
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* Revision 1.28 2005/10/16 11:20:43 taylor
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* use unsigned index buffers
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*
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* Revision 1.27 2005/09/05 09:36:41 taylor
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* merge of OSX tree
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* fix OGL fullscreen switch for SDL since the old way only worked under Linux and not OSX or Windows
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* fix OGL version check, it would allow a required major version to be higher if the required minor version was lower than current
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*
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* Revision 1.26 2005/08/29 02:23:04 phreak
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* Get rid of alpha blending when using the htl drawing fuctions for lines and spheres.
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* Right now, gr_opengl_draw_htl_line and gr_opengl_draw_htl_sphere are only used in fred, so
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* it shouldn't change anything critical
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*
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* Revision 1.25 2005/08/08 01:19:50 taylor
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* hopefully fix the problem that was causing geometry issues in just OGL when using VBOs
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*
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* Revision 1.24 2005/06/19 02:37:02 taylor
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* general cleanup, remove some old code
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* speed up gr_opengl_flip() just a tad
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* inverted gamma slider fix that Sticks made to D3D
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* possible fix for ATI green screens
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* move opengl_check_for_errors() out of gropentnl so we can use it everywhere
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* fix logged OGL info from debug builds to be a little more readable
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* if an extension is found but required function is not then fail
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* try to optimize glDrawRangeElements so we are not rendering more than the card is optimized for
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* some 2d matrix usage checks
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*
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* Revision 1.23 2005/05/12 17:43:20 taylor
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* use vm_malloc(), vm_free(), vm_realloc(), vm_strdup() rather than system named macros
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* fixes various problems and is past time to make the switch
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* try and keep up with how much VBO data is in memory too since that takes away from texture memory
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*
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* Revision 1.22 2005/04/05 05:53:17 taylor
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* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
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*
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* Revision 1.21 2005/03/27 02:59:27 wmcoolmon
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* Forgot to define 'i' outside of for scope...ironically, in the OGL code.
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*
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* Revision 1.20 2005/03/24 23:42:21 taylor
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* s/gr_ogl_/gr_opengl_/g
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* add empty gr_opengl_draw_line_list() so that it's not a NULL pointer
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* make gr_opengl_draw_htl_sphere() just use GLU so we don't need yet another friggin API
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*
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* Revision 1.19 2005/03/20 00:09:07 phreak
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* Added gr_draw_htl_line and gr_draw_htl sphere
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* There still needs to be D3D versions implemented, but OGL is done.
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* Follow that or ask phreak about how its implemented/
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*
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* Revision 1.18 2005/03/19 21:03:54 wmcoolmon
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* OpenGL display lists
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*
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* Revision 1.17 2005/03/19 18:02:34 bobboau
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* added new graphic functions for state blocks
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* also added a class formanageing a new effect
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*
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* Revision 1.16 2005/02/23 05:11:13 taylor
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* more consolidation of various graphics variables
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* some header cleaning
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* only one tmapper_internal for OGL, don't use more than two tex/pass now
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* seperate out 2d matrix mode to allow -2d_poof in OGL and maybe fix missing
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* interface when set 3d matrix stuff doesn't have corresponding end
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* add dump_frame stuff for OGL, mostly useless but allows trailer recording
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*
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* Revision 1.15 2005/02/15 00:06:27 taylor
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* clean up some model related globals
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* code to disable individual thruster glows
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* fix issue where 1 extra OGL light pass didn't render
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*
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* Revision 1.14 2005/02/12 10:44:10 taylor
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* fix possible crash in bm_get_section_size()
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* get jpeg_read_header() working properly
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* VBO fixes and minor optimizations
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*
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* Revision 1.13 2005/01/13 04:55:57 taylor
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* plug leak from VBO crash fix
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*
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* Revision 1.12 2005/01/03 18:45:22 taylor
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* dynamic allocation of num supported OpenGL lights
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* add config option for more realistic light settings
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* don't render spec maps in nebula to address lighting issue
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*
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* Revision 1.11 2005/01/01 11:24:23 taylor
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* good OpenGL spec mapping
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* fix VBO crash with multitexture using same uv coord data
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* little speedup of opengl_tcache_frame()
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* error message to make sure hardware supports the minimum texture size
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* move OpenGL version check out of the extention printout code
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* disable 2d_poof with OpenGL
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*
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* Revision 1.10 2004/10/31 21:45:13 taylor
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* Linux tree merge, single array for VBOs/HTL
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*
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* Revision 1.9 2004/07/29 09:35:29 taylor
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* fix NULL pointer and try to prevent in future, remove excess commands in opengl_cleanup()
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*
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* Revision 1.8 2004/07/26 20:47:32 Kazan
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* remove MCD complete
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*
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* Revision 1.7 2004/07/17 18:49:57 taylor
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* oops, I can't spell
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*
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* Revision 1.6 2004/07/17 18:40:40 taylor
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* Bob say we fix OGL, so me fix OGL <grunt>
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*
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* Revision 1.5 2004/07/12 16:32:48 Kazan
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* MCD - define _MCD_CHECK to use memory tracking
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*
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* Revision 1.4 2004/07/11 03:22:49 bobboau
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* added the working decal code
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*
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* Revision 1.3 2004/07/05 05:09:19 bobboau
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* FVF code, only the data that is needed is sent off to the card,,
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* OGL can take advantage of this if they want but it won't break
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* anything if they don't. also state block code has been implemented,
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* that's totaly internal to D3D no high level code is involved.
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*
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* Revision 1.2 2004/06/28 02:13:07 bobboau
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* high level index buffer suport and d3d implementation,
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* OGL people need to get this working on your end as it's broke now
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*
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* Revision 1.1 2004/05/24 07:25:32 taylor
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* filename case change
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*
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* Revision 2.4 2004/04/26 13:05:19 taylor
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* respect -glow and -spec
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*
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* Revision 2.3 2004/04/13 01:55:41 phreak
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* put in the correct fields for the CVS comments to register
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* fixed a glowmap problem that occured when rendering glowmapped and non-glowmapped ships
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*
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*
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* $NoKeywords: $
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*/
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#ifdef _WIN32
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#include <windows.h>
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#endif
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#include "globalincs/pstypes.h"
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#include "graphics/2d.h"
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#include "lighting/lighting.h"
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#include "graphics/grinternal.h"
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#include "graphics/gropengl.h"
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#include "graphics/gropenglextension.h"
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#include "graphics/gropengltexture.h"
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#include "graphics/gropengllight.h"
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#include "graphics/gropengltnl.h"
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#include "math/vecmat.h"
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#include "render/3d.h"
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#include "debugconsole/timerbar.h"
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extern int VBO_ENABLED;
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extern int GLOWMAP;
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extern int CLOAKMAP;
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extern int SPECMAP;
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extern int BUMPMAP;
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extern vec3d G3_user_clip_normal;
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extern vec3d G3_user_clip_point;
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extern int Interp_multitex_cloakmap;
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extern int Interp_cloakmap_alpha;
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static int GL_modelview_matrix_depth = 1;
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static int GL_htl_projection_matrix_set = 0;
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static int GL_htl_view_matrix_set = 0;
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static int GL_htl_2d_matrix_depth = 0;
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static int GL_htl_2d_matrix_set = 0;
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int GL_vertex_data_in = 0;
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GLint GL_max_elements_vertices = 4096;
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GLint GL_max_elements_indices = 4096;
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struct opengl_vertex_buffer
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{
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int used;
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int stride; // the current stride
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GLenum format; // the format passed to glInterleavedArrays()
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int n_prim;
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int n_verts;
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float *array_list; // interleaved array
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GLuint vbo; // buffer for VBO
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uint flags; // FVF
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int vbo_size;
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#ifdef BUMPMAPPING
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//Bumping
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float *b_array_list;
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GLuint b_vbo;
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int b_vbo_size;
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int b_stride;
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#endif
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};
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static opengl_vertex_buffer vertex_buffers[MAX_BUFFERS];
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static opengl_vertex_buffer *g_vbp;
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//zeros everything out
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void opengl_init_vertex_buffers()
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{
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memset(vertex_buffers,0,sizeof(opengl_vertex_buffer)*MAX_BUFFERS);
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}
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int opengl_find_first_free_buffer()
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{
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for (int i=0; i < MAX_BUFFERS; i++)
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{
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if (!vertex_buffers[i].used)
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return i;
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}
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return -1;
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}
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int opengl_mod_depth()
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{
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GLint mv;
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glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &mv);
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return (int)mv;
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}
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void gr_opengl_set_buffer(int idx)
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{
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if (Cmdline_nohtl)
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return;
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g_vbp = &vertex_buffers[idx];
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}
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uint opengl_create_vbo(uint size, GLfloat *data)
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{
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if (!data)
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return 0;
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if (!*data)
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return 0;
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if (size == 0)
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return 0;
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// Kazan: A) This makes that if (buffer_name) work correctly (false = 0, true = anything not 0)
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// if glGenBuffersARB() doesn't initialized it for some reason
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// B) It shuts up MSVC about may be used without been initalized
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GLuint buffer_name=0;
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glGenBuffersARB(1, &buffer_name);
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//make sure we have one
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if (buffer_name)
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{
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glBindBufferARB(GL_ARRAY_BUFFER_ARB, buffer_name);
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glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, data, GL_STATIC_DRAW_ARB );
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// just in case
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if (opengl_check_for_errors()) {
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return 0;
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}
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}
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return (int)buffer_name;
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}
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int gr_opengl_make_buffer(poly_list *list, uint flags)
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{
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if (Cmdline_nohtl)
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return -1;
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int buffer_num = -1;
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buffer_num = opengl_find_first_free_buffer();
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// clear out any old errors before we continue with this
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opengl_check_for_errors();
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//we have a valid buffer
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if (buffer_num > -1) {
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int arsize = 0, make_vbo = 0;
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int list_size, i;
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gr_opengl_set_buffer( buffer_num );
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opengl_vertex_buffer *vbp = g_vbp;
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// defaults
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vbp->format = 0;
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vbp->vbo = 0;
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#ifdef BUMPMAPPING
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//Bumping
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vbp->b_vbo = 0;
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vbp->b_array_list = NULL;
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#endif
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// don't create vbo for small stuff, performance gain
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// FIXME: This little speed increase appears to cause problems with some cards/drivers.
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// Disabling it until I can find a solution that works better.
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if (VBO_ENABLED /*&& (list->n_verts >= 250)*/)
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make_vbo = 1;
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// setup using flags
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if ( (flags & VERTEX_FLAG_UV1) && (flags & VERTEX_FLAG_NORMAL) && (flags & VERTEX_FLAG_POSITION) ) {
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vbp->stride = (8 * sizeof(float));
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vbp->format = GL_T2F_N3F_V3F;
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} else if ( (flags & VERTEX_FLAG_UV1) && (flags & VERTEX_FLAG_POSITION) ) {
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vbp->stride = (5 * sizeof(float));
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vbp->format = GL_T2F_V3F;
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} else if ( (flags & VERTEX_FLAG_POSITION) ) {
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vbp->stride = (3 * sizeof(float));
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vbp->format = GL_V3F;
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} else {
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Assert( 0 );
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}
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// total size of data
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list_size = vbp->stride * list->n_verts;
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// allocate the storage list
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vbp->array_list = (float*)vm_malloc(list_size);
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// return invalid if we don't have the memory
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if (vbp->array_list == NULL)
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return -1;
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memset(vbp->array_list, 0, list_size);
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// generate the array
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for (i=0; i<list->n_verts; i++) {
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vertex *vl = &list->vert[i];
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vec3d *nl = &list->norm[i];
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// don't try to generate more data than what's available
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Assert( int((arsize * sizeof(float)) + vbp->stride) <= list_size );
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// NOTE: TEX->NORM->VERT, This array order *must* be preserved!!
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// tex coords
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if (flags & VERTEX_FLAG_UV1) {
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vbp->array_list[arsize++] = vl->u;
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vbp->array_list[arsize++] = vl->v;
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}
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// normals
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if (flags & VERTEX_FLAG_NORMAL) {
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vbp->array_list[arsize++] = nl->xyz.x;
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vbp->array_list[arsize++] = nl->xyz.y;
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vbp->array_list[arsize++] = nl->xyz.z;
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}
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// verts
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if (flags & VERTEX_FLAG_POSITION) {
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vbp->array_list[arsize++] = vl->x;
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vbp->array_list[arsize++] = vl->y;
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vbp->array_list[arsize++] = vl->z;
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}
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}
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vbp->used = 1;
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vbp->flags = flags;
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vbp->n_prim = (list->n_verts / 3);
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vbp->n_verts = list->n_verts;
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// maybe load it into a vertex buffer object
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if (make_vbo) {
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vbp->vbo = opengl_create_vbo( list_size, vbp->array_list );
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if (vbp->vbo) {
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// figure up the size so we can know how much VBO data is in card memory
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vbp->vbo_size = list_size;
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GL_vertex_data_in += list_size;
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vm_free(vbp->array_list);
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vbp->array_list = NULL;
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}
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}
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#ifdef BUMPMAPPING
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if(flags & VERTEX_FLAG_POSITION)
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{
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//WMC - since we should know the format, don't bother with setting flags and such.
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vbp->b_stride = 3 * sizeof(float);
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arsize = 0;
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list_size = list_size = vbp->b_stride * list->n_verts;
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// allocate the storage list
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vbp->b_array_list = (float*)vm_malloc(list_size);
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//OH NOES!!!
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if (vbp->b_array_list == NULL)
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return -1;
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vec3d norm, stan, ttan;
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//WMC - calc light vector in localspace
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//Only know how to do this for one light right now...
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float rot_matrix[16];
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vec3d lightvec, g_lightvec;
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light_get_global_dir(&g_lightvec, 0);
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glGetFloatv(GL_MODELVIEW_MATRIX, rot_matrix);
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lightvec.xyz.x = g_lightvec.xyz.x * rot_matrix[0]
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+g_lightvec.xyz.y * rot_matrix[4]
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+g_lightvec.xyz.z * rot_matrix[8];
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lightvec.xyz.y = g_lightvec.xyz.x * rot_matrix[1]
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+g_lightvec.xyz.y * rot_matrix[5]
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+g_lightvec.xyz.z * rot_matrix[9];
|
|
lightvec.xyz.z = g_lightvec.xyz.x * rot_matrix[2]
|
|
+g_lightvec.xyz.y * rot_matrix[6]
|
|
+g_lightvec.xyz.z * rot_matrix[10];
|
|
|
|
//WMC - I assume all the stuff is in tris
|
|
//WMC - Hmm...maybe not.
|
|
//Assert(list->n_verts % 3 == 0);
|
|
for (i=0; (list->n_verts - i) > 2; i++)
|
|
{
|
|
poly_tsb_calc(&list->vert[i], &list->vert[i+1], &list->vert[i+2], &norm, &stan, &ttan);
|
|
|
|
vbp->b_array_list[arsize++] = vm_vec_dotprod(&stan, &lightvec);
|
|
vbp->b_array_list[arsize++] = vm_vec_dotprod(&ttan, &lightvec);
|
|
vbp->b_array_list[arsize++] = vm_vec_dotprod(&norm, &lightvec);
|
|
}
|
|
|
|
if(make_vbo) {
|
|
vbp->b_vbo = opengl_create_vbo(list_size, vbp->b_array_list);
|
|
|
|
if(vbp->b_vbo) {
|
|
vbp->b_vbo_size = list_size;
|
|
GL_vertex_data_in += list_size;
|
|
vm_free(vbp->b_array_list);
|
|
vbp->b_array_list = NULL;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
return buffer_num;
|
|
}
|
|
|
|
void gr_opengl_destroy_buffer(int idx)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
if (idx > -1)
|
|
gr_opengl_set_buffer(idx);
|
|
|
|
opengl_vertex_buffer *vbp = g_vbp;
|
|
|
|
if (vbp->array_list)
|
|
vm_free(vbp->array_list);
|
|
|
|
if (vbp->vbo) {
|
|
glDeleteBuffersARB(1, &vbp->vbo);
|
|
GL_vertex_data_in -= vbp->vbo_size;
|
|
}
|
|
|
|
memset(vbp, 0, sizeof(opengl_vertex_buffer));
|
|
}
|
|
|
|
//#define DRAW_DEBUG_LINES
|
|
extern float Model_Interp_scale_x,Model_Interp_scale_y,Model_Interp_scale_z;
|
|
extern void opengl_default_light_settings(int amb = 1, int emi = 1, int spec = 1);
|
|
|
|
GLuint normalisationCubeMap = -1;
|
|
|
|
//start is the first part of the buffer to render, n_prim is the number of primitives, index_list is an index buffer, if index_list == NULL render non-indexed
|
|
void gr_opengl_render_buffer(int start, int n_prim, ushort* index_buffer, int flags)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_htl_projection_matrix_set);
|
|
Assert(GL_htl_view_matrix_set);
|
|
|
|
TIMERBAR_PUSH(2);
|
|
|
|
float u_scale,v_scale;
|
|
int pass_one = 0;
|
|
int i, r, g, b, a, tmap_type;
|
|
bool use_spec = false;
|
|
|
|
int end = ((n_prim * 3) - 1);
|
|
int count = (end - start + 1); //(n_prim * 3);
|
|
int start_tmp, end_tmp, count_tmp, multiple_elements = 0;
|
|
|
|
opengl_vertex_buffer *vbp = g_vbp;
|
|
|
|
|
|
// disable all arbs before we start
|
|
opengl_switch_arb(-1, 0);
|
|
|
|
// see if we need to optimize glDrawRangeElements
|
|
if ( count > GL_max_elements_indices )
|
|
multiple_elements = 1;
|
|
|
|
if ( glIsEnabled(GL_CULL_FACE) )
|
|
glFrontFace(GL_CW);
|
|
|
|
// -------- Begin 1st PASS ------------------------------------------------------- //
|
|
if (gr_screen.current_bitmap == CLOAKMAP) {
|
|
glBlendFunc(GL_ONE,GL_ONE);
|
|
r = g = b = Interp_cloakmap_alpha;
|
|
a = 255;
|
|
}
|
|
|
|
int textured = (flags & TMAP_FLAG_TEXTURED);
|
|
|
|
opengl_setup_render_states(r, g, b, a, tmap_type, (textured) ? TMAP_FLAG_TEXTURED : 0);
|
|
glColor4ub( (ubyte)r, (ubyte)g, (ubyte)b, (ubyte)a );
|
|
|
|
// -------- BUMPMAP ------------------------------------------------------- //
|
|
//bumpmap?
|
|
#ifdef BUMPMAPPING
|
|
if(BUMPMAP > -1 && (vbp->flags & VERTEX_FLAG_POSITION))
|
|
{
|
|
//Bind normal map to texture unit 0
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
gr_opengl_tcache_set(BUMPMAP, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, pass_one);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
//Bind normalisation cube map to texture unit 1
|
|
glClientActiveTextureARB(GL_TEXTURE1_ARB+pass_one);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
|
|
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
|
|
//Set vertex arrays for torus bumpmap
|
|
if (vbp->vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
|
|
glVertexPointer(3, GL_FLOAT, vbp->stride, (void*)(vbp->stride - (3 * sizeof(float))));
|
|
} else {
|
|
glVertexPointer(3, GL_FLOAT, vbp->stride, vbp->array_list);
|
|
}
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
|
//Send texture coords for normal map to unit 0
|
|
if (vbp->vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
|
|
} else {
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
|
|
}
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
//Send tangent space light vectors for normalisation to unit 1
|
|
glClientActiveTextureARB(GL_TEXTURE1_ARB+pass_one);
|
|
if (vbp->b_vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->b_vbo);
|
|
glTexCoordPointer( 3, GL_FLOAT, 0, (void*)NULL );
|
|
} else {
|
|
glTexCoordPointer( 3, GL_FLOAT, 0, vbp->b_array_list );
|
|
}
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
|
|
//Set up texture environment to do (tex0 dot tex1)*color
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
|
|
glActiveTextureARB(GL_TEXTURE1_ARB+pass_one);
|
|
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
|
|
|
|
glActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
|
|
//WMC - Am I supposed to draw this?
|
|
//glDrawElements(GL_TRIANGLES, torus.numIndices, GL_UNSIGNED_INT, torus.indices);
|
|
|
|
//Disable textures
|
|
//glDisable(GL_TEXTURE_2D);
|
|
|
|
glActiveTextureARB(GL_TEXTURE1_ARB+pass_one);
|
|
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
|
|
glActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
|
|
//disable vertex arrays
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glClientActiveTextureARB(GL_TEXTURE1_ARB+pass_one);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
|
|
//Return to standard modulate texenv
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
//Enable multiplicative blending
|
|
glBlendFunc(GL_DST_COLOR, GL_ZERO);
|
|
glEnable(GL_BLEND);
|
|
|
|
pass_one++; // bump!
|
|
|
|
opengl_switch_arb(-1,0);
|
|
}
|
|
#endif
|
|
// -------- BUMPMAP ------------------------------------------------------- //
|
|
|
|
// basic setup of all data and first texture
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
if (vbp->vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
|
|
glInterleavedArrays(vbp->format, 0, (void*)NULL);
|
|
} else {
|
|
glInterleavedArrays(vbp->format, 0, vbp->array_list);
|
|
}
|
|
|
|
if (textured) {
|
|
// base texture
|
|
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, pass_one);
|
|
|
|
// increment texture count for this pass
|
|
pass_one++; // bump!
|
|
|
|
if ( (Interp_multitex_cloakmap > 0) && (vbp->flags & VERTEX_FLAG_UV1) ) {
|
|
SPECMAP = -1; // don't add a spec map if we are cloaked
|
|
GLOWMAP = -1; // don't use a glowmap either, shouldn't see them
|
|
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vbp->vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
|
|
} else {
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
|
|
}
|
|
|
|
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, pass_one);
|
|
|
|
pass_one++; // bump!
|
|
}
|
|
|
|
// glowmaps!
|
|
if ( (GLOWMAP > -1) && !Cmdline_noglow && (vbp->flags & VERTEX_FLAG_UV1) ) {
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB+pass_one);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vbp->vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
|
|
} else {
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
|
|
}
|
|
|
|
// set glowmap on relevant ARB
|
|
gr_opengl_tcache_set(GLOWMAP, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy, 0, pass_one);
|
|
|
|
opengl_switch_arb(pass_one, 1);
|
|
opengl_set_additive_tex_env();
|
|
|
|
pass_one++; // bump!
|
|
}
|
|
}
|
|
|
|
opengl_pre_render_init_lights();
|
|
opengl_change_active_lights(0);
|
|
|
|
// only change lights if we have a specmap, don't render the specmap when fog is enabled
|
|
if ( (textured) && (lighting_is_enabled) && !(glIsEnabled(GL_FOG)) && (SPECMAP > -1) && !Cmdline_nospec && (vbp->flags & VERTEX_FLAG_UV1) ) {
|
|
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();
|
|
}
|
|
|
|
glLockArraysEXT( 0, vbp->n_verts);
|
|
|
|
if (index_buffer != NULL) {
|
|
if ( multiple_elements ) {
|
|
start_tmp = 0;
|
|
end_tmp = (GL_max_elements_indices - 1);
|
|
count_tmp = (end_tmp - start_tmp + 1);
|
|
|
|
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
|
|
|
|
while (end_tmp < end) {
|
|
start_tmp += (GL_max_elements_indices - 1);
|
|
end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end );
|
|
count_tmp = (end_tmp - start_tmp + 1);
|
|
|
|
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
|
|
}
|
|
} else {
|
|
glDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start);
|
|
}
|
|
} else {
|
|
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts);
|
|
}
|
|
|
|
glUnlockArraysEXT();
|
|
// -------- End 1st PASS --------------------------------------------------------- //
|
|
// -------- Begin lighting pass (conditional but should happen before spec pass) - //
|
|
if ( (lighting_is_enabled) && ((n_active_gl_lights-1)/GL_max_lights > 0) ) {
|
|
opengl_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, ZBUFFER_TYPE_READ );
|
|
for (i = 1; i < pass_one; i++) {
|
|
opengl_switch_arb(i, 0);
|
|
}
|
|
|
|
glLockArraysEXT( 0, vbp->n_verts);
|
|
|
|
for(i=0; i< (n_active_gl_lights-1)/GL_max_lights; i++)
|
|
{
|
|
opengl_change_active_lights(i+1);
|
|
|
|
if (index_buffer != NULL) {
|
|
if ( multiple_elements ) {
|
|
start_tmp = 0;
|
|
end_tmp = (GL_max_elements_indices - 1);
|
|
count_tmp = (end_tmp - start_tmp + 1);
|
|
|
|
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
|
|
|
|
while (end_tmp < end) {
|
|
start_tmp += (GL_max_elements_indices - 1);
|
|
end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end );
|
|
count_tmp = (end_tmp - start_tmp + 1);
|
|
|
|
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
|
|
}
|
|
} else {
|
|
glDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start);
|
|
}
|
|
} else {
|
|
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts);
|
|
}
|
|
}
|
|
|
|
glUnlockArraysEXT();
|
|
}
|
|
// -------- End lighting PASS ---------------------------------------------------- //
|
|
// -------- Begin 2nd (specular) PASS -------------------------------------------- //
|
|
if ( use_spec ) {
|
|
// turn all previously used arbs off before the specular pass
|
|
// this fixes the glowmap multitexture rendering problem - taylor
|
|
for (i = 0; i < pass_one; i++) {
|
|
opengl_switch_arb(i, 0);
|
|
}
|
|
|
|
glClientActiveTextureARB(GL_TEXTURE0_ARB);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
if (vbp->vbo) {
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vbp->vbo);
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, (void*)NULL );
|
|
} else {
|
|
glTexCoordPointer( 2, GL_FLOAT, vbp->stride, vbp->array_list );
|
|
}
|
|
|
|
opengl_set_spec_mapping(tmap_type, &u_scale, &v_scale);
|
|
|
|
glLockArraysEXT( 0, vbp->n_verts );
|
|
|
|
if (index_buffer != NULL) {
|
|
if ( multiple_elements ) {
|
|
start_tmp = 0;
|
|
end_tmp = (GL_max_elements_indices - 1);
|
|
count_tmp = (end_tmp - start_tmp + 1);
|
|
|
|
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
|
|
|
|
while (end_tmp < end) {
|
|
start_tmp += (GL_max_elements_indices - 1);
|
|
end_tmp = MIN( (start_tmp + GL_max_elements_indices - 1), end );
|
|
count_tmp = (end_tmp - start_tmp + 1);
|
|
|
|
glDrawRangeElements(GL_TRIANGLES, start_tmp, end_tmp, count_tmp, GL_UNSIGNED_SHORT, index_buffer + start_tmp);
|
|
}
|
|
} else {
|
|
glDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_SHORT, index_buffer + start);
|
|
}
|
|
} else {
|
|
glDrawArrays(GL_TRIANGLES, 0, vbp->n_verts);
|
|
}
|
|
|
|
glUnlockArraysEXT();
|
|
|
|
opengl_reset_spec_mapping();
|
|
}
|
|
// -------- End 2nd PASS --------------------------------------------------------- //
|
|
|
|
|
|
TIMERBAR_POP();
|
|
|
|
// make sure everthing gets turned back off, fixes hud issue with spec lighting and VBO crash in starfield
|
|
opengl_switch_arb(-1, 0);
|
|
|
|
|
|
#if defined(DRAW_DEBUG_LINES) && defined(_DEBUG)
|
|
glBegin(GL_LINES);
|
|
glColor3ub(255,0,0);
|
|
glVertex3d(0,0,0);
|
|
glVertex3d(20,0,0);
|
|
|
|
glColor3ub(0,255,0);
|
|
glVertex3d(0,0,0);
|
|
glVertex3d(0,20,0);
|
|
|
|
glColor3ub(0,0,255);
|
|
glVertex3d(0,0,0);
|
|
glVertex3d(0,0,20);
|
|
glEnd();
|
|
#endif
|
|
}
|
|
|
|
void gr_opengl_start_instance_matrix(vec3d *offset, matrix* rotation)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_htl_projection_matrix_set);
|
|
Assert(GL_htl_view_matrix_set);
|
|
|
|
if (!offset)
|
|
offset = &vmd_zero_vector;
|
|
if (!rotation)
|
|
rotation = &vmd_identity_matrix;
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
|
|
vec3d axis;
|
|
float ang;
|
|
vm_matrix_to_rot_axis_and_angle(rotation,&ang,&axis);
|
|
glTranslatef(offset->xyz.x,offset->xyz.y,offset->xyz.z);
|
|
glRotatef(fl_degrees(ang),axis.xyz.x,axis.xyz.y,axis.xyz.z);
|
|
GL_modelview_matrix_depth++;
|
|
}
|
|
|
|
void gr_opengl_start_instance_angles(vec3d *pos, angles* rotation)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_htl_projection_matrix_set);
|
|
Assert(GL_htl_view_matrix_set);
|
|
|
|
matrix m;
|
|
vm_angles_2_matrix(&m,rotation);
|
|
gr_opengl_start_instance_matrix(pos,&m);
|
|
}
|
|
|
|
void gr_opengl_end_instance_matrix()
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_htl_projection_matrix_set);
|
|
Assert(GL_htl_view_matrix_set);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
GL_modelview_matrix_depth--;
|
|
}
|
|
|
|
//the projection matrix; fov, aspect ratio, near, far
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void gr_opengl_set_projection_matrix(float fov, float aspect, float z_near, float z_far)
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{
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if (Cmdline_nohtl)
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return;
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|
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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gluPerspective(fl_degrees(fov),aspect,z_near,z_far);
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glMatrixMode(GL_MODELVIEW);
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GL_htl_projection_matrix_set = 1;
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}
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void gr_opengl_end_projection_matrix()
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{
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if (Cmdline_nohtl)
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return;
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|
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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GL_htl_projection_matrix_set = 0;
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}
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|
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void gr_opengl_set_view_matrix(vec3d *pos, matrix* orient)
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|
{
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if (Cmdline_nohtl)
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return;
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|
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Assert(GL_htl_projection_matrix_set);
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Assert(GL_modelview_matrix_depth == 1);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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|
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glPushMatrix();
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|
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vec3d fwd;
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vec3d *uvec=&orient->vec.uvec;
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vm_vec_add(&fwd, pos, &orient->vec.fvec);
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|
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gluLookAt(pos->xyz.x,pos->xyz.y,-pos->xyz.z,
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fwd.xyz.x,fwd.xyz.y,-fwd.xyz.z,
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uvec->xyz.x, uvec->xyz.y,-uvec->xyz.z);
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|
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glScalef(1,1,-1);
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glViewport(gr_screen.offset_x,gr_screen.max_h-gr_screen.offset_y-gr_screen.clip_height,gr_screen.clip_width,gr_screen.clip_height);
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|
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GL_modelview_matrix_depth = 2;
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GL_htl_view_matrix_set = 1;
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}
|
|
|
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void gr_opengl_end_view_matrix()
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_modelview_matrix_depth == 2);
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|
glMatrixMode(GL_MODELVIEW);
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|
glPopMatrix();
|
|
glLoadIdentity();
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glViewport(0,0,gr_screen.max_w, gr_screen.max_h);
|
|
|
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GL_modelview_matrix_depth = 1;
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GL_htl_view_matrix_set = 0;
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}
|
|
|
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// set a view and projection matrix for a 2D element
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// TODO: this probably needs to accept values
|
|
void gr_opengl_set_2d_matrix(/*int x, int y, int w, int h*/)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
// don't bother with this if we aren't even going to need it
|
|
if (!GL_htl_projection_matrix_set)
|
|
return;
|
|
|
|
Assert( GL_htl_2d_matrix_set == 0 );
|
|
Assert( GL_htl_2d_matrix_depth == 0 );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
// the top and bottom positions are reversed on purpose
|
|
glOrtho( 0, gr_screen.max_w, gr_screen.max_h, 0, 0, 1 );
|
|
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glPushMatrix();
|
|
glLoadIdentity();
|
|
|
|
// the viewport needs to be the full screen size since glOrtho() is relative to it
|
|
glViewport(0, 0, gr_screen.max_w, gr_screen.max_h);
|
|
|
|
GL_htl_2d_matrix_set++;
|
|
GL_htl_2d_matrix_depth++;
|
|
}
|
|
|
|
// ends a previously set 2d view and projection matrix
|
|
void gr_opengl_end_2d_matrix()
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
if (!GL_htl_2d_matrix_set)
|
|
return;
|
|
|
|
Assert( GL_htl_2d_matrix_depth == 1 );
|
|
|
|
glMatrixMode( GL_PROJECTION );
|
|
glPopMatrix();
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glPopMatrix();
|
|
|
|
GL_htl_2d_matrix_set = 0;
|
|
GL_htl_2d_matrix_depth = 0;
|
|
}
|
|
|
|
void gr_opengl_push_scale_matrix(vec3d *scale_factor)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_htl_projection_matrix_set);
|
|
Assert(GL_htl_view_matrix_set);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPushMatrix();
|
|
GL_modelview_matrix_depth++;
|
|
glScalef(scale_factor->xyz.x,scale_factor->xyz.y,scale_factor->xyz.z);
|
|
}
|
|
|
|
void gr_opengl_pop_scale_matrix()
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
Assert(GL_htl_projection_matrix_set);
|
|
Assert(GL_htl_view_matrix_set);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glPopMatrix();
|
|
GL_modelview_matrix_depth--;
|
|
}
|
|
|
|
void gr_opengl_end_clip_plane()
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
}
|
|
|
|
void gr_opengl_start_clip_plane()
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
double clip_equation[4];
|
|
vec3d n;
|
|
vec3d p;
|
|
|
|
n=G3_user_clip_normal;
|
|
p=G3_user_clip_point;
|
|
|
|
clip_equation[0]=n.xyz.x;
|
|
clip_equation[1]=n.xyz.y;
|
|
clip_equation[2]=n.xyz.z;
|
|
clip_equation[3]=-vm_vec_dot(&p, &n);
|
|
glClipPlane(GL_CLIP_PLANE0, clip_equation);
|
|
glEnable(GL_CLIP_PLANE0);
|
|
}
|
|
|
|
//************************************State blocks************************************
|
|
|
|
//this is an array of reference counts for state block IDs
|
|
static GLuint *state_blocks = NULL;
|
|
static uint n_state_blocks = 0;
|
|
static GLuint current_state_block;
|
|
|
|
//this is used for places in the array that a state block ID no longer exists
|
|
#define EMPTY_STATE_BOX_REF_COUNT 0xffffffff
|
|
|
|
int opengl_get_new_state_block_internal()
|
|
{
|
|
uint i;
|
|
|
|
if (state_blocks == NULL) {
|
|
state_blocks = (GLuint*)vm_malloc(sizeof(GLuint));
|
|
memset(&state_blocks[n_state_blocks], 'f', sizeof(GLuint));
|
|
n_state_blocks++;
|
|
}
|
|
|
|
for (i = 0; i < n_state_blocks; i++) {
|
|
if (state_blocks[i] == EMPTY_STATE_BOX_REF_COUNT) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
// "i" should be n_state_blocks since we got here.
|
|
state_blocks = (GLuint*)vm_realloc(state_blocks, sizeof(GLuint) * i);
|
|
memset(&state_blocks[i], 'f', sizeof(GLuint));
|
|
|
|
n_state_blocks++;
|
|
|
|
return n_state_blocks-1;
|
|
}
|
|
|
|
void gr_opengl_start_state_block()
|
|
{
|
|
gr_screen.recording_state_block = true;
|
|
current_state_block = opengl_get_new_state_block_internal();
|
|
glNewList(current_state_block, GL_COMPILE);
|
|
}
|
|
|
|
int gr_opengl_end_state_block()
|
|
{
|
|
//sanity check
|
|
if(!gr_screen.recording_state_block)
|
|
return -1;
|
|
|
|
//End the display list
|
|
gr_screen.recording_state_block = false;
|
|
glEndList();
|
|
|
|
//now return
|
|
return current_state_block;
|
|
}
|
|
|
|
void gr_opengl_set_state_block(int handle)
|
|
{
|
|
if(handle < 0) return;
|
|
glCallList(handle);
|
|
}
|
|
|
|
|
|
void gr_opengl_draw_htl_line(vec3d *start, vec3d* end)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
opengl_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL);
|
|
glBegin(GL_LINES);
|
|
glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
|
|
glSecondaryColor3ubvEXT(GL_zero_3ub);
|
|
glVertex3fv(start->a1d);
|
|
glVertex3fv(end->a1d);
|
|
glEnd();
|
|
}
|
|
|
|
void gr_opengl_draw_htl_sphere(float rad)
|
|
{
|
|
if (Cmdline_nohtl)
|
|
return;
|
|
|
|
GLUquadricObj *quad = NULL;
|
|
|
|
// FIXME: before this is used in anything other than FRED2 we need to make this creation/deletion
|
|
// stuff global so that it's not so slow (it can be reused for multiple quadratic objects)
|
|
quad = gluNewQuadric();
|
|
|
|
Assert(quad != NULL);
|
|
|
|
if (quad == NULL)
|
|
return;
|
|
|
|
opengl_set_state(TEXTURE_SOURCE_NONE, ALPHA_BLEND_NONE, ZBUFFER_TYPE_FULL);
|
|
glColor3ub(gr_screen.current_color.red, gr_screen.current_color.green, gr_screen.current_color.blue);
|
|
glSecondaryColor3ubvEXT(GL_zero_3ub);
|
|
|
|
// FIXME: opengl_check_for_errors() needs to be modified to work with this at
|
|
// some point but for now I just don't care so it does nothing
|
|
gluQuadricCallback( quad, GLU_ERROR, NULL );
|
|
|
|
// FIXME: maybe support fill/wireframe with a future flag?
|
|
gluQuadricDrawStyle( quad, GLU_FILL );
|
|
|
|
// assuming unlit spheres, otherwise use GLU_SMOOTH so that it looks better
|
|
gluQuadricNormals( quad, GLU_NONE );
|
|
|
|
// we could set the slices/stacks at some point in the future but just use 16 now since it looks ok
|
|
gluSphere( quad, (GLdouble)rad, 16, 16 );
|
|
|
|
// FIXME: I just heard this scream "Globalize Me!!". It was really scary. I even cried.
|
|
gluDeleteQuadric( quad );
|
|
}
|